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Merge branch 'XC-ios-ht' into test

# Conflicts:
#	.gitignore
#	Directory.Packages.props
#	README.md
#	src/ARMeilleure/Instructions/InstEmitMemoryHelper.cs
#	src/ARMeilleure/Memory/MemoryManagerType.cs
#	src/ARMeilleure/Signal/NativeSignalHandlerGenerator.cs
#	src/ARMeilleure/Signal/UnixSignalHandlerRegistration.cs
#	src/ARMeilleure/Translation/PTC/Ptc.cs
#	src/ARMeilleure/Translation/Translator.cs
#	src/Ryujinx.Ava/Ryujinx.Ava.csproj
#	src/Ryujinx.Ava/UI/Models/InputConfiguration.cs
#	src/Ryujinx.Ava/UI/Views/Input/ControllerInputView.axaml.cs
#	src/Ryujinx.Common/Configuration/AppDataManager.cs
#	src/Ryujinx.Common/Logging/Targets/ConsoleLogTarget.cs
#	src/Ryujinx.Common/ReleaseInformation.cs
#	src/Ryujinx.Cpu/AppleHv/HvMemoryManager.cs
#	src/Ryujinx.Cpu/Jit/JitCpuContext.cs
#	src/Ryujinx.Cpu/Jit/JitMemoryAllocator.cs
#	src/Ryujinx.Cpu/Jit/MemoryManagerHostTracked.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Block.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Decoder.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/MultiBlock.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/RegisterAllocator.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Target/Arm64/Compiler.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Target/Arm64/InstEmitFlow.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Target/Arm64/InstEmitMemory.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Target/Arm64/InstEmitMove.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Target/Arm64/InstEmitNeonMemory.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Target/Arm64/InstEmitSaturate.cs
#	src/Ryujinx.Cpu/LightningJit/Arm32/Target/Arm64/InstEmitSystem.cs
#	src/Ryujinx.Cpu/LightningJit/Arm64/InstName.cs
#	src/Ryujinx.Cpu/LightningJit/Arm64/RegisterAllocator.cs
#	src/Ryujinx.Cpu/LightningJit/Arm64/RegisterUtils.cs
#	src/Ryujinx.Cpu/LightningJit/Arm64/Target/Arm64/Compiler.cs
#	src/Ryujinx.Cpu/LightningJit/Arm64/Target/Arm64/Decoder.cs
#	src/Ryujinx.Cpu/LightningJit/Arm64/Target/Arm64/InstEmitMemory.cs
#	src/Ryujinx.Cpu/LightningJit/Arm64/Target/Arm64/InstEmitSystem.cs
#	src/Ryujinx.Cpu/LightningJit/Cache/CacheEntry.cs
#	src/Ryujinx.Cpu/LightningJit/Cache/NoWxCache.cs
#	src/Ryujinx.Cpu/LightningJit/LightningJitCpuContext.cs
#	src/Ryujinx.Cpu/LightningJit/LightningJitEngine.cs
#	src/Ryujinx.Cpu/LightningJit/Translator.cs
#	src/Ryujinx.Cpu/MemoryEhMeilleure.cs
#	src/Ryujinx.Graphics.Device/DeviceState.cs
#	src/Ryujinx.Graphics.GAL/ITexture.cs
#	src/Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureSetDataCommand.cs
#	src/Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureSetDataSliceCommand.cs
#	src/Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureSetDataSliceRegionCommand.cs
#	src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs
#	src/Ryujinx.Graphics.Gpu/Engine/InlineToMemory/InlineToMemoryClass.cs
#	src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdateTracker.cs
#	src/Ryujinx.Graphics.Gpu/Image/Texture.cs
#	src/Ryujinx.Graphics.Gpu/Image/TextureGroup.cs
#	src/Ryujinx.Graphics.OpenGL/Image/TextureBuffer.cs
#	src/Ryujinx.Graphics.OpenGL/Image/TextureView.cs
#	src/Ryujinx.Graphics.Texture/Astc/AstcDecoder.cs
#	src/Ryujinx.Graphics.Texture/BCnDecoder.cs
#	src/Ryujinx.Graphics.Texture/BCnEncoder.cs
#	src/Ryujinx.Graphics.Texture/ETC2Decoder.cs
#	src/Ryujinx.Graphics.Texture/LayoutConverter.cs
#	src/Ryujinx.Graphics.Texture/PixelConverter.cs
#	src/Ryujinx.Graphics.Vulkan/CommandBufferPool.cs
#	src/Ryujinx.Graphics.Vulkan/DescriptorSetCollection.cs
#	src/Ryujinx.Graphics.Vulkan/DescriptorSetManager.cs
#	src/Ryujinx.Graphics.Vulkan/DescriptorSetUpdater.cs
#	src/Ryujinx.Graphics.Vulkan/PipelineState.cs
#	src/Ryujinx.Graphics.Vulkan/TextureBuffer.cs
#	src/Ryujinx.Graphics.Vulkan/TextureView.cs
#	src/Ryujinx.Graphics.Vulkan/VulkanRenderer.cs
#	src/Ryujinx.Gtk3/UI/Applet/GtkHostUIHandler.cs
#	src/Ryujinx.HLE.Generators/CodeGenerator.cs
#	src/Ryujinx.HLE.Generators/IpcServiceGenerator.cs
#	src/Ryujinx.HLE.Generators/ServiceSyntaxReceiver.cs
#	src/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
#	src/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardRendererBase.cs
#	src/Ryujinx.HLE/HOS/ArmProcessContextFactory.cs
#	src/Ryujinx.HLE/HOS/Services/Nifm/StaticService/Types/IpAddressSetting.cs
#	src/Ryujinx.HLE/Loaders/Processes/Extensions/PartitionFileSystemExtensions.cs
#	src/Ryujinx.HLE/Ryujinx.HLE.csproj
#	src/Ryujinx.HLE/UI/IHostUIHandler.cs
#	src/Ryujinx.Headless.SDL2/Program.cs
#	src/Ryujinx.Headless.SDL2/WindowBase.cs
#	src/Ryujinx.Memory/MemoryBlock.cs
#	src/Ryujinx.Memory/MemoryManagement.cs
#	src/Ryujinx.Memory/MemoryManagementUnix.cs
#	src/Ryujinx.SDL2.Common/SDL2Driver.cs
#	src/Ryujinx.Ui.Common/App/ApplicationLibrary.cs
#	src/Ryujinx/Assets/Styles/Styles.xaml
#	src/Ryujinx/UI/Applet/AvaHostUIHandler.cs
#	src/Ryujinx/UI/ViewModels/GamePadInputViewModel.cs
#	src/Ryujinx/UI/ViewModels/Input/InputViewModel.cs
#	src/Ryujinx/UI/ViewModels/InputViewModel.cs
#	src/Ryujinx/UI/ViewModels/KeyboardInputViewModel.cs
#	src/Ryujinx/UI/ViewModels/MainWindowViewModel.cs
#	src/Ryujinx/UI/Views/Input/ControllerInputView.axaml
#	src/Ryujinx/UI/Views/Input/GamePadInputView.axaml
#	src/Ryujinx/UI/Views/Input/GamePadInputView.axaml.cs
#	src/Ryujinx/UI/Views/Input/KeyboardInputView.axaml
#	src/Ryujinx/UI/Views/Input/KeyboardInputView.axaml.cs
#	src/Ryujinx/UI/Views/Input/MotionInputView.axaml.cs
#	src/Ryujinx/UI/Views/Input/RumbleInputView.axaml.cs
#	src/Ryujinx/UI/Windows/IconColorPicker.cs
#	src/Ryujinx/rd.xml
This commit is contained in:
Daniil Vinogradov 2025-03-01 21:58:58 +01:00
commit ee179cacc4
754 changed files with 207579 additions and 2639 deletions

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name: Notify API on Release
on:
release:
types: [published]
jobs:
notify-api:
runs-on: debian-trixie
steps:
- name: Send API Call for New Release
run: |
curl -X POST http://melonx.org/api/new_release \
-H "Content-Type: application/json" \
-H "Authorization: Bearer ${{ secrets.MELONX_GITEA_API_KEY }}" \
-d '{
"version_number": "${{ github.event.release.tag_name }}",
"download_link": "${{ github.event.release.html_url }}",
"changelog": "${{ github.event.release.body }}",
"is_latest": true
}'

67
.gitignore vendored
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@ -10,6 +10,8 @@
# Build results
dotnet.xcconfig
[Dd]ebug/
[Rr]elease/
x64/
@ -172,5 +174,70 @@ PublishProfiles/
# Glade backup files
*.glade~
src/MeloNX/MeloNX/Dependencies/Dynamic Libraries/Ryujinx.Headless.SDL2.dylib
# SWIFT GITIGNORE
# Xcode
#
# gitignore contributors: remember to update Global/Xcode.gitignore, Objective-C.gitignore & Swift.gitignore
## User settings
xcuserdata/
## Obj-C/Swift specific
*.hmap
## App packaging
*.ipa
*.dSYM.zip
*.dSYM
## Playgrounds
timeline.xctimeline
playground.xcworkspace
# Swift Package Manager
#
# Add this line if you want to avoid checking in source code from Swift Package Manager dependencies.
# Packages/
# Package.pins
# Package.resolved
# *.xcodeproj
#
# Xcode automatically generates this directory with a .xcworkspacedata file and xcuserdata
# hence it is not needed unless you have added a package configuration file to your project
# .swiftpm
.build/
# CocoaPods
#
# We recommend against adding the Pods directory to your .gitignore. However
# you should judge for yourself, the pros and cons are mentioned at:
# https://guides.cocoapods.org/using/using-cocoapods.html#should-i-check-the-pods-directory-into-source-control
#
# Pods/
#
# Add this line if you want to avoid checking in source code from the Xcode workspace
# *.xcworkspace
# Carthage
#
# Add this line if you want to avoid checking in source code from Carthage dependencies.
# Carthage/Checkouts
Carthage/Build/
# fastlane
#
# It is recommended to not store the screenshots in the git repo.
# Instead, use fastlane to re-generate the screenshots whenever they are needed.
# For more information about the recommended setup visit:
# https://docs.fastlane.tools/best-practices/source-control/#source-control
fastlane/report.xml
fastlane/Preview.html
fastlane/screenshots/**/*.png
fastlane/test_output
/src/RyujinxAndroid/.idea
/src/RyujinxAndroid/app/src/main/jniLibs/arm64-v8a

81
Compile.md Normal file
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# Compiling MeloNX on macOS
## Prerequisites
Before you begin, ensure you have the following installed:
- [**.NET 8.0**](https://dotnet.microsoft.com/en-us/download/dotnet/8.0)
- [**Xcode**](https://apps.apple.com/de/app/xcode/id497799835?l=en-GB&mt=12$0)
- A Mac running **macOS**
## Compilation Steps
### 1. Clone the Repository and Build Ryujinx
Open a terminal and run:
```sh
git clone https://git.743378673.xyz/MeloNX/MeloNX.git
cd MeloNX
./compile.sh
```
You may need to run this command if compilation fails, then run the `./compile.sh` command again (You will need to put in your user password. Your password will not be shown at all.)
```
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
```
However, if you only need to update MeloNX, make sure you have cd into the directory then run this then skip to step 5
```
git pull
./compile.sh
```
### 2. Open the Xcode Project
Navigate to the **Xcode project file** located at:
```
src/MeloNX/MeloNX.xcodeproj
```
Double-click to open it in **Xcode**.
### 3. Configure the Project Settings
- In **Xcode**, select the **MeloNX** project.
- Under the **General** tab, find `Ryujinx.Headless.SDL2.dylib`.
- Set its **Embed setting** to **"Embed & Sign"**.
### 4. Configure Signing & Capabilities
- In **Xcode**, go to **Signing & Capabilities**.
- Set the **Team** to your **Apple Developer account** (free or paid).
- Change the **Bundle Identifier** to:
```
com.<your-name>.MeloNX
```
*(Replace `<your-name>` with your actual name or identifier.)*
### 5. Connect Your Device
Ensure your **iPhone/iPad** is **connected** and **selected** (Next to MeloNX with the arrow) in Xcode.
- You may need to install the iOS SDK. it will say next to MeloNX with the arrow saying "iOS XX Not Installed (GET)"
- You will be need to press GET and wait for it to finish downloading and installing
- Then you will be able to select your device and Build and Run.
Make Sure you do **NOT** select the Simulator. (Which is the Generic names and the ones with the non-coloured icons, e.g. "iPhone 16 Pro")
### 6. Build and Run
Click the **Run (▶️) button** in Xcode to compile and launch MeloNX.
- When running on your device, Click the **Spray Can Button** below the Run button
- Right Click where it says "> MeloNX PID XXXX"
- Press Detach in the Context Menu.
---
Now you're all set! 🚀 If you encounter issues, please join the discord at https://melonx.org
```

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@ -34,18 +34,20 @@
<PackageVersion Include="OpenTK.Windowing.GraphicsLibraryFramework" Version="4.8.2" />
<PackageVersion Include="Ryujinx.Audio.OpenAL.Dependencies" Version="1.21.0.1" />
<PackageVersion Include="Ryujinx.Graphics.Nvdec.Dependencies" Version="5.0.3-build14" />
<PackageVersion Include="Ryujinx.Graphics.Vulkan.Dependencies.MoltenVK" Version="1.2.0" />
<PackageVersion Include="Ryujinx.Graphics.Vulkan.Dependencies.MoltenVK" Version="1.2.3" />
<PackageVersion Include="Ryujinx.GtkSharp" Version="3.24.24.59-ryujinx" />
<PackageVersion Include="Ryujinx.SDL2-CS" Version="2.30.0-build32" />
<PackageVersion Include="securifybv.ShellLink" Version="0.1.0" />
<PackageVersion Include="shaderc.net" Version="0.1.0" />
<PackageVersion Include="SharpZipLib" Version="1.4.2" />
<PackageVersion Include="Silk.NET.Vulkan" Version="2.21.0" />
<PackageVersion Include="Silk.NET.Vulkan.Extensions.EXT" Version="2.21.0" />
<PackageVersion Include="Silk.NET.Vulkan.Extensions.KHR" Version="2.21.0" />
<PackageVersion Include="SkiaSharp" Version="2.88.7" />
<PackageVersion Include="SkiaSharp.NativeAssets.Linux" Version="2.88.7" />
<PackageVersion Include="SPB" Version="0.0.4-build32" />
<PackageVersion Include="Silk.NET.Vulkan" Version="2.22.0" />
<PackageVersion Include="Silk.NET.Vulkan.Extensions.EXT" Version="2.22.0" />
<PackageVersion Include="Silk.NET.Vulkan.Extensions.KHR" Version="2.22.0" />
<PackageVersion Include="SixLabors.ImageSharp" Version="1.0.4" />
<PackageVersion Include="SixLabors.ImageSharp.Drawing" Version="1.0.0-beta11" />
<PackageVersion Include="SPB" Version="0.0.4-build28" />
<PackageVersion Include="System.Drawing.Common" Version="8.0.0" />
<PackageVersion Include="System.IdentityModel.Tokens.Jwt" Version="7.0.3" />
<PackageVersion Include="System.IO.Hashing" Version="8.0.0" />
<PackageVersion Include="System.Management" Version="8.0.0" />
<PackageVersion Include="UnicornEngine.Unicorn" Version="2.0.2-rc1-fb78016" />

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MIT License
MeloNX License
Copyright (c) Ryujinx Team and Contributors
Copyright (c) MeloNX Team and Contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
Permission is hereby granted, free of charge, to any person (except anyone who has previously attempted or is currently attempting to merge MeloNX with Pomelo) obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Every file is under this license, and all copies must be redistributed under the same license.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Anyone who attempts or has attempted to merge MeloNX with Pomelo, or otherwise use this source code in conjunction with Pomelo, is prohibited from using, copying, modifying, or distributing the source code without first obtaining explicit, written permission from Stossy11.
Additionally, the names of the developers or contributors to this project may not be used to endorse or promote products derived from this software without specific, prior written permission from the respective developer(s).
Ryujinx is licensed under the MIT License. Copyright (c) Ryujinx contributors. All rights to Ryujinx are held by its respective copyright holders, and its use is subject to the terms of the MIT License.

46
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>get-task-allow</key>
<true/>
<key>com.apple.developer.kernel.increased-memory-limit</key>
<true/>
<key>com.apple.developer.kernel.extended-virtual-addressing</key>
<true/>
<key>com.apple.private.iokit.IOServiceSetAuthorizationID</key>
<true/>
<key>com.apple.security.exception.iokit-user-client-class</key>
<array>
<string>AGXCommandQueue</string>
<string>AGXDevice</string>
<string>AGXDeviceUserClient</string>
<string>AGXSharedUserClient</string>
<string>AppleUSBHostDeviceUserClient</string>
<string>AppleUSBHostInterfaceUserClient</string>
<string>IOSurfaceRootUserClient</string>
<string>IOAccelContext</string>
<string>IOAccelContext2</string>
<string>IOAccelDevice</string>
<string>IOAccelDevice2</string>
<string>IOAccelSharedUserClient</string>
<string>IOAccelSharedUserClient2</string>
<string>IOAccelSubmitter2</string>
</array>
<key>com.apple.system.diagnostics.iokit-properties</key>
<true/>
<key>com.apple.vm.device-access</key>
<true/>
<key>com.apple.private.hypervisor</key>
<true/>
<key>com.apple.private.memorystatus</key>
<true/>
<key>com.apple.private.security.no-sandbox</key>
<true/>
<key>com.apple.private.security.storage.AppDataContainers</key>
<true/>
<key>com.apple.private.security.storage.MobileDocuments</key>
<true/>
<key>platform-application</key>
<true/>
</dict>
</plist>

183
README.md
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<h1 align="center">
<br>
<a href="https://ryujinx.org/"><img src="https://raw.githubusercontent.com/Ryujinx/Ryujinx/master/distribution/misc/Logo.svg" alt="Ryujinx" width="150"></a>
<br>
<b>Ryujinx</b>
<br>
<sub><sup><b>(REE-YOU-JINX)</b></sup></sub>
<br>
</h1>
<p align="center">
Ryujinx is an open-source Nintendo Switch emulator, created by gdkchan, written in C#.
This emulator aims at providing excellent accuracy and performance, a user-friendly interface and consistent builds.
It was written from scratch and development on the project began in September 2017.
Ryujinx is available on Github under the <a href="https://github.com/Ryujinx/Ryujinx/blob/master/LICENSE.txt" target="_blank">MIT license</a>.
<br />
<a href="https://melonx.org">
<img src="https://melonx.org/static/imgs/MeloNX.svg" alt="MeloNX Logo" width="120">
</a>
</p>
<p align="center">
<a href="https://github.com/Ryujinx/Ryujinx/actions/workflows/release.yml">
<img src="https://github.com/Ryujinx/Ryujinx/actions/workflows/release.yml/badge.svg"
alt="">
</a>
<a href="https://crwd.in/ryujinx">
<img src="https://badges.crowdin.net/ryujinx/localized.svg"
alt="">
</a>
<a href="https://discord.com/invite/VkQYXAZ">
<img src="https://img.shields.io/discord/410208534861447168?color=5865F2&label=Ryujinx&logo=discord&logoColor=white"
alt="Discord">
</a>
<br>
<br>
<img src="https://raw.githubusercontent.com/Ryujinx/Ryujinx-Website/master/public/assets/images/shell.png">
</p>
## Compatibility
As of May 2024, Ryujinx has been tested on approximately 4,300 titles;
over 4,100 boot past menus and into gameplay, with roughly 3,550 of those being considered playable.
You can check out the compatibility list [here](https://github.com/Ryujinx/Ryujinx-Games-List/issues).
Anyone is free to submit a new game test or update an existing game test entry;
simply follow the new issue template and testing guidelines, or post as a reply to the applicable game issue.
Use the search function to see if a game has been tested already!
## Usage
To run this emulator, your PC must be equipped with at least 8GiB of RAM;
failing to meet this requirement may result in a poor gameplay experience or unexpected crashes.
See our [Setup & Configuration Guide](https://github.com/Ryujinx/Ryujinx/wiki/Ryujinx-Setup-&-Configuration-Guide) on how to set up the emulator.
For our Local Wireless (LDN) builds, see our [Multiplayer: Local Play/Local Wireless Guide
](https://github.com/Ryujinx/Ryujinx/wiki/Multiplayer-(LDN-Local-Wireless)-Guide).
Avalonia UI comes with translations for various languages. See [Crowdin](https://crwd.in/ryujinx) for more information.
## Latest build
These builds are compiled automatically for each commit on the master branch.
While we strive to ensure optimal stability and performance prior to pushing an update, our automated builds **may be unstable or completely broken**.
If you want to see details on updates to the emulator, you can visit our [Changelog](https://github.com/Ryujinx/Ryujinx/wiki/Changelog).
The latest automatic build for Windows, macOS, and Linux can be found on the [Official Website](https://ryujinx.org/download).
<h1 align="center">MeloNX</h1>
## Documentation
If you are planning to contribute or just want to learn more about this project please read through our [documentation](docs/README.md).
## Building
If you wish to build the emulator yourself, follow these steps:
<p align="center">
MeloNX enables Nintendo Switch game emulation on iOS using the Ryujinx iOS code base.
</p>
### Step 1
Install the [.NET 8.0 (or higher) SDK](https://dotnet.microsoft.com/download/dotnet/8.0).
Make sure your SDK version is higher or equal to the required version specified in [global.json](global.json).
### Step 2
Either use `git clone https://github.com/Ryujinx/Ryujinx` on the command line to clone the repository or use Code --> Download zip button to get the files.
<p align="center">
MeloNX is an iOS Nintendo Switch emulator based on Ryujinx, written primarily in C#. Designed to bring accurate performance and a user-friendly interface to iOS, MeloNX makes Switch games accessible on Apple devices.
Developed from the ground up, MeloNX is open-source and available on Github under the <a href="https://github.com/MeloNX-Emu/MeloNX/blob/master/LICENSE.txt" target="_blank">MeloNX license (Based on MIT)</a>. <br
</p>
### Step 3
# Compatibility
To build Ryujinx, open a command prompt inside the project directory.
You can quickly access it on Windows by holding shift in File Explorer, then right clicking and selecting `Open command window here`.
Then type the following command: `dotnet build -c Release -o build`
the built files will be found in the newly created build directory.
MeloNX works on iPhone XS/XR and later and iPad 8th Gen and later. Check out the Compatibility on the <a href="https://melonx.org/compatibility/" target="_blank">website</a>.
Ryujinx system files are stored in the `Ryujinx` folder.
This folder is located in the user folder, which can be accessed by clicking `Open Ryujinx Folder` under the File menu in the GUI.
# Usage
## FAQ
- MeloNX is made for iOS 17+, on iOS 15 - 16 MeloNX can be installed but will have issues or may not work at all.
- MeloNX needs Xcode or a Paid Apple Developer Account. SideStore support may come soon (SideStore Side Issue)
- MeloNX needs JIT
- Recommended Device: iPhone 15 Pro or newer.
- Low-End Recommended Device**: iPhone 13 Pro.
- Lowest Supported Device: iPhone XR
## How to install
### Paid Developer Account
1. **Sideload the App**
- Use any sideloading tool that supports Apple IDs.
2. **Enable Entitlements**
- Visit [Apple Developer Identifiers](https://developer.apple.com/account/resources/identifiers).
- Locate **MeloNX** and enable the following entitlements:
- `Increased Memory Limit`
- `Increased Debugging Memory Limit`
3. **Reinstall the App**
- Delete the existing installation.
- Sideload the app again with the updated entitlements.
4. **Enable JIT**
- Use your preferred method to enable Just-In-Time (JIT) compilation.
5. **Add Necessary Files**
If having Issues installing firmware (Make sure your Keys are installed first)
- If needed, install firmware and keys from **Ryujinx Desktop**.
- Copy the **bis** and **system** folders
### Xcode
**NOTE: These Xcode builds are nightly and may have unfinished features.**
1. **Compile Guide**
- Visit the [guide here](https://git.743378673.xyz/MeloNX/MeloNX/src/branch/XC-ios-ht/Compile.md).
2. **Add Necessary Files**
If having Issues installing firmware (Make sure your Keys are installed first)
- If needed, install firmware and keys from **Ryujinx Desktop**.
- Copy the **bis** and **system** folders
## Features
- **Audio**
@ -106,64 +88,39 @@ This folder is located in the user folder, which can be accessed by clicking `Op
It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code.
There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster).
The fastest option (host, unchecked) is set by default.
Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads.
Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads.
The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game.
NOTE: This feature is enabled by default in the Options menu > System tab.
You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch!
NOTE: This feature is enabled by default, You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch!
These improvements are permanent and do not require any extra launches going forward.
- **GPU**
The GPU emulator emulates the Switch's Maxwell GPU using either the OpenGL (version 4.5 minimum), Vulkan, or Metal (via MoltenVK) APIs through a custom build of OpenTK or Silk.NET respectively.
There are currently six graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Anti-Aliasing, Scaling Filters (including FSR), Anisotropic Filtering and Aspect Ratio Adjustment.
These enhancements can be adjusted or toggled as desired in the GUI.
The GPU emulator emulates the Switch's Maxwell GPU using Metal (via MoltenVK) APIs through a custom build of OpenTK or Silk.NET respectively.
- **Input**
We currently have support for keyboard, mouse, touch input, JoyCon input support, and nearly all controllers.
We currently have support for keyboard, touch input, JoyCon input support, and nearly all controllers.
Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required.
In all scenarios, you can set up everything inside the input configuration menu.
- **DLC & Modifications**
Ryujinx is able to manage add-on content/downloadable content through the GUI.
Mods (romfs, exefs, and runtime mods such as cheats) are also supported;
the GUI contains a shortcut to open the respective mods folder for a particular game.
MeloNX does not support add-on content/downloadable content.
Mods (romfs, exefs, and runtime mods such as cheats) are supported;
- **Configuration**
The emulator has settings for enabling or disabling some logging, remapping controllers, and more.
You can configure all of them through the graphical interface or manually through the config file, `Config.json`, found in the user folder which can be accessed by clicking `Open Ryujinx Folder` under the File menu in the GUI.
## Contact
If you have contributions, suggestions, need emulator support or just want to get in touch with the team, join our [Discord server](https://discord.com/invite/Ryujinx).
You may also review our [FAQ](https://github.com/Ryujinx/Ryujinx/wiki/Frequently-Asked-Questions).
## Donations
If you'd like to support the project financially, Ryujinx has an active Patreon campaign.
<a href="https://www.patreon.com/ryujinx">
<img src="https://images.squarespace-cdn.com/content/v1/560c1d39e4b0b4fae0c9cf2a/1567548955044-WVD994WZP76EWF15T0L3/Patreon+Button.png?format=500w" width="150">
</a>
All developers working on the project do so in their free time, but the project has several expenses:
* Hackable Nintendo Switch consoles to reverse-engineer the hardware
* Additional computer hardware for testing purposes (e.g. GPUs to diagnose graphical bugs, etc.)
* Licenses for various software development tools (e.g. Jetbrains, IDA)
* Web hosting and infrastructure maintenance (e.g. LDN servers)
All funds received through Patreon are considered a donation to support the project. Patrons receive early access to progress reports and exclusive access to developer interviews.
## License
This software is licensed under the terms of the [MIT license](LICENSE.txt).
This software is licensed under the terms of the [MeloNX license (Based on MIT License)](LICENSE.txt).
This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3.
See [LICENSE.txt](LICENSE.txt) and [THIRDPARTY.md](distribution/legal/THIRDPARTY.md) for more details.
## Credits
- [Ryujinx](https://github.com/ryujinx-mirror/ryujinx) is used for the base of this emulator. (link is to ryujinx-mirror since they were supportive)
- [LibHac](https://github.com/Thealexbarney/LibHac) is used for our file-system.
- [AmiiboAPI](https://www.amiiboapi.com) is used in our Amiibo emulation.
- [ldn_mitm](https://github.com/spacemeowx2/ldn_mitm) is used for one of our available multiplayer modes.

18
compile.sh Executable file
View File

@ -0,0 +1,18 @@
#!/bin/bash
# Define the destination directory (hardcoded)
DESTINATION_DIR="src/MeloNX/Dependencies/Dynamic\ Libraries/Ryujinx.Headless.SDL2.dylib"
# Restore the project
dotnet restore
# Build the project with the specified version
dotnet build -c Release
# Publish the project with the specified runtime and settings
dotnet publish -c Release -r ios-arm64 -p:ExtraDefineConstants=DISABLE_UPDATER src/Ryujinx.Headless.SDL2 --self-contained true
# Move the published .dylib to the specified location
mv src/Ryujinx.Headless.SDL2/bin/Release/net8.0/ios-arm64/native/Ryujinx.Headless.SDL2.dylib src/MeloNX/MeloNX/Dependencies/Dynamic\ Libraries/Ryujinx.Headless.SDL2.dylib

View File

@ -58,9 +58,9 @@ namespace ARMeilleure.CodeGen
/// <typeparam name="T">Type of delegate</typeparam>
/// <param name="codePointer">Pointer to the function code in memory</param>
/// <returns>A delegate of type <typeparamref name="T"/> pointing to the mapped function</returns>
public T MapWithPointer<T>(out IntPtr codePointer)
public T MapWithPointer<T>(out IntPtr codePointer, bool deferProtect = false)
{
codePointer = JitCache.Map(this);
codePointer = JitCache.Map(this, deferProtect);
return Marshal.GetDelegateForFunctionPointer<T>(codePointer);
}

View File

@ -18,6 +18,12 @@ namespace ARMeilleure.Memory
/// </summary>
SoftwarePageTable,
/// <summary>
/// High level implementation using a software flat page table for address translation,
/// no support for handling invalid or non-contiguous memory access.
/// </summary>
HostTracked,
/// <summary>
/// High level implementation with mappings managed by the host OS, effectively using hardware
/// page tables. No address translation is performed in software and the memory is just accessed directly.

View File

@ -7,6 +7,7 @@ namespace ARMeilleure.Memory
public const int DefaultGranularity = 65536; // Mapping granularity in Windows.
public IJitMemoryBlock Block { get; }
public IJitMemoryAllocator Allocator { get; }
public IntPtr Pointer => Block.Pointer;
@ -21,6 +22,7 @@ namespace ARMeilleure.Memory
granularity = DefaultGranularity;
}
Allocator = allocator;
Block = allocator.Reserve(maxSize);
_maxSize = maxSize;
_sizeGranularity = granularity;

View File

@ -11,4 +11,35 @@ namespace ARMeilleure.Native
[LibraryImport("libarmeilleure-jitsupport", EntryPoint = "armeilleure_jit_memcpy")]
public static partial void Copy(IntPtr dst, IntPtr src, ulong n);
}
[SupportedOSPlatform("ios")]
internal static partial class JitSupportDarwinAot
{
[LibraryImport("pthread", EntryPoint = "pthread_jit_write_protect_np")]
private static partial void pthread_jit_write_protect_np(int enabled);
[LibraryImport("libc", EntryPoint = "sys_icache_invalidate")]
private static partial void sys_icache_invalidate(IntPtr start, IntPtr length);
public static unsafe void Copy(IntPtr dst, IntPtr src, ulong n) {
// When NativeAOT is in use, we can toggle per-thread write protection without worrying about breaking .NET code.
// pthread_jit_write_protect_np(0);
var srcSpan = new Span<byte>(src.ToPointer(), (int)n);
var dstSpan = new Span<byte>(dst.ToPointer(), (int)n);
srcSpan.CopyTo(dstSpan);
// pthread_jit_write_protect_np(1);
// Ensure that the instruction cache for this range is invalidated.
sys_icache_invalidate(dst, (IntPtr)n);
}
public static unsafe void Invalidate(IntPtr dst, ulong n)
{
// Ensure that the instruction cache for this range is invalidated.
sys_icache_invalidate(dst, (IntPtr)n);
}
}
}

View File

@ -0,0 +1,83 @@
using System;
using System.Runtime.InteropServices;
namespace ARMeilleure.Signal
{
static partial class UnixSignalHandlerRegistration
{
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public unsafe struct SigSet
{
fixed long sa_mask[16];
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct SigAction
{
public IntPtr sa_handler;
public SigSet sa_mask;
public int sa_flags;
public IntPtr sa_restorer;
}
private const int SIGSEGV = 11;
private const int SIGBUS = 10;
private const int SA_SIGINFO = 0x00000004;
[LibraryImport("libc", SetLastError = true)]
private static partial int sigaction(int signum, ref SigAction sigAction, out SigAction oldAction);
[LibraryImport("libc", SetLastError = true)]
private static partial int sigaction(int signum, IntPtr sigAction, out SigAction oldAction);
[LibraryImport("libc", SetLastError = true)]
private static partial int sigemptyset(ref SigSet set);
public static SigAction GetSegfaultExceptionHandler()
{
int result = sigaction(SIGSEGV, IntPtr.Zero, out SigAction old);
if (result != 0)
{
throw new InvalidOperationException($"Could not get SIGSEGV sigaction. Error: {result}");
}
return old;
}
public static SigAction RegisterExceptionHandler(IntPtr action)
{
SigAction sig = new()
{
sa_handler = action,
sa_flags = SA_SIGINFO,
};
sigemptyset(ref sig.sa_mask);
int result = sigaction(SIGSEGV, ref sig, out SigAction old);
if (result != 0)
{
throw new InvalidOperationException($"Could not register SIGSEGV sigaction. Error: {result}");
}
if (OperatingSystem.IsMacOS() || OperatingSystem.IsIOS())
{
result = sigaction(SIGBUS, ref sig, out _);
if (result != 0)
{
throw new InvalidOperationException($"Could not register SIGBUS sigaction. Error: {result}");
}
}
return old;
}
public static bool RestoreExceptionHandler(SigAction oldAction)
{
return sigaction(SIGSEGV, ref oldAction, out SigAction _) == 0 && (!OperatingSystem.IsMacOS() || OperatingSystem.IsIOS() || sigaction(SIGBUS, ref oldAction, out SigAction _) == 0);
}
}
}

View File

@ -30,21 +30,26 @@ namespace ARMeilleure.Translation.Cache
_blocks.Add(new MemoryBlock(0, capacity));
}
public int Allocate(int size)
public int Allocate(ref int size, int alignment)
{
int alignM1 = alignment - 1;
for (int i = 0; i < _blocks.Count; i++)
{
MemoryBlock block = _blocks[i];
int misAlignment = ((block.Offset + alignM1) & (~alignM1)) - block.Offset;
int alignedSize = size + misAlignment;
if (block.Size > size)
if (block.Size > alignedSize)
{
_blocks[i] = new MemoryBlock(block.Offset + size, block.Size - size);
return block.Offset;
size = alignedSize;
_blocks[i] = new MemoryBlock(block.Offset + alignedSize, block.Size - alignedSize);
return block.Offset + misAlignment;
}
else if (block.Size == size)
else if (block.Size == alignedSize)
{
size = alignedSize;
_blocks.RemoveAt(i);
return block.Offset;
return block.Offset + misAlignment;
}
}

View File

@ -3,7 +3,9 @@ using ARMeilleure.CodeGen.Unwinding;
using ARMeilleure.Memory;
using ARMeilleure.Native;
using Ryujinx.Memory;
using Ryujinx.Common.Logging;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.InteropServices;
@ -14,10 +16,11 @@ namespace ARMeilleure.Translation.Cache
static partial class JitCache
{
private static readonly int _pageSize = (int)MemoryBlock.GetPageSize();
private static readonly int _pageMask = _pageSize - 1;
private static readonly int _pageMask = _pageSize - 4;
private const int CodeAlignment = 4; // Bytes.
private const int CacheSize = 2047 * 1024 * 1024;
private const int CacheSize = 128 * 1024 * 1024;
private const int CacheSizeIOS = 128 * 1024 * 1024;
private static ReservedRegion _jitRegion;
private static JitCacheInvalidation _jitCacheInvalidator;
@ -29,6 +32,10 @@ namespace ARMeilleure.Translation.Cache
private static readonly object _lock = new();
private static bool _initialized;
private static readonly List<ReservedRegion> _jitRegions = new();
private static int _activeRegionIndex = 0;
[SupportedOSPlatform("windows")]
[LibraryImport("kernel32.dll", SetLastError = true)]
public static partial IntPtr FlushInstructionCache(IntPtr hProcess, IntPtr lpAddress, UIntPtr dwSize);
@ -47,9 +54,13 @@ namespace ARMeilleure.Translation.Cache
return;
}
_jitRegion = new ReservedRegion(allocator, CacheSize);
var firstRegion = new ReservedRegion(allocator, CacheSize);
if (!OperatingSystem.IsWindows() && !OperatingSystem.IsMacOS())
_jitRegions.Add(firstRegion);
_activeRegionIndex = 0;
if (!OperatingSystem.IsWindows() && !OperatingSystem.IsMacOS() && !OperatingSystem.IsIOS())
{
_jitCacheInvalidator = new JitCacheInvalidation(allocator);
}
@ -58,14 +69,28 @@ namespace ARMeilleure.Translation.Cache
if (OperatingSystem.IsWindows())
{
JitUnwindWindows.InstallFunctionTableHandler(_jitRegion.Pointer, CacheSize, _jitRegion.Pointer + Allocate(_pageSize));
JitUnwindWindows.InstallFunctionTableHandler(
firstRegion.Pointer, CacheSize, firstRegion.Pointer + Allocate(_pageSize)
);
}
_initialized = true;
}
}
public static IntPtr Map(CompiledFunction func)
static ConcurrentQueue<(int funcOffset, int length)> _deferredRxProtect = new();
public static void RunDeferredRxProtects()
{
while (_deferredRxProtect.TryDequeue(out var result))
{
ReservedRegion targetRegion = _jitRegions[_activeRegionIndex];
ReprotectAsExecutable(targetRegion, result.funcOffset, result.length);
}
}
public static IntPtr Map(CompiledFunction func, bool deferProtect)
{
byte[] code = func.Code;
@ -73,11 +98,18 @@ namespace ARMeilleure.Translation.Cache
{
Debug.Assert(_initialized);
int funcOffset = Allocate(code.Length);
int funcOffset = Allocate(code.Length, deferProtect);
IntPtr funcPtr = _jitRegion.Pointer + funcOffset;
ReservedRegion targetRegion = _jitRegions[_activeRegionIndex];
IntPtr funcPtr = targetRegion.Pointer + funcOffset;
if (OperatingSystem.IsMacOS() && RuntimeInformation.ProcessArchitecture == Architecture.Arm64)
if (OperatingSystem.IsIOS())
{
Marshal.Copy(code, 0, funcPtr, code.Length);
ReprotectAsExecutable(targetRegion, funcOffset, code.Length);
JitSupportDarwinAot.Invalidate(funcPtr, (ulong)code.Length);
}
else if (OperatingSystem.IsMacOS()&& RuntimeInformation.ProcessArchitecture == Architecture.Arm64)
{
unsafe
{
@ -89,9 +121,9 @@ namespace ARMeilleure.Translation.Cache
}
else
{
ReprotectAsWritable(funcOffset, code.Length);
ReprotectAsWritable(targetRegion, funcOffset, code.Length);
Marshal.Copy(code, 0, funcPtr, code.Length);
ReprotectAsExecutable(funcOffset, code.Length);
ReprotectAsExecutable(targetRegion, funcOffset, code.Length);
if (OperatingSystem.IsWindows() && RuntimeInformation.ProcessArchitecture == Architecture.Arm64)
{
@ -111,59 +143,106 @@ namespace ARMeilleure.Translation.Cache
public static void Unmap(IntPtr pointer)
{
if (OperatingSystem.IsIOS())
{
// return;
}
lock (_lock)
{
Debug.Assert(_initialized);
int funcOffset = (int)(pointer.ToInt64() - _jitRegion.Pointer.ToInt64());
if (TryFind(funcOffset, out CacheEntry entry, out int entryIndex) && entry.Offset == funcOffset)
foreach (var region in _jitRegions)
{
_cacheAllocator.Free(funcOffset, AlignCodeSize(entry.Size));
_cacheEntries.RemoveAt(entryIndex);
if (pointer.ToInt64() < region.Pointer.ToInt64() ||
pointer.ToInt64() >= (region.Pointer + CacheSize).ToInt64())
{
continue;
}
int funcOffset = (int)(pointer.ToInt64() - region.Pointer.ToInt64());
if (TryFind(funcOffset, out CacheEntry entry, out int entryIndex) && entry.Offset == funcOffset)
{
_cacheAllocator.Free(funcOffset, AlignCodeSize(entry.Size));
_cacheEntries.RemoveAt(entryIndex);
}
return;
}
}
}
private static void ReprotectAsWritable(int offset, int size)
private static void ReprotectAsWritable(ReservedRegion region, int offset, int size)
{
int endOffs = offset + size;
int regionStart = offset & ~_pageMask;
int regionEnd = (endOffs + _pageMask) & ~_pageMask;
_jitRegion.Block.MapAsRwx((ulong)regionStart, (ulong)(regionEnd - regionStart));
region.Block.MapAsRwx((ulong)regionStart, (ulong)(regionEnd - regionStart));
}
private static void ReprotectAsExecutable(int offset, int size)
private static void ReprotectAsExecutable(ReservedRegion region, int offset, int size)
{
int endOffs = offset + size;
int regionStart = offset & ~_pageMask;
int regionEnd = (endOffs + _pageMask) & ~_pageMask;
_jitRegion.Block.MapAsRx((ulong)regionStart, (ulong)(regionEnd - regionStart));
region.Block.MapAsRx((ulong)regionStart, (ulong)(regionEnd - regionStart));
}
private static int Allocate(int codeSize)
private static int Allocate(int codeSize, bool deferProtect = false)
{
codeSize = AlignCodeSize(codeSize);
codeSize = AlignCodeSize(codeSize, deferProtect);
int allocOffset = _cacheAllocator.Allocate(codeSize);
int alignment = CodeAlignment;
if (allocOffset < 0)
if (OperatingSystem.IsIOS() && !deferProtect)
{
throw new OutOfMemoryException("JIT Cache exhausted.");
alignment = 0x4000;
}
_jitRegion.ExpandIfNeeded((ulong)allocOffset + (ulong)codeSize);
for (int i = _activeRegionIndex; i < _jitRegions.Count; i++)
{
int allocOffset = _cacheAllocator.Allocate(ref codeSize, alignment);
return allocOffset;
if (allocOffset >= 0)
{
_jitRegions[i].ExpandIfNeeded((ulong)allocOffset + (ulong)codeSize);
_activeRegionIndex = i;
return allocOffset;
}
}
int exhaustedRegion = _activeRegionIndex;
var newRegion = new ReservedRegion(_jitRegions[0].Allocator, CacheSize);
_jitRegions.Add(newRegion);
_activeRegionIndex = _jitRegions.Count - 1;
int newRegionNumber = _activeRegionIndex;
_cacheAllocator = new CacheMemoryAllocator(CacheSize);
int allocOffsetNew = _cacheAllocator.Allocate(ref codeSize, alignment);
if (allocOffsetNew < 0)
{
throw new OutOfMemoryException("Failed to allocate in new Cache Region!");
}
newRegion.ExpandIfNeeded((ulong)allocOffsetNew + (ulong)codeSize);
return allocOffsetNew;
}
private static int AlignCodeSize(int codeSize)
private static int AlignCodeSize(int codeSize, bool deferProtect = false)
{
return checked(codeSize + (CodeAlignment - 1)) & ~(CodeAlignment - 1);
int alignment = CodeAlignment;
if (OperatingSystem.IsIOS() && !deferProtect)
{
alignment = 0x4000;
}
return checked(codeSize + (alignment - 1)) & ~(alignment - 1);
}
private static void Add(int offset, int size, UnwindInfo unwindInfo)

View File

@ -114,7 +114,7 @@ namespace ARMeilleure.Translation.Cache
{
int stackOffset = entry.StackOffsetOrAllocSize;
Debug.Assert(stackOffset % 16 == 0);
// Debug.Assert(stackOffset % 16 == 0);
if (stackOffset <= 0xFFFF0)
{
@ -135,7 +135,7 @@ namespace ARMeilleure.Translation.Cache
{
int allocSize = entry.StackOffsetOrAllocSize;
Debug.Assert(allocSize % 8 == 0);
// Debug.Assert(allocSize % 8 == 0);
if (allocSize <= 128)
{

View File

@ -3,6 +3,7 @@ using ARMeilleure.CodeGen.Linking;
using ARMeilleure.CodeGen.Unwinding;
using ARMeilleure.Common;
using ARMeilleure.Memory;
using ARMeilleure.Translation.Cache;
using Ryujinx.Common;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
@ -742,7 +743,7 @@ namespace ARMeilleure.Translation.PTC
bool highCq)
{
var cFunc = new CompiledFunction(code, unwindInfo, RelocInfo.Empty);
var gFunc = cFunc.MapWithPointer<GuestFunction>(out IntPtr gFuncPointer);
var gFunc = cFunc.MapWithPointer<GuestFunction>(out IntPtr gFuncPointer, true);
return new TranslatedFunction(gFunc, gFuncPointer, callCounter, guestSize, highCq);
}
@ -822,7 +823,7 @@ namespace ARMeilleure.Translation.PTC
Debug.Assert(Profiler.IsAddressInStaticCodeRange(address));
TranslatedFunction func = translator.Translate(address, item.funcProfile.Mode, item.funcProfile.HighCq);
TranslatedFunction func = translator.Translate(address, item.funcProfile.Mode, item.funcProfile.HighCq, deferProtect: true);
bool isAddressUnique = translator.Functions.TryAdd(address, func.GuestSize, func);
@ -1006,7 +1007,7 @@ namespace ARMeilleure.Translation.PTC
osPlatform |= (OperatingSystem.IsLinux() ? 1u : 0u) << 1;
osPlatform |= (OperatingSystem.IsMacOS() ? 1u : 0u) << 2;
osPlatform |= (OperatingSystem.IsWindows() ? 1u : 0u) << 3;
osPlatform |= (Ryujinx.Common.PlatformInfo.IsBionic ? 1u : 0u) << 4;
osPlatform |= (OperatingSystem.IsIOS() || Ryujinx.Common.PlatformInfo.IsBionic ? 1u : 0u) << 4;
#pragma warning restore IDE0055
return osPlatform;

View File

@ -76,6 +76,11 @@ namespace ARMeilleure.Translation
Stubs = new TranslatorStubs(FunctionTable);
FunctionTable.Fill = (ulong)Stubs.SlowDispatchStub;
if (memory.Type.IsHostMappedOrTracked())
{
NativeSignalHandler.InitializeSignalHandler(allocator.GetPageSize());
}
}
public IPtcLoadState LoadDiskCache(string titleIdText, string displayVersion, bool enabled)
@ -102,6 +107,8 @@ namespace ARMeilleure.Translation
Debug.Assert(Functions.Count == 0);
_ptc.LoadTranslations(this);
_ptc.MakeAndSaveTranslations(this);
JitCache.RunDeferredRxProtects();
}
_ptc.Profiler.Start();
@ -240,7 +247,7 @@ namespace ARMeilleure.Translation
}
}
internal TranslatedFunction Translate(ulong address, ExecutionMode mode, bool highCq, bool singleStep = false)
internal TranslatedFunction Translate(ulong address, ExecutionMode mode, bool highCq, bool singleStep = false, bool deferProtect = false)
{
var context = new ArmEmitterContext(
Memory,
@ -298,7 +305,7 @@ namespace ARMeilleure.Translation
_ptc.WriteCompiledFunction(address, funcSize, hash, highCq, compiledFunc);
}
GuestFunction func = compiledFunc.MapWithPointer<GuestFunction>(out IntPtr funcPointer);
GuestFunction func = compiledFunc.MapWithPointer<GuestFunction>(out IntPtr funcPointer, deferProtect);
Allocators.ResetAll();

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "self:">
</FileRef>
</Workspace>

View File

@ -0,0 +1,24 @@
{
"originHash" : "d611b071fbe94fdc9900a07a218340eab4ce2c3c7168bf6542f2830c0400a72b",
"pins" : [
{
"identity" : "swiftsvg",
"kind" : "remoteSourceControl",
"location" : "https://github.com/mchoe/SwiftSVG",
"state" : {
"branch" : "master",
"revision" : "88b9ee086b29019e35f6f49c8e30e5552eb8fa9d"
}
},
{
"identity" : "swiftuijoystick",
"kind" : "remoteSourceControl",
"location" : "https://github.com/michael94ellis/SwiftUIJoystick",
"state" : {
"revision" : "5bd303cdafb369a70a45c902538b42dd3c5f4d65",
"version" : "1.5.0"
}
}
],
"version" : 3
}

View File

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<array/>
</plist>

View File

@ -0,0 +1,104 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "1610"
version = "1.7">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES"
buildArchitectures = "Automatic">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "4E80A98C2CD6F54500029585"
BuildableName = "MeloNX.app"
BlueprintName = "MeloNX"
ReferencedContainer = "container:MeloNX.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES"
shouldAutocreateTestPlan = "YES">
<Testables>
<TestableReference
skipped = "NO"
parallelizable = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "4E80A99C2CD6F54700029585"
BuildableName = "MeloNXTests.xctest"
BlueprintName = "MeloNXTests"
ReferencedContainer = "container:MeloNX.xcodeproj">
</BuildableReference>
</TestableReference>
<TestableReference
skipped = "NO"
parallelizable = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "4E80A9A62CD6F54700029585"
BuildableName = "MeloNXUITests.xctest"
BlueprintName = "MeloNXUITests"
ReferencedContainer = "container:MeloNX.xcodeproj">
</BuildableReference>
</TestableReference>
</Testables>
</TestAction>
<LaunchAction
buildConfiguration = "Release"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
enableGPUValidationMode = "1"
showGraphicsOverview = "Yes"
allowLocationSimulation = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "4E80A98C2CD6F54500029585"
BuildableName = "MeloNX.app"
BlueprintName = "MeloNX"
ReferencedContainer = "container:MeloNX.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "4E80A98C2CD6F54500029585"
BuildableName = "MeloNX.app"
BlueprintName = "MeloNX"
ReferencedContainer = "container:MeloNX.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</ProfileAction>
<AnalyzeAction
buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>

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//
// EntitlementChecker.swift
// MeloNX
//
// Created by Stossy11 on 15/02/2025.
//
import Foundation
import Security
typealias SecTaskRef = OpaquePointer
@_silgen_name("SecTaskCopyValueForEntitlement")
func SecTaskCopyValueForEntitlement(
_ task: SecTaskRef,
_ entitlement: NSString,
_ error: NSErrorPointer
) -> CFTypeRef?
@_silgen_name("SecTaskCreateFromSelf")
func SecTaskCreateFromSelf(
_ allocator: CFAllocator?
) -> SecTaskRef?
@_silgen_name("SecTaskCopyValuesForEntitlements")
func SecTaskCopyValuesForEntitlements(
_ task: SecTaskRef,
_ entitlements: CFArray,
_ error: UnsafeMutablePointer<Unmanaged<CFError>?>?
) -> CFDictionary?
func checkAppEntitlements(_ ents: [String]) -> [String: Any] {
guard let task = SecTaskCreateFromSelf(nil) else {
print("Failed to create SecTask")
return [:]
}
guard let entitlements = SecTaskCopyValuesForEntitlements(task, ents as CFArray, nil) else {
print("Failed to get entitlements")
return [:]
}
return (entitlements as? [String: Any]) ?? [:]
}
func checkAppEntitlement(_ ent: String) -> Bool {
guard let task = SecTaskCreateFromSelf(nil) else {
print("Failed to create SecTask")
return false
}
guard let entitlements = SecTaskCopyValueForEntitlement(task, ent as NSString, nil) else {
print("Failed to get entitlements")
return false
}
return entitlements.boolValue != nil && entitlements.boolValue
}

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//
// Ryujinx-Header.h
// MeloNX
//
// Created by Stossy11 on 3/11/2024.
//
#define DRM 0
#define CS_DEBUGGED 0x10000000
#ifndef RyujinxHeader
#define RyujinxHeader
#include <SDL2/SDL.h>
#include <SDL2/SDL_syswm.h>
#ifdef __cplusplus
extern "C" {
#endif
struct GameInfo {
long FileSize;
char TitleName[512];
char TitleId[32];
char Developer[256];
char Version[16];
unsigned char* ImageData;
unsigned int ImageSize;
};
struct DlcNcaListItem {
char Path[256];
unsigned long TitleId;
};
struct DlcNcaList {
bool success;
unsigned int size;
struct DlcNcaListItem* items;
};
extern struct GameInfo get_game_info(int, char*);
extern struct DlcNcaList get_dlc_nca_list(const char* titleIdPtr, const char* pathPtr);
void install_firmware(const char* inputPtr);
char* installed_firmware_version();
void stop_emulation();
int main_ryujinx_sdl(int argc, char **argv);
int get_current_fps();
void initialize();
#ifdef __cplusplus
}
#endif
#endif /* RyujinxSDL_h */

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//
// AskForJIT.swift
// MeloNX
//
// Created by Stossy11 on 9/10/2024.
// Copyright © 2024 Stossy11. All rights reserved.
//
import Foundation
import UIKit
func askForJIT() {
// Check if TrollStore exists by checking the presence of the directory
let urlScheme = "apple-magnifier://enable-jit?bundle-id=\(Bundle.main.bundleIdentifier!)"
if let launchURL = URL(string: urlScheme) {
if UIApplication.shared.canOpenURL(launchURL) {
// Open the URL to enable JIT
UIApplication.shared.open(launchURL, options: [:], completionHandler: nil)
return
}
}
return
}

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//
// IsJITEnabled.swift
// MeloNX
//
// Created by Stossy11 on 10/02/2025.
//
import Foundation
func checkMemoryPermissions(at address: UnsafeRawPointer) -> Bool {
var region: vm_address_t = vm_address_t(UInt(bitPattern: address))
var regionSize: vm_size_t = 0
var info = vm_region_basic_info_64()
var infoCount = mach_msg_type_number_t(MemoryLayout<vm_region_basic_info_64>.size / MemoryLayout<integer_t>.size)
var objectName: mach_port_t = UInt32(MACH_PORT_NULL)
let result = withUnsafeMutablePointer(to: &info) {
$0.withMemoryRebound(to: integer_t.self, capacity: Int(infoCount)) {
vm_region_64(mach_task_self_, &region, &regionSize, VM_REGION_BASIC_INFO_64, $0, &infoCount, &objectName)
}
}
if result != KERN_SUCCESS {
print("Failed to reach \(address)")
return false
}
return info.protection & VM_PROT_EXECUTE != 0
}
func isJITEnabled() -> Bool {
let pageSize = sysconf(_SC_PAGESIZE)
let code: [UInt32] = [0x52800540, 0xD65F03C0]
guard let jitMemory = mmap(nil, pageSize, PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANON, -1, 0), jitMemory != MAP_FAILED else {
return false
}
defer {
munmap(jitMemory, pageSize)
}
memcpy(jitMemory, code, code.count)
if mprotect(jitMemory, pageSize, PROT_READ | PROT_EXEC) != 0 {
return false
}
let checkMem = checkMemoryPermissions(at: jitMemory)
return checkMem
}

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//
// EnableJIT.swift
// MeloNX
//
// Created by Stossy11 on 10/02/2025.
//
import Foundation
func enableJITEB() {
guard let bundleID = Bundle.main.bundleIdentifier else {
return
}
let address = URL(string: "http://[fd00::]:9172/launch_app/\(bundleID)")!
let task = URLSession.shared.dataTask(with: address) { data, response, error in
if error != nil {
return
}
guard let httpResponse = response as? HTTPURLResponse else {
return
}
DispatchQueue.main.async {
showLaunchAppAlert(jsonData: data!, in: UIApplication.shared.windows.last!.rootViewController!)
}
return
}
task.resume()
}
struct LaunchApp: Codable {
let ok: Bool
let error: String?
let launching: Bool
let position: Int?
let mounting: Bool
}
func showLaunchAppAlert(jsonData: Data, in viewController: UIViewController) {
do {
let result = try JSONDecoder().decode(LaunchApp.self, from: jsonData)
var message = ""
if let error = result.error {
message = "Error: \(error)"
} else if result.mounting {
message = "App is mounting..."
} else if result.launching {
message = "App is launching..."
} else {
message = "App launch status unknown."
}
if let position = result.position {
message += "\nPosition: \(position)"
}
let alert = UIAlertController(title: "Launch Status", message: message, preferredStyle: .alert)
alert.addAction(UIAlertAction(title: "OK", style: .default))
DispatchQueue.main.async {
viewController.present(alert, animated: true)
}
} catch {
let alert = UIAlertController(title: "Decoding Error", message: error.localizedDescription, preferredStyle: .alert)
alert.addAction(UIAlertAction(title: "OK", style: .default))
DispatchQueue.main.async {
viewController.present(alert, animated: true)
}
}
}

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//
// NativeController.swift
// MeloNX
//
// Created by XITRIX on 15/02/2025.
//
import CoreHaptics
import GameController
class NativeController: Hashable {
private var instanceID: SDL_JoystickID = -1
private var controller: OpaquePointer?
private var nativeController: GCController
private let controllerHaptics: CHHapticEngine?
public var controllername: String { "GC - \(nativeController.vendorName ?? "Unknown")" }
init(_ controller: GCController) {
nativeController = controller
controllerHaptics = nativeController.haptics?.createEngine(withLocality: .default)
try? controllerHaptics?.start()
setupHandheldController()
}
deinit {
cleanup()
}
private func setupHandheldController() {
if SDL_WasInit(Uint32(SDL_INIT_GAMECONTROLLER)) == 0 {
SDL_InitSubSystem(Uint32(SDL_INIT_GAMECONTROLLER))
}
var joystickDesc = SDL_VirtualJoystickDesc(
version: UInt16(SDL_VIRTUAL_JOYSTICK_DESC_VERSION),
type: Uint16(SDL_JOYSTICK_TYPE_GAMECONTROLLER.rawValue),
naxes: 6,
nbuttons: 15,
nhats: 1,
vendor_id: 0,
product_id: 0,
padding: 0,
button_mask: 0,
axis_mask: 0,
name: (controllername as NSString).utf8String,
userdata: Unmanaged.passUnretained(self).toOpaque(),
Update: { userdata in
// Update joystick state here
},
SetPlayerIndex: { userdata, playerIndex in
print("Player index set to \(playerIndex)")
},
Rumble: { userdata, lowFreq, highFreq in
print("Rumble with \(lowFreq), \(highFreq)")
guard let userdata else { return 0 }
let _self = Unmanaged<NativeController>.fromOpaque(userdata).takeUnretainedValue()
VirtualController.rumble(lowFreq: Float(lowFreq), highFreq: Float(highFreq), engine: _self.controllerHaptics)
return 0
},
RumbleTriggers: { userdata, leftRumble, rightRumble in
print("Trigger rumble with \(leftRumble), \(rightRumble)")
return 0
},
SetLED: { userdata, red, green, blue in
print("Set LED to RGB(\(red), \(green), \(blue))")
return 0
},
SendEffect: { userdata, data, size in
print("Effect sent with size \(size)")
return 0
}
)
instanceID = SDL_JoystickAttachVirtualEx(&joystickDesc)// SDL_JoystickAttachVirtual(SDL_JoystickType(SDL_JOYSTICK_TYPE_GAMECONTROLLER.rawValue), 6, 15, 1)
if instanceID < 0 {
print("Failed to create virtual joystick: \(String(cString: SDL_GetError()))")
return
}
// Open a game controller for the virtual joystick
let joystick = SDL_JoystickFromInstanceID(instanceID)
controller = SDL_GameControllerOpen(Int32(instanceID))
if controller == nil {
print("Failed to create virtual controller: \(String(cString: SDL_GetError()))")
return
}
if #available(iOS 16, *) {
guard let gamepad = nativeController.extendedGamepad
else { return }
setupButtonChangeListener(gamepad.buttonA, for: .B)
setupButtonChangeListener(gamepad.buttonB, for: .A)
setupButtonChangeListener(gamepad.buttonX, for: .Y)
setupButtonChangeListener(gamepad.buttonY, for: .X)
setupButtonChangeListener(gamepad.dpad.up, for: .dPadUp)
setupButtonChangeListener(gamepad.dpad.down, for: .dPadDown)
setupButtonChangeListener(gamepad.dpad.left, for: .dPadLeft)
setupButtonChangeListener(gamepad.dpad.right, for: .dPadRight)
setupButtonChangeListener(gamepad.leftShoulder, for: .leftShoulder)
setupButtonChangeListener(gamepad.rightShoulder, for: .rightShoulder)
gamepad.leftThumbstickButton.map { setupButtonChangeListener($0, for: .leftStick) }
gamepad.rightThumbstickButton.map { setupButtonChangeListener($0, for: .rightStick) }
setupButtonChangeListener(gamepad.buttonMenu, for: .start)
gamepad.buttonOptions.map { setupButtonChangeListener($0, for: .back) }
setupStickChangeListener(gamepad.leftThumbstick, for: .left)
setupStickChangeListener(gamepad.rightThumbstick, for: .right)
setupTriggerChangeListener(gamepad.leftTrigger, for: .left)
setupTriggerChangeListener(gamepad.rightTrigger, for: .right)
}
}
func setupButtonChangeListener(_ button: GCControllerButtonInput, for key: VirtualControllerButton) {
button.valueChangedHandler = { [unowned self] _, _, pressed in
setButtonState(pressed ? 1 : 0, for: key)
}
}
func setupStickChangeListener(_ button: GCControllerDirectionPad, for key: ThumbstickType) {
button.valueChangedHandler = { [unowned self] _, xValue, yValue in
let scaledX = Sint16(xValue * 32767.0)
let scaledY = -Sint16(yValue * 32767.0)
switch key {
case .left:
updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTX.rawValue))
updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTY.rawValue))
case .right:
updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTX.rawValue))
updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTY.rawValue))
}
}
}
func setupTriggerChangeListener(_ button: GCControllerButtonInput, for key: ThumbstickType) {
button.valueChangedHandler = { [unowned self] _, value, pressed in
// print("Value: \(value), Is pressed: \(pressed)")
let axis: SDL_GameControllerAxis = (key == .left) ? SDL_CONTROLLER_AXIS_TRIGGERLEFT : SDL_CONTROLLER_AXIS_TRIGGERRIGHT
let scaledValue = Sint16(value * 32767.0)
updateAxisValue(value: scaledValue, forAxis: axis)
}
}
static func rumble(lowFreq: Float, highFreq: Float) {
do {
// Low-frequency haptic pattern
let lowFreqPattern = try CHHapticPattern(events: [
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: lowFreq),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.5)
], relativeTime: 0, duration: 0.2)
], parameters: [])
// High-frequency haptic pattern
let highFreqPattern = try CHHapticPattern(events: [
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: highFreq),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 1.0)
], relativeTime: 0.2, duration: 0.2)
], parameters: [])
// Create and start the haptic engine
let engine = try CHHapticEngine()
try engine.start()
// Create and play the low-frequency player
let lowFreqPlayer = try engine.makePlayer(with: lowFreqPattern)
try lowFreqPlayer.start(atTime: 0)
// Create and play the high-frequency player after a short delay
let highFreqPlayer = try engine.makePlayer(with: highFreqPattern)
try highFreqPlayer.start(atTime: 0.2)
} catch {
print("Error creating haptic patterns: \(error)")
}
}
func updateAxisValue(value: Sint16, forAxis axis: SDL_GameControllerAxis) {
guard controller != nil else { return }
let joystick = SDL_JoystickFromInstanceID(instanceID)
SDL_JoystickSetVirtualAxis(joystick, axis.rawValue, value)
}
func thumbstickMoved(_ stick: ThumbstickType, x: Double, y: Double) {
let scaleFactor = 32767.0 / 160
let scaledX = Int16(min(32767.0, max(-32768.0, x * scaleFactor)))
let scaledY = Int16(min(32767.0, max(-32768.0, y * scaleFactor)))
if stick == .right {
updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTX.rawValue))
updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTY.rawValue))
} else { // ThumbstickType.left
updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTX.rawValue))
updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTY.rawValue))
}
}
func setButtonState(_ state: Uint8, for button: VirtualControllerButton) {
guard controller != nil else { return }
// print("Button: \(button.rawValue) {state: \(state)}")
if (button == .leftTrigger || button == .rightTrigger) && (state == 1 || state == 0) {
let axis: SDL_GameControllerAxis = (button == .leftTrigger) ? SDL_CONTROLLER_AXIS_TRIGGERLEFT : SDL_CONTROLLER_AXIS_TRIGGERRIGHT
let value: Int = (state == 1) ? 32767 : 0
updateAxisValue(value: Sint16(value), forAxis: axis)
} else {
let joystick = SDL_JoystickFromInstanceID(instanceID)
SDL_JoystickSetVirtualButton(joystick, Int32(button.rawValue), state)
}
}
func cleanup() {
if let controller {
SDL_JoystickDetachVirtual(instanceID)
SDL_GameControllerClose(controller)
self.controller = nil
}
}
func hash(into hasher: inout Hasher) {
hasher.combine(nativeController)
}
static func == (lhs: NativeController, rhs: NativeController) -> Bool {
lhs.nativeController == rhs.nativeController
}
}

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//
// VirtualController.swift
// MeloNX
//
// Created by Stossy11 on 8/12/2024.
//
import Foundation
import CoreHaptics
import UIKit
class VirtualController {
private var instanceID: SDL_JoystickID = -1
private var controller: OpaquePointer?
public let controllername = "MeloNX Touch Controller"
init() {
setupVirtualController()
}
private func setupVirtualController() {
if SDL_WasInit(Uint32(SDL_INIT_GAMECONTROLLER)) == 0 {
SDL_InitSubSystem(Uint32(SDL_INIT_GAMECONTROLLER))
}
var joystickDesc = SDL_VirtualJoystickDesc(
version: UInt16(SDL_VIRTUAL_JOYSTICK_DESC_VERSION),
type: Uint16(SDL_JOYSTICK_TYPE_GAMECONTROLLER.rawValue),
naxes: 6,
nbuttons: 15,
nhats: 1,
vendor_id: 0,
product_id: 0,
padding: 0,
button_mask: 0,
axis_mask: 0,
name: controllername.withCString { $0 },
userdata: nil,
Update: { userdata in
// Update joystick state here
},
SetPlayerIndex: { userdata, playerIndex in
print("Player index set to \(playerIndex)")
},
Rumble: { userdata, lowFreq, highFreq in
print("Rumble with \(lowFreq), \(highFreq)")
VirtualController.rumble(lowFreq: Float(lowFreq), highFreq: Float(highFreq))
return 0
},
RumbleTriggers: { userdata, leftRumble, rightRumble in
print("Trigger rumble with \(leftRumble), \(rightRumble)")
return 0
},
SetLED: { userdata, red, green, blue in
print("Set LED to RGB(\(red), \(green), \(blue))")
return 0
},
SendEffect: { userdata, data, size in
print("Effect sent with size \(size)")
return 0
}
)
instanceID = SDL_JoystickAttachVirtualEx(&joystickDesc)// SDL_JoystickAttachVirtual(SDL_JoystickType(SDL_JOYSTICK_TYPE_GAMECONTROLLER.rawValue), 6, 15, 1)
if instanceID < 0 {
print("Failed to create virtual joystick: \(String(cString: SDL_GetError()))")
return
}
// Open a game controller for the virtual joystick
let joystick = SDL_JoystickFromInstanceID(instanceID)
controller = SDL_GameControllerOpen(Int32(instanceID))
if controller == nil {
print("Failed to create virtual controller: \(String(cString: SDL_GetError()))")
return
}
}
static func rumble(lowFreq: Float, highFreq: Float, engine: CHHapticEngine? = nil) {
do {
// Low-frequency haptic pattern
let lowFreqPattern = try CHHapticPattern(events: [
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: lowFreq),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 0.5)
], relativeTime: 0, duration: 0.2)
], parameters: [])
// High-frequency haptic pattern
let highFreqPattern = try CHHapticPattern(events: [
CHHapticEvent(eventType: .hapticTransient, parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: highFreq),
CHHapticEventParameter(parameterID: .hapticSharpness, value: 1.0)
], relativeTime: 0.2, duration: 0.2)
], parameters: [])
// Mutable engine
var engine = engine
// If no engine passed, use device engine
if engine == nil {
// Create and start the haptic engine
if hapticEngine == nil {
hapticEngine = try CHHapticEngine()
try hapticEngine?.start()
}
engine = hapticEngine
}
guard let engine else {
return print("Error creating haptic patterns: hapticEngine is nil")
}
// Create and play the low-frequency player
let lowFreqPlayer = try engine.makePlayer(with: lowFreqPattern)
try lowFreqPlayer.start(atTime: 0)
// Create and play the high-frequency player after a short delay
let highFreqPlayer = try engine.makePlayer(with: highFreqPattern)
try highFreqPlayer.start(atTime: 0.2)
} catch {
print("Error creating haptic patterns: \(error)")
}
}
private static var hapticEngine: CHHapticEngine?
func updateAxisValue(value: Sint16, forAxis axis: SDL_GameControllerAxis) {
guard controller != nil else { return }
let joystick = SDL_JoystickFromInstanceID(instanceID)
SDL_JoystickSetVirtualAxis(joystick, axis.rawValue, value)
}
func thumbstickMoved(_ stick: ThumbstickType, x: Double, y: Double) {
let scaleFactor = 32767.0 / 160
let scaledX = Int16(min(32767.0, max(-32768.0, x * scaleFactor)))
let scaledY = Int16(min(32767.0, max(-32768.0, y * scaleFactor)))
if stick == .right {
updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTX.rawValue))
updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_RIGHTY.rawValue))
} else { // ThumbstickType.left
updateAxisValue(value: scaledX, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTX.rawValue))
updateAxisValue(value: scaledY, forAxis: SDL_GameControllerAxis(SDL_CONTROLLER_AXIS_LEFTY.rawValue))
}
}
func setButtonState(_ state: Uint8, for button: VirtualControllerButton) {
guard controller != nil else { return }
print("Button: \(button.rawValue) {state: \(state)}")
if (button == .leftTrigger || button == .rightTrigger) && (state == 1 || state == 0) {
let axis: SDL_GameControllerAxis = (button == .leftTrigger) ? SDL_CONTROLLER_AXIS_TRIGGERLEFT : SDL_CONTROLLER_AXIS_TRIGGERRIGHT
let value: Int = (state == 1) ? 32767 : 0
updateAxisValue(value: Sint16(value), forAxis: axis)
} else {
let joystick = SDL_JoystickFromInstanceID(instanceID)
SDL_JoystickSetVirtualButton(joystick, Int32(button.rawValue), state)
}
}
func cleanup() {
if let controller = controller {
SDL_GameControllerClose(controller)
self.controller = nil
}
}
deinit {
cleanup()
}
}
enum VirtualControllerButton: Int {
case B
case A
case Y
case X
case back
case guide
case start
case leftStick
case rightStick
case leftShoulder
case rightShoulder
case dPadUp
case dPadDown
case dPadLeft
case dPadRight
case leftTrigger
case rightTrigger
}
enum ThumbstickType: Int {
case left
case right
}

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//
// Untitled.swift
// MeloNX
//
// Created by Stossy11 on 28/11/2024.
//
import Foundation
import GameController
import UIKit
import SwiftUI
var theWindow: UIWindow? = nil
extension UIWindow {
// Makes the SDLWindow use the current WindowScene instead of making its own window.
// Also waits for the window to append the on-screen controller
@objc func wdb_makeKeyAndVisible() {
let enabled = UserDefaults.standard.bool(forKey: "oldWindowCode")
if #unavailable(iOS 17.0), enabled {
self.windowScene = (UIApplication.shared.connectedScenes.first! as! UIWindowScene)
}
self.wdb_makeKeyAndVisible()
theWindow = self
if #available(iOS 17, *) {
Ryujinx.shared.repeatuntilfindLayer()
} else if UserDefaults.standard.bool(forKey: "isVirtualController") && enabled {
waitForController()
}
}
}
// MARK: - iOS 16 and below Only
var hostingController: UIHostingController<ControllerView>?
func waitForController() {
guard let window = theWindow else { return }
// Function to search for an existing UIHostingController with ControllerView
func findGCControllerView(in view: UIView) -> UIHostingController<ControllerView>? {
if let hostingVC = view.next as? UIHostingController<ControllerView> {
return hostingVC
}
for subview in view.subviews {
if let found = findGCControllerView(in: subview) {
return found
}
}
return nil
}
let controllerView = ControllerView()
let newHostingController = UIHostingController(rootView: controllerView)
hostingController = newHostingController
let containerView = newHostingController.view!
containerView.backgroundColor = .clear
containerView.frame = window.bounds
containerView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
// Timer for controller
Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { timer in
if findGCControllerView(in: window) == nil {
// Adds Virtual Controller Subview
window.addSubview(containerView)
window.bringSubviewToFront(containerView)
if let sdlWindow = SDL_GetWindowFromID(1) {
SDL_SetWindowPosition(sdlWindow, 0, 0)
}
timer.invalidate()
}
}
}
class TransparentHostingContainerView: UIView {
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
// Check if the point is within the subviews of this container
let view = super.hitTest(point, with: event)
print(view)
// Return nil if the touch is outside visible content (passes through to views below)
return view === self ? nil : view
}
}
// Patches makeKeyAndVisible to wdb_makeKeyAndVisible
func patchMakeKeyAndVisible() {
let uiwindowClass = UIWindow.self
if let m1 = class_getInstanceMethod(uiwindowClass, #selector(UIWindow.makeKeyAndVisible)),
let m2 = class_getInstanceMethod(uiwindowClass, #selector(UIWindow.wdb_makeKeyAndVisible)) {
method_exchangeImplementations(m1, m2)
}
}

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//
// FPSMonitor.swift
// MeloNX
//
// Created by Stossy11 on 21/12/2024.
//
import Foundation
import SwiftUI
class FPSMonitor: ObservableObject {
@Published private(set) var currentFPS: UInt64 = 0
private var timer: Timer?
init() {
timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { [weak self] _ in
self?.updateFPS()
}
}
deinit {
timer?.invalidate()
}
private func updateFPS() {
let currentfps = UInt64(get_current_fps())
self.currentFPS = currentfps
}
func formatFPS() -> String {
let fps = Double(currentFPS)
let fpsString = String(format: "FPS: %.2f", fps)
return fpsString
}
}

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//
// MemoryUsageMonitor.swift
// MeloNX
//
// Created by Stossy11 on 21/12/2024.
//
import Foundation
import SwiftUI
class MemoryUsageMonitor: ObservableObject {
@Published private(set) var memoryUsage: UInt64 = 0
private var timer: Timer?
init() {
timer = Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true) { [weak self] _ in
self?.updateMemoryUsage()
}
}
deinit {
timer?.invalidate()
}
private func updateMemoryUsage() {
var taskInfo = task_vm_info_data_t()
var count = mach_msg_type_number_t(MemoryLayout<task_vm_info>.size) / 4
let result: kern_return_t = withUnsafeMutablePointer(to: &taskInfo) {
$0.withMemoryRebound(to: integer_t.self, capacity: 1) {
task_info(mach_task_self_, task_flavor_t(TASK_VM_INFO), $0, &count)
}
}
if result == KERN_SUCCESS {
memoryUsage = taskInfo.phys_footprint
}
else {
print("Error with task_info(): " +
(String(cString: mach_error_string(result), encoding: String.Encoding.ascii) ?? "unknown error"))
}
}
func formatMemorySize(_ bytes: UInt64) -> String {
let formatter = ByteCountFormatter()
formatter.allowedUnits = [.useMB, .useGB]
formatter.countStyle = .memory
return formatter.string(fromByteCount: Int64(bytes))
}
}

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//
// Untitled.swift
// MeloNX
//
// Created by Stossy11 on 21/12/2024.
//
import SwiftUI
struct PerformanceOverlayView: View {
@StateObject private var memorymonitor = MemoryUsageMonitor()
@StateObject private var fpsmonitor = FPSMonitor()
var body: some View {
VStack {
Text("\(fpsmonitor.formatFPS())")
Text(memorymonitor.formatMemorySize(memorymonitor.memoryUsage))
}
}
}

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//
// Screenshot.swift
// MeloNX
//
// Created by Stossy11 on 09/02/2025.
//
import UIKit
extension UIView {
func screenshot() -> UIImage? {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, false, 0)
defer { UIGraphicsEndImageContext() }
self.drawHierarchy(in: self.bounds, afterScreenUpdates: true)
return UIGraphicsGetImageFromCurrentImageContext()
}
}

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//
// AspectRatio.swift
// MeloNX
//
// Created by Stossy11 on 16/02/2025.
//
import Foundation
public enum AspectRatio: String, Codable, CaseIterable {
case fixed4x3 = "Fixed4x3"
case fixed16x9 = "Fixed16x9"
case fixed16x10 = "Fixed16x10"
case fixed21x9 = "Fixed21x9"
case fixed32x9 = "Fixed32x9"
case stretched = "Stretched"
var displayName: String {
switch self {
case .fixed4x3: return "4:3"
case .fixed16x9: return "16:9 (Default)"
case .fixed16x10: return "16:10"
case .fixed21x9: return "21:9"
case .fixed32x9: return "32:9"
case .stretched: return "Stretched (Full Screen)"
}
}
}

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//
// Language.swift
// MeloNX
//
// Created by Stossy11 on 16/02/2025.
//
import Foundation
public enum SystemLanguage: String, Codable, CaseIterable {
case japanese = "Japanese"
case americanEnglish = "AmericanEnglish"
case french = "French"
case german = "German"
case italian = "Italian"
case spanish = "Spanish"
case chinese = "Chinese"
case korean = "Korean"
case dutch = "Dutch"
case portuguese = "Portuguese"
case russian = "Russian"
case taiwanese = "Taiwanese"
case britishEnglish = "BritishEnglish"
case canadianFrench = "CanadianFrench"
case latinAmericanSpanish = "LatinAmericanSpanish"
case simplifiedChinese = "SimplifiedChinese"
case traditionalChinese = "TraditionalChinese"
case brazilianPortuguese = "BrazilianPortuguese"
var displayName: String {
switch self {
case .japanese: return "Japanese"
case .americanEnglish: return "American English"
case .french: return "French"
case .german: return "German"
case .italian: return "Italian"
case .spanish: return "Spanish"
case .chinese: return "Chinese"
case .korean: return "Korean"
case .dutch: return "Dutch"
case .portuguese: return "Portuguese"
case .russian: return "Russian"
case .taiwanese: return "Taiwanese"
case .britishEnglish: return "British English"
case .canadianFrench: return "Canadian French"
case .latinAmericanSpanish: return "Latin American Spanish"
case .simplifiedChinese: return "Simplified Chinese"
case .traditionalChinese: return "Traditional Chinese"
case .brazilianPortuguese: return "Brazilian Portuguese"
}
}
}

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//
// Region.swift
// MeloNX
//
// Created by Stossy11 on 16/02/2025.
//
import Foundation
public enum SystemRegionCode: String, Codable, CaseIterable {
case japan = "Japan"
case usa = "USA"
case europe = "Europe"
case australia = "Australia"
case china = "China"
case korea = "Korea"
case taiwan = "Taiwan"
var displayName: String {
switch self {
case .japan: return "Japan"
case .usa: return "United States"
case .europe: return "Europe"
case .australia: return "Australia"
case .china: return "China"
case .korea: return "Korea"
case .taiwan: return "Taiwan"
}
}
}

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//
// MTLHUD.swift
// MeloNX
//
// Created by Stossy11 on 26/11/2024.
//
import Foundation
class MTLHud {
var canMetalHud: Bool {
return openMetalDylib()
}
var isEnabled: Bool {
if let getenv = getenv("MTL_HUD_ENABLED") {
return String(cString: getenv).contains("1")
}
return false
}
static let shared = MTLHud()
private init() {
openMetalDylib()
if UserDefaults.standard.bool(forKey: "MTL_HUD_ENABLED") {
enable()
} else {
disable()
}
}
func openMetalDylib() -> Bool {
let path = "/usr/lib/libMTLHud.dylib"
// Load the dynamic library
if dlopen(path, RTLD_NOW) != nil {
// Library loaded successfully
print("Library loaded from \(path)")
return true
} else {
// Handle error
if let error = String(validatingUTF8: dlerror()) {
print("Error loading library: \(error)")
}
return false
}
}
func enable() {
setenv("MTL_HUD_ENABLED", "1", 1)
}
func disable() {
setenv("MTL_HUD_ENABLED", "0", 1)
}
}

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//
// Ryujinx.swift
// MeloNX
//
// Created by Stossy11 on 3/11/2024.
//
import Foundation
import SwiftUI
import GameController
struct Controller: Identifiable, Hashable {
var id: String
var name: String
}
struct iOSNav<Content: View>: View {
@ViewBuilder var content: () -> Content
var body: some View {
if #available(iOS 16, *) {
NavigationStack(root: content)
} else {
NavigationView(content: content)
.navigationViewStyle(StackNavigationViewStyle())
.navigationViewStyle(.stack)
}
}
}
class Ryujinx {
private var isRunning = false
let virtualController = VirtualController()
@Published var controllerMap: [Controller] = []
@Published var metalLayer: CAMetalLayer? = nil
@Published var firmwareversion = "0"
@Published var emulationUIView = UIView()
@Published var games: [Game] = []
@Published var defMLContentSize: CGFloat?
var shouldMetal: Bool {
metalLayer == nil
}
static let shared = Ryujinx()
private init() {
self.games = loadGames()
}
public struct Configuration : Codable, Equatable {
var gamepath: String
var inputids: [String]
var resscale: Float
var debuglogs: Bool
var tracelogs: Bool
var nintendoinput: Bool
var enableInternet: Bool
var listinputids: Bool
var aspectRatio: AspectRatio
var memoryManagerMode: String
var disableShaderCache: Bool
var hypervisor: Bool
var disableDockedMode: Bool
var enableTextureRecompression: Bool
var additionalArgs: [String]
var maxAnisotropy: Float
var macroHLE: Bool
var ignoreMissingServices: Bool
var expandRam: Bool
var dfsIntegrityChecks: Bool
var disablePTC: Bool
var disablevsync: Bool
var language: SystemLanguage
var regioncode: SystemRegionCode
var handHeldController: Bool
init(gamepath: String,
inputids: [String] = [],
debuglogs: Bool = false,
tracelogs: Bool = false,
listinputids: Bool = false,
aspectRatio: AspectRatio = .fixed16x9,
memoryManagerMode: String = "HostMappedUnsafe",
disableShaderCache: Bool = false,
disableDockedMode: Bool = false,
nintendoinput: Bool = true,
enableInternet: Bool = false,
enableTextureRecompression: Bool = true,
additionalArgs: [String] = [],
resscale: Float = 1.00,
maxAnisotropy: Float = 0,
macroHLE: Bool = false,
ignoreMissingServices: Bool = false,
hypervisor: Bool = false,
expandRam: Bool = false,
dfsIntegrityChecks: Bool = false,
disablePTC: Bool = false,
disablevsync: Bool = false,
language: SystemLanguage = .americanEnglish,
regioncode: SystemRegionCode = .usa,
handHeldController: Bool = false
) {
self.gamepath = gamepath
self.inputids = inputids
self.debuglogs = debuglogs
self.tracelogs = tracelogs
self.listinputids = listinputids
self.aspectRatio = aspectRatio
self.disableShaderCache = disableShaderCache
self.disableDockedMode = disableDockedMode
self.enableTextureRecompression = enableTextureRecompression
self.additionalArgs = additionalArgs
self.memoryManagerMode = memoryManagerMode
self.resscale = resscale
self.nintendoinput = nintendoinput
self.enableInternet = enableInternet
self.maxAnisotropy = maxAnisotropy
self.macroHLE = macroHLE
self.expandRam = expandRam
self.ignoreMissingServices = ignoreMissingServices
self.hypervisor = hypervisor
self.dfsIntegrityChecks = dfsIntegrityChecks
self.disablePTC = disablePTC
self.disablevsync = disablevsync
self.language = language
self.regioncode = regioncode
self.handHeldController = handHeldController
}
}
func start(with config: Configuration) throws {
guard !isRunning else {
throw RyujinxError.alreadyRunning
}
isRunning = true
RunLoop.current.perform {
let url = URL(string: config.gamepath)
do {
let args = self.buildCommandLineArgs(from: config)
let accessing = url?.startAccessingSecurityScopedResource()
// Convert Arguments to ones that Ryujinx can Read
let cArgs = args.map { strdup($0) }
defer { cArgs.forEach { free($0) } }
var argvPtrs = cArgs
// Start the emulation
let result = main_ryujinx_sdl(Int32(args.count), &argvPtrs)
if result != 0 {
self.isRunning = false
if let accessing, accessing {
url!.stopAccessingSecurityScopedResource()
}
throw RyujinxError.executionError(code: result)
}
} catch {
self.isRunning = false
Self.log("Emulation failed to start: \(error)")
}
}
}
func stop() throws {
guard isRunning else {
throw RyujinxError.notRunning
}
isRunning = false
}
var running: Bool {
return isRunning
}
func loadGames() -> [Game] {
let fileManager = FileManager.default
guard let documentsDirectory = fileManager.urls(for: .documentDirectory, in: .userDomainMask).first else { return [] }
let romsDirectory = documentsDirectory.appendingPathComponent("roms")
if (!fileManager.fileExists(atPath: romsDirectory.path)) {
do {
try fileManager.createDirectory(at: romsDirectory, withIntermediateDirectories: true, attributes: nil)
} catch {
print("Failed to create roms directory: \(error)")
}
}
var games: [Game] = []
do {
let files = try fileManager.contentsOfDirectory(at: romsDirectory, includingPropertiesForKeys: nil)
for fileURLCandidate in files {
if fileURLCandidate.pathExtension == "zip" {
continue
}
do {
let handle = try FileHandle(forReadingFrom: fileURLCandidate)
let fileExtension = (fileURLCandidate.pathExtension as NSString).utf8String
let extensionPtr = UnsafeMutablePointer<CChar>(mutating: fileExtension)
let gameInfo = get_game_info(handle.fileDescriptor, extensionPtr)
let game = Game.convertGameInfoToGame(gameInfo: gameInfo, url: fileURLCandidate)
games.append(game)
} catch {
print(error)
}
}
return games
} catch {
print("Error loading games from roms folder: \(error)")
return games
}
}
private func buildCommandLineArgs(from config: Configuration) -> [String] {
var args: [String] = []
// Add the game path
args.append(config.gamepath)
// Starts with vulkan
args.append("--graphics-backend")
args.append("Vulkan")
args.append(contentsOf: ["--memory-manager-mode", config.memoryManagerMode])
// args.append(contentsOf: ["--exclusive-fullscreen", String(true)])
// args.append(contentsOf: ["--exclusive-fullscreen-width", "\(Int(UIScreen.main.bounds.width))"])
// args.append(contentsOf: ["--exclusive-fullscreen-height", "\(Int(UIScreen.main.bounds.height))"])
// We don't need this. Ryujinx should handle it fine :3
// this also causes crashes in some games :3
args.append(contentsOf: ["--system-language", config.language.rawValue])
args.append(contentsOf: ["--system-region", config.regioncode.rawValue])
args.append(contentsOf: ["--aspect-ratio", config.aspectRatio.rawValue])
if config.nintendoinput {
args.append("--correct-controller")
}
if config.disablePTC {
args.append("--disable-ptc")
}
if config.disablevsync {
args.append("--disable-vsync")
}
if config.hypervisor {
args.append("--use-hypervisor")
}
if config.dfsIntegrityChecks {
args.append("--disable-fs-integrity-checks")
}
if config.resscale != 1.0 {
args.append(contentsOf: ["--resolution-scale", String(config.resscale)])
}
if config.expandRam {
args.append(contentsOf: ["--expand-ram", String(config.expandRam)])
}
if config.ignoreMissingServices {
// args.append(contentsOf: ["--ignore-missing-services"])
args.append("--ignore-missing-services")
}
if config.maxAnisotropy != 0 {
args.append(contentsOf: ["--max-anisotropy", String(config.maxAnisotropy)])
}
if !config.macroHLE {
args.append("--disable-macro-hle")
}
if !config.disableShaderCache { // same with disableShaderCache
args.append("--disable-shader-cache")
}
if !config.disableDockedMode { // disableDockedMode is actually enableDockedMode, i just have flipped it around in the settings page to make it easier to understand :3
args.append("--disable-docked-mode")
}
if config.enableTextureRecompression {
args.append("--enable-texture-recompression")
}
if config.debuglogs {
args.append("--enable-debug-logs")
}
if config.tracelogs {
args.append("--enable-trace-logs")
}
// List the input ids
if config.listinputids {
args.append("--list-inputs-ids")
}
// Append the input ids (limit to 8 (used to be 4) just in case)
if !config.inputids.isEmpty {
config.inputids.prefix(8).enumerated().forEach { index, inputId in
if config.handHeldController {
args.append(contentsOf: ["\(index == 0 ? "--input-id-handheld" : "--input-id-\(index + 1)")", inputId])
} else {
args.append(contentsOf: ["--input-id-\(index + 1)", inputId])
}
}
}
// Apped any additional arguments
args.append(contentsOf: config.additionalArgs)
return args
}
func fetchFirmwareVersion() -> String {
do {
let firmwareVersionPointer = installed_firmware_version()
if let pointer = firmwareVersionPointer {
let firmwareVersion = String(cString: pointer)
DispatchQueue.main.async {
self.firmwareversion = firmwareVersion
}
return firmwareVersion
}
} catch {
print(error)
}
return "0"
}
func installFirmware(firmwarePath: String) {
guard let cString = firmwarePath.cString(using: .utf8) else {
print("Invalid firmware path")
return
}
install_firmware(cString)
let version = fetchFirmwareVersion()
if !version.isEmpty {
self.firmwareversion = version
}
}
func getDlcNcaList(titleId: String, path: String) -> [DownloadableContentNca] {
guard let titleIdCString = titleId.cString(using: .utf8),
let pathCString = path.cString(using: .utf8)
else {
print("Invalid path")
return []
}
let listPointer = get_dlc_nca_list(titleIdCString, pathCString)
print("DLC parcing success: \(listPointer.success)")
guard listPointer.success else { return [] }
let list = Array(UnsafeBufferPointer(start: listPointer.items, count: Int(listPointer.size)))
return list.map { item in
.init(fullPath: withUnsafePointer(to: item.Path) {
$0.withMemoryRebound(to: UInt8.self, capacity: MemoryLayout.size(ofValue: $0)) {
String(cString: $0)
}
}, titleId: item.TitleId, enabled: true)
}
}
private func generateGamepadId(joystickIndex: Int32) -> String? {
let guid = SDL_JoystickGetDeviceGUID(joystickIndex)
if guid.data.0 == 0 && guid.data.1 == 0 && guid.data.2 == 0 && guid.data.3 == 0 {
return nil
}
let reorderedGUID: [UInt8] = [
guid.data.3, guid.data.2, guid.data.1, guid.data.0,
guid.data.5, guid.data.4,
guid.data.7, guid.data.6,
guid.data.8, guid.data.9,
guid.data.10, guid.data.11, guid.data.12, guid.data.13, guid.data.14, guid.data.15
]
let guidString = reorderedGUID.map { String(format: "%02X", $0) }.joined().lowercased()
func substring(_ str: String, _ start: Int, _ end: Int) -> String {
let startIdx = str.index(str.startIndex, offsetBy: start)
let endIdx = str.index(str.startIndex, offsetBy: end)
return String(str[startIdx..<endIdx])
}
let formattedGUID = "\(substring(guidString, 0, 8))-\(substring(guidString, 8, 12))-\(substring(guidString, 12, 16))-\(substring(guidString, 16, 20))-\(substring(guidString, 20, 32))"
return "\(joystickIndex)-\(formattedGUID)"
}
func getConnectedControllers() -> [Controller] {
var controllers: [Controller] = []
let numJoysticks = SDL_NumJoysticks()
for i in 0..<numJoysticks {
if let controller = SDL_GameControllerOpen(i) {
let guid = generateGamepadId(joystickIndex: i)
let name = String(cString: SDL_GameControllerName(controller))
print("Controller \(i): \(name), GUID: \(guid ?? "")")
guard let guid else {
SDL_GameControllerClose(controller)
return []
}
controllers.append(Controller(id: guid, name: name))
SDL_GameControllerClose(controller)
}
}
return controllers
}
func removeFirmware() {
let fileManager = FileManager.default
let documentsfolder = fileManager.urls(for: .documentDirectory, in: .userDomainMask).first!
let bisFolder = documentsfolder.appendingPathComponent("bis")
let systemFolder = bisFolder.appendingPathComponent("system")
let contentsFolder = systemFolder.appendingPathComponent("Contents")
let registeredFolder = contentsFolder.appendingPathComponent("registered").path
do {
if fileManager.fileExists(atPath: registeredFolder) {
try fileManager.removeItem(atPath: registeredFolder)
print("Folder removed successfully.")
let version = fetchFirmwareVersion()
if version.isEmpty {
self.firmwareversion = "0"
} else {
print("Firmware eeeeee \(version)")
}
} else {
print("Folder does not exist.")
}
} catch {
print("Error removing folder: \(error)")
}
}
func repeatuntilfindLayer() {
Task { @MainActor in
while self.metalLayer == nil {
let layer = self.getMetalLayer(nil)
if layer != nil {
DispatchQueue.main.async {
self.metalLayer = layer
}
self.metalLayer = layer
break
}
Thread.sleep(forTimeInterval: 0.1)
try await Task.sleep(nanoseconds: 100_000_000)
}
}
}
@MainActor
func getMetalLayer(_ window: OpaquePointer?) -> CAMetalLayer? {
var window = window
if window == nil {
window = SDL_GetWindowFromID(1)
}
var windowInfo = SDL_SysWMinfo()
SDL_GetWindowWMInfo(window, &windowInfo)
guard let uiWindow = windowInfo.info.uikit.window,
let rootView = uiWindow.takeUnretainedValue().rootViewController?.view else {
print("Unable to get root view")
return nil
}
func findMetalLayer(in view: UIView) -> CAMetalLayer? {
if let metalLayer = view.layer as? CAMetalLayer {
return metalLayer
}
for subview in view.subviews {
if let metalLayer = findMetalLayer(in: subview) {
return metalLayer
}
}
return nil
}
if let existingLayer = findMetalLayer(in: rootView) {
print("Found Metal Layer")
return existingLayer
}
print("found nothing")
return nil
}
static func log(_ message: String) {
print("[Ryujinx] \(message)")
}
}

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//
// RyujinxError.swift
// MeloNX
//
// Created by Stossy11 on 3/11/2024.
//
import Foundation
enum RyujinxError: Error {
case libraryLoadError
case executionError(code: Int32)
case alreadyRunning
case notRunning
}

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//
// LaunchGameIntentDef.swift
// MeloNX
//
// Created by Stossy11 on 10/02/2025.
//
import Foundation
import SwiftUI
import Intents
import AppIntents
@available(iOS 16.0, *)
struct LaunchGameIntentDef: AppIntent {
static let title: LocalizedStringResource = "Launch Game"
static var description = IntentDescription("Launches the Selected Game.")
@Parameter(title: "Game", optionsProvider: GameOptionsProvider())
var gameName: String
static var parameterSummary: some ParameterSummary {
Summary("Launch \(\.$gameName)")
}
static var openAppWhenRun: Bool = true
@MainActor
func perform() async throws -> some IntentResult {
let ryujinx = Ryujinx.shared.games
let name = findClosestGameName(input: gameName, games: ryujinx.flatMap(\.titleName))
let urlString = "melonx://game?name=\(name ?? gameName)"
print(urlString)
if let url = URL(string: urlString) {
UIApplication.shared.open(url, options: [:], completionHandler: nil)
}
return .result()
}
func levenshteinDistance(_ a: String, _ b: String) -> Int {
let aCount = a.count
let bCount = b.count
var matrix = [[Int]](repeating: [Int](repeating: 0, count: bCount + 1), count: aCount + 1)
for i in 0...aCount {
matrix[i][0] = i
}
for j in 0...bCount {
matrix[0][j] = j
}
for i in 1...aCount {
for j in 1...bCount {
let cost = a[a.index(a.startIndex, offsetBy: i - 1)] == b[b.index(b.startIndex, offsetBy: j - 1)] ? 0 : 1
matrix[i][j] = min(matrix[i - 1][j] + 1, matrix[i][j - 1] + 1, matrix[i - 1][j - 1] + cost)
}
}
return matrix[aCount][bCount]
}
func findClosestGameName(input: String, games: [String]) -> String? {
let closestGame = games.min { a, b in
let distanceA = levenshteinDistance(input, a)
let distanceB = levenshteinDistance(input, b)
return distanceA < distanceB
}
return closestGame
}
}
@available(iOS 16.0, *)
struct GameOptionsProvider: DynamicOptionsProvider {
func results() async throws -> [String] {
let dynamicGames = Ryujinx.shared.loadGames()
return dynamicGames.map { $0.titleName }
}
}

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//
// GameInfo.swift
// MeloNX
//
// Created by Stossy11 on 9/12/2024.
//
import SwiftUI
import UniformTypeIdentifiers
public struct Game: Identifiable, Equatable, Hashable {
public var id: URL { fileURL }
var containerFolder: URL
var fileType: UTType
var fileURL: URL
var titleName: String
var titleId: String
var developer: String
var version: String
var icon: UIImage?
static func convertGameInfoToGame(gameInfo: GameInfo, url: URL) -> Game {
var gameInfo = gameInfo
var gameTemp = Game(containerFolder: url.deletingLastPathComponent(), fileType: .item, fileURL: url, titleName: "", titleId: "", developer: "", version: "")
gameTemp.titleName = withUnsafePointer(to: &gameInfo.TitleName) {
$0.withMemoryRebound(to: UInt8.self, capacity: MemoryLayout.size(ofValue: $0)) {
String(cString: $0)
}
}
gameTemp.developer = withUnsafePointer(to: &gameInfo.Developer) {
$0.withMemoryRebound(to: UInt8.self, capacity: MemoryLayout.size(ofValue: $0)) {
String(cString: $0)
}
}
gameTemp.titleId = withUnsafePointer(to: &gameInfo.TitleId) {
$0.withMemoryRebound(to: UInt8.self, capacity: MemoryLayout.size(ofValue: $0)) {
String(cString: $0)
}
}
gameTemp.version = withUnsafePointer(to: &gameInfo.Version) {
$0.withMemoryRebound(to: UInt8.self, capacity: MemoryLayout.size(ofValue: $0)) {
String(cString: $0)
}
}
let imageSize = Int(gameInfo.ImageSize)
if imageSize > 0, imageSize <= 1024 * 1024 {
let imageData = Data(bytes: gameInfo.ImageData, count: imageSize)
gameTemp.icon = UIImage(data: imageData)
} else {
print("Invalid image size.")
}
return gameTemp
}
func createImage(from gameInfo: GameInfo) -> UIImage? {
// Access the struct
let gameInfoValue = gameInfo
// Get the image data
let imageSize = Int(gameInfoValue.ImageSize)
guard imageSize > 0, imageSize <= 1024 * 1024 else {
print("Invalid image size.")
return nil
}
// Convert the ImageData byte array to Swift's Data
let imageData = Data(bytes: gameInfoValue.ImageData, count: imageSize)
// Create a UIImage (or NSImage on macOS)
print(imageData)
return UIImage(data: imageData)
}
}

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//
// ContentView.swift
// MeloNX
//
// Created by Stossy11 on 3/11/2024.
//
import SwiftUI
// import SDL2
import GameController
import Darwin
import UIKit
import MetalKit
// import SDL
struct MoltenVKSettings: Codable, Hashable {
let string: String
var value: String
}
struct ContentView: View {
// Games
@State private var game: Game?
// Controllers
@State private var controllersList: [Controller] = []
@State private var currentControllers: [Controller] = []
@State var onscreencontroller: Controller = Controller(id: "", name: "")
@State var nativeControllers: [GCController: NativeController] = [:]
@State private var isVirtualControllerActive: Bool = false
@AppStorage("isVirtualController") var isVCA: Bool = true
// Settings and Configuration
@State private var config: Ryujinx.Configuration
@State var settings: [MoltenVKSettings]
@AppStorage("useTrollStore") var useTrollStore: Bool = false
// JIT
@AppStorage("jitStreamerEB") var jitStreamerEB: Bool = false
// Other Configuration
@State var isMK8: Bool = false
@AppStorage("quit") var quit: Bool = false
@State var quits: Bool = false
@AppStorage("MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS") var mVKPreFillBuffer: Bool = true
@AppStorage("MVK_CONFIG_SYNCHRONOUS_QUEUE_SUBMITS") var syncqsubmits: Bool = true
// Loading Animation
@State private var clumpOffset: CGFloat = -100
private let clumpWidth: CGFloat = 100
private let animationDuration: Double = 1.0
@State private var isAnimating = false
@State var isLoading = true
// MARK: - Initialization
init() {
let defaultConfig = loadSettings() ?? Ryujinx.Configuration(gamepath: "")
_config = State(initialValue: defaultConfig)
let defaultSettings: [MoltenVKSettings] = [ // Default MoltenVK Settings.
MoltenVKSettings(string: "MVK_USE_METAL_PRIVATE_API", value: "1"),
MoltenVKSettings(string: "MVK_CONFIG_USE_METAL_PRIVATE_API", value: "1"),
MoltenVKSettings(string: "MVK_DEBUG", value: "0"),
MoltenVKSettings(string: "MVK_CONFIG_SYNCHRONOUS_QUEUE_SUBMITS", value: "0"),
// Uses more ram but makes performance higher, may add an option in settings to change or enable / disable this value (default 64)
MoltenVKSettings(string: "MVK_CONFIG_MAX_ACTIVE_METAL_COMMAND_BUFFERS_PER_QUEUE", value: "128"),
]
_settings = State(initialValue: defaultSettings)
initializeSDL()
}
// MARK: - Body
var body: some View {
if game != nil, quits == false {
if isLoading {
if Air.shared.connected {
Text("")
.onAppear() {
Air.play(AnyView(emulationView))
}
} else {
ZStack {
emulationView
}
}
} else {
// This is when the game starts to stop the animation
if #available(iOS 16, *) {
EmulationView()
.persistentSystemOverlays(.hidden)
.onAppear() {
isAnimating = false
}
} else {
EmulationView()
.onAppear() {
isAnimating = false
}
}
}
} else {
// This is the main menu view that includes the Settings and the Game Selector
mainMenuView
.onAppear() {
quits = false
initControllerObservers() // This initializes the Controller Observers that refreshes the controller list when a new controller connecvts.
}
.onOpenURL() { url in
if let components = URLComponents(url: url, resolvingAgainstBaseURL: true),
components.host == "game" {
if let text = components.queryItems?.first(where: { $0.name == "id" })?.value {
game = Ryujinx.shared.games.first(where: { $0.titleId == text })
} else if let text = components.queryItems?.first(where: { $0.name == "name" })?.value {
game = Ryujinx.shared.games.first(where: { $0.titleName == text })
}
}
}
}
}
private func initControllerObservers() {
NotificationCenter.default.addObserver(
forName: .GCControllerDidConnect,
object: nil,
queue: .main) { notification in
if let controller = notification.object as? GCController {
print("Controller connected: \(controller.productCategory)")
nativeControllers[controller] = .init(controller)
refreshControllersList()
}
}
NotificationCenter.default.addObserver(
forName: .GCControllerDidDisconnect,
object: nil,
queue: .main) { notification in
if let controller = notification.object as? GCController {
print("Controller disconnected: \(controller.productCategory)")
nativeControllers[controller]?.cleanup()
nativeControllers[controller] = nil
refreshControllersList()
}
}
}
// MARK: - View Components
private var emulationView: some View {
GeometryReader { screenGeometry in
ZStack {
HStack(spacing: screenGeometry.size.width * 0.04) {
if let icon = game?.icon {
Image(uiImage: icon)
.resizable()
.frame(
width: min(screenGeometry.size.width * 0.25, 250),
height: min(screenGeometry.size.width * 0.25, 250)
)
.clipShape(RoundedRectangle(cornerRadius: 16))
.shadow(color: .black.opacity(0.5), radius: 10, x: 0, y: 5)
}
VStack(alignment: .leading, spacing: screenGeometry.size.height * 0.015) {
Text("Loading \(game?.titleName ?? "Game")")
.font(.system(size: min(screenGeometry.size.width * 0.04, 32)))
.foregroundColor(.white)
GeometryReader { geometry in
let containerWidth = min(screenGeometry.size.width * 0.35, 350)
ZStack(alignment: .leading) {
Rectangle()
.cornerRadius(10)
.frame(width: containerWidth, height: min(screenGeometry.size.height * 0.015, 12))
.foregroundColor(.gray.opacity(0.3))
.shadow(color: .black.opacity(0.2), radius: 4, x: 0, y: 2)
Rectangle()
.cornerRadius(10)
.frame(width: clumpWidth, height: min(screenGeometry.size.height * 0.015, 12))
.foregroundColor(.blue)
.shadow(color: .blue.opacity(0.5), radius: 4, x: 0, y: 2)
.offset(x: isAnimating ? containerWidth : -clumpWidth)
.animation(
Animation.linear(duration: 1.0)
.repeatForever(autoreverses: false),
value: isAnimating
)
}
.clipShape(RoundedRectangle(cornerRadius: 16))
.onAppear {
isAnimating = true
setupEmulation()
Timer.scheduledTimer(withTimeInterval: 0.5, repeats: true) { timer in
if get_current_fps() != 0 {
withAnimation {
isLoading = false
}
isAnimating = false
timer.invalidate()
}
print(get_current_fps())
}
}
}
.frame(height: min(screenGeometry.size.height * 0.015, 12))
.frame(width: min(screenGeometry.size.width * 0.35, 350))
}
}
.padding(.horizontal, screenGeometry.size.width * 0.06)
.padding(.vertical, screenGeometry.size.height * 0.05)
.position(
x: screenGeometry.size.width / 2,
y: screenGeometry.size.height * 0.5
)
}
}
}
private var mainMenuView: some View {
MainTabView(startemu: $game, config: $config, MVKconfig: $settings, controllersList: $controllersList, currentControllers: $currentControllers, onscreencontroller: $onscreencontroller)
.onAppear() {
Timer.scheduledTimer(withTimeInterval: 1, repeats: false) { timer in
refreshControllersList()
}
Air.play(AnyView(
VStack {
Image(systemName: "gamecontroller")
.font(.system(size: 300))
.foregroundColor(.gray)
.padding(.bottom, 10)
Text("Select Game")
.font(.system(size: 150))
.bold()
}
))
let isJIT = isJITEnabled()
if !isJIT {
useTrollStore ? askForJIT() : enableJITEB()
}
}
}
// MARK: - Helper Methods
var SdlInitFlags: uint = SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_VIDEO; // Initialises SDL2 for Events, Game Controller, Joystick, Audio and Video.
private func initializeSDL() {
setMoltenVKSettings()
SDL_SetMainReady() // Sets SDL Ready
SDL_iPhoneSetEventPump(SDL_TRUE) // Set iOS Event Pump to true
SDL_Init(SdlInitFlags) // Initialises SDL2
initialize()
}
private func setupEmulation() {
patchMakeKeyAndVisible()
isVCA = (currentControllers.first(where: { $0 == onscreencontroller }) != nil)
DispatchQueue.main.async {
start(displayid: 1)
}
}
private func refreshControllersList() {
controllersList = Ryujinx.shared.getConnectedControllers()
if let onscreen = controllersList.first(where: { $0.name == Ryujinx.shared.virtualController.controllername }) {
self.onscreencontroller = onscreen
}
controllersList.removeAll(where: { $0.id == "0" || (!$0.name.starts(with: "GC - ") && $0 != onscreencontroller) })
controllersList.mutableForEach { $0.name = $0.name.replacingOccurrences(of: "GC - ", with: "") }
currentControllers = []
if controllersList.count == 1 {
let controller = controllersList[0]
currentControllers.append(controller)
} else if (controllersList.count - 1) >= 1 {
for controller in controllersList {
if controller.id != onscreencontroller.id && !currentControllers.contains(where: { $0.id == controller.id }) {
currentControllers.append(controller)
}
}
}
}
private func start(displayid: UInt32) {
guard let game else { return }
config.gamepath = game.fileURL.path
config.inputids = Array(Set(currentControllers.map(\.id)))
if mVKPreFillBuffer {
let setting = MoltenVKSettings(string: "MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS", value: "2")
setenv(setting.string, setting.value, 1)
}
if syncqsubmits {
let setting = MoltenVKSettings(string: "MVK_CONFIG_SYNCHRONOUS_QUEUE_SUBMITS", value: "2")
setenv(setting.string, setting.value, 1)
}
if config.inputids.isEmpty {
config.inputids.append("0")
}
do {
try Ryujinx.shared.start(with: config)
} catch {
print("Error: \(error.localizedDescription)")
}
}
// Sets MoltenVK Environment Variables
private func setMoltenVKSettings() {
settings.forEach { setting in
setenv(setting.string, setting.value, 1)
}
}
}
// MARK: - Helper Functions
func loadSettings() -> Ryujinx.Configuration? {
guard let jsonString = UserDefaults.standard.string(forKey: "config"),
let data = jsonString.data(using: .utf8) else {
return nil
}
do {
return try JSONDecoder().decode(Ryujinx.Configuration.self, from: data)
} catch {
print("Failed to load settings: \(error)")
return nil
}
}
extension Array {
@inlinable public mutating func mutableForEach(_ body: (inout Element) throws -> Void) rethrows {
for index in self.indices {
try body(&self[index])
}
}
}

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//
// ControllerView.swift
// Pomelo-V2
//
// Created by Stossy11 on 16/7/2024.
//
import SwiftUI
import GameController
import SwiftUIJoystick
import CoreMotion
struct ControllerView: View {
@AppStorage("performacehud") var performacehud: Bool = false
@AppStorage("quit") var quit: Bool = false
var body: some View {
GeometryReader { geometry in
if geometry.size.height > geometry.size.width && UIDevice.current.userInterfaceIdiom != .pad {
VStack {
if performacehud {
HStack {
PerformanceOverlayView()
Spacer()
// Button("Stop emulation") {
// DispatchQueue.main.async {
// stop_emulation()
// quit = true
// }
// }
}
}
Spacer()
VStack {
HStack {
VStack {
ShoulderButtonsViewLeft()
ZStack {
Joystick()
DPadView()
}
}
Spacer()
VStack {
ShoulderButtonsViewRight()
ZStack {
Joystick(iscool: true) // hope this works
ABXYView()
}
}
}
HStack {
ButtonView(button: .start) // Adding the + button
.padding(.horizontal, 40)
ButtonView(button: .back) // Adding the - button
.padding(.horizontal, 40)
}
}
}
} else {
// could be landscape
VStack {
if performacehud {
HStack {
PerformanceOverlayView()
Spacer()
// Button("Stop emulation") {
// DispatchQueue.main.async {
// stop_emulation()
// quit = true
// }
// }
}
}
Spacer()
VStack {
HStack {
// gotta fuckin add + and - now
VStack {
ShoulderButtonsViewLeft()
ZStack {
Joystick()
DPadView()
}
}
HStack {
// Spacer()
VStack {
// Spacer()
ButtonView(button: .back) // Adding the - button
}
Spacer()
VStack {
// Spacer()
ButtonView(button: .start) // Adding the + button
}
// Spacer()
}
VStack {
ShoulderButtonsViewRight()
ZStack {
Joystick(iscool: true) // hope this work s
ABXYView()
}
}
}
}
// .padding(.bottom, geometry.size.height / 11) // also extremally broken (
}
}
}
.padding()
}
}
struct ShoulderButtonsViewLeft: View {
@State var width: CGFloat = 160
@State var height: CGFloat = 20
@AppStorage("On-ScreenControllerScale") var controllerScale: Double = 1.0
var body: some View {
HStack {
ButtonView(button: .leftTrigger)
.padding(.horizontal)
ButtonView(button: .leftShoulder)
.padding(.horizontal)
}
.frame(width: width, height: height)
.onAppear() {
if UIDevice.current.systemName.contains("iPadOS") {
width *= 1.2
height *= 1.2
}
width *= CGFloat(controllerScale)
height *= CGFloat(controllerScale)
}
}
}
struct ShoulderButtonsViewRight: View {
@State var width: CGFloat = 160
@State var height: CGFloat = 20
@AppStorage("On-ScreenControllerScale") var controllerScale: Double = 1.0
var body: some View {
HStack {
ButtonView(button: .rightShoulder)
.padding(.horizontal)
ButtonView(button: .rightTrigger)
.padding(.horizontal)
}
.frame(width: width, height: height)
.onAppear() {
if UIDevice.current.systemName.contains("iPadOS") {
width *= 1.2
height *= 1.2
}
width *= CGFloat(controllerScale)
height *= CGFloat(controllerScale)
}
}
}
struct DPadView: View {
@State var size: CGFloat = 145
@AppStorage("On-ScreenControllerScale") var controllerScale: Double = 1.0
var body: some View {
VStack {
ButtonView(button: .dPadUp)
HStack {
ButtonView(button: .dPadLeft)
Spacer(minLength: 20)
ButtonView(button: .dPadRight)
}
ButtonView(button: .dPadDown)
.padding(.horizontal)
}
.frame(width: size, height: size)
.onAppear() {
if UIDevice.current.systemName.contains("iPadOS") {
size *= 1.2
}
size *= CGFloat(controllerScale)
}
}
}
struct ABXYView: View {
@State var size: CGFloat = 145
@AppStorage("On-ScreenControllerScale") var controllerScale: Double = 1.0
var body: some View {
VStack {
ButtonView(button: .X)
HStack {
ButtonView(button: .Y)
Spacer(minLength: 20)
ButtonView(button: .A)
}
ButtonView(button: .B)
.padding(.horizontal)
}
.frame(width: size, height: size)
.onAppear() {
if UIDevice.current.systemName.contains("iPadOS") {
size *= 1.2
}
size *= CGFloat(controllerScale)
}
}
}
struct ButtonView: View {
var button: VirtualControllerButton
@State var width: CGFloat = 45
@State var height: CGFloat = 45
@State var isPressed = false
@AppStorage("onscreenhandheld") var onscreenjoy: Bool = false
@Environment(\.colorScheme) var colorScheme
@Environment(\.presentationMode) var presentationMode
@AppStorage("On-ScreenControllerScale") var controllerScale: Double = 1.0
var body: some View {
Image(systemName: buttonText)
.resizable()
.frame(width: width, height: height)
.foregroundColor(colorScheme == .dark ? Color.gray : Color.gray)
.opacity(isPressed ? 0.4 : 0.7)
.gesture(
DragGesture(minimumDistance: 0)
.onChanged { _ in
if !self.isPressed {
self.isPressed = true
Ryujinx.shared.virtualController.setButtonState(1, for: button)
Haptics.shared.play(.heavy)
}
}
.onEnded { _ in
self.isPressed = false
Ryujinx.shared.virtualController.setButtonState(0, for: button)
}
)
.onAppear() {
if button == .leftTrigger || button == .rightTrigger || button == .leftShoulder || button == .rightShoulder {
width = 65
}
if button == .back || button == .start || button == .guide {
width = 35
height = 35
}
if UIDevice.current.systemName.contains("iPadOS") {
width *= 1.2
height *= 1.2
}
width *= CGFloat(controllerScale)
height *= CGFloat(controllerScale)
}
}
private var buttonText: String {
switch button {
case .A:
return "a.circle.fill"
case .B:
return "b.circle.fill"
case .X:
return "x.circle.fill"
case .Y:
return "y.circle.fill"
case .dPadUp:
return "arrowtriangle.up.circle.fill"
case .dPadDown:
return "arrowtriangle.down.circle.fill"
case .dPadLeft:
return "arrowtriangle.left.circle.fill"
case .dPadRight:
return "arrowtriangle.right.circle.fill"
case .leftTrigger:
return"zl.rectangle.roundedtop.fill"
case .rightTrigger:
return "zr.rectangle.roundedtop.fill"
case .leftShoulder:
return "l.rectangle.roundedbottom.fill"
case .rightShoulder:
return "r.rectangle.roundedbottom.fill"
case .start:
return "plus.circle.fill" // System symbol for +
case .back:
return "minus.circle.fill" // System symbol for -
case .guide:
return "house.circle.fill"
// This should be all the cases
default:
return ""
}
}
}

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//
// Haptics.swift
// Pomelo
//
// Created by Stossy11 on 11/9/2024.
// Copyright © 2024 Stossy11. All rights reserved.
//
import UIKit
import SwiftUI
class Haptics {
static let shared = Haptics()
private init() { }
func play(_ feedbackStyle: UIImpactFeedbackGenerator.FeedbackStyle) {
print("haptics")
UIImpactFeedbackGenerator(style: feedbackStyle).impactOccurred()
}
func notify(_ feedbackType: UINotificationFeedbackGenerator.FeedbackType) {
UINotificationFeedbackGenerator().notificationOccurred(feedbackType)
}
}

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//
// JoystickView.swift
// Pomelo
//
// Created by Stossy11 on 30/9/2024.
// Copyright © 2024 Stossy11. All rights reserved.
//
import SwiftUI
import SwiftUIJoystick
public struct Joystick: View {
@State var iscool: Bool? = nil
@ObservedObject public var joystickMonitor = JoystickMonitor()
@AppStorage("On-ScreenControllerScale") var controllerScale: Double = 1.0
var dragDiameter: CGFloat {
var selfs = CGFloat(160)
selfs *= controllerScale
if UIDevice.current.systemName.contains("iPadOS") {
return selfs * 1.2
}
return selfs
}
private let shape: JoystickShape = .circle
public var body: some View {
VStack{
JoystickBuilder(
monitor: self.joystickMonitor,
width: self.dragDiameter,
shape: .circle,
background: {
Text("")
.hidden()
},
foreground: {
Circle().fill(Color.gray)
.opacity(0.7)
},
locksInPlace: false)
.onChange(of: self.joystickMonitor.xyPoint) { newValue in
let scaledX = Float(newValue.x)
let scaledY = Float(newValue.y) // my dumbass broke this by having -y instead of y :/
print("Joystick Position: (\(scaledX), \(scaledY))")
if iscool != nil {
Ryujinx.shared.virtualController.thumbstickMoved(.right, x: newValue.x, y: newValue.y)
} else {
Ryujinx.shared.virtualController.thumbstickMoved(.left, x: newValue.x, y: newValue.y)
}
}
}
}
}

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// Credit https://github.com/heestand-xyz/AirKit
import UIKit
import SwiftUI
public class Air {
static let shared = Air()
public var connected: Bool = false {
didSet {
connectionCallbacks.forEach({ $0(connected) })
}
}
var connectionCallbacks: [(Bool) -> ()] = []
var airScreen: UIScreen?
var airWindow: UIWindow?
var hostingController: UIHostingController<AnyView>?
var appIsActive: Bool { UIApplication.shared.applicationState == .active }
init() {
NotificationCenter.default.addObserver(self, selector: #selector(didConnect),
name: UIScreen.didConnectNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(didDisconnect),
name: UIScreen.didDisconnectNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(didBecomeActive),
name: UIApplication.didBecomeActiveNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(willResignActive),
name: UIApplication.willResignActiveNotification, object: nil)
}
private func check() {
if let connectedScreen = UIScreen.screens.first(where: { $0 != .main }) {
add(screen: connectedScreen) { success in
guard success else { return }
self.connected = true
}
}
}
public static func play(_ view: AnyView) {
Air.shared.hostingController = UIHostingController<AnyView>(rootView: view)
Air.shared.check()
}
public static func stop() {
Air.shared.remove()
Air.shared.hostingController = nil
}
public static func connection(_ callback: @escaping (Bool) -> ()) {
Air.shared.connectionCallbacks.append(callback)
}
@objc func didConnect(sender: NSNotification) {
print("AirKit - Connect")
self.connected = true
guard let screen: UIScreen = sender.object as? UIScreen else { return }
add(screen: screen) { success in
guard success else { return }
self.connected = true
}
}
func add(screen: UIScreen, completion: @escaping (Bool) -> ()) {
print("AirKit - Add Screen")
airScreen = screen
airWindow = UIWindow(frame: airScreen!.bounds)
guard let viewController: UIViewController = hostingController else {
print("AirKit - Add - Failed: Hosting Controller Not Found")
completion(false)
return
}
findWindowScene(for: airScreen!) { windowScene in
guard let airWindowScene: UIWindowScene = windowScene else {
print("AirKit - Add - Failed: Window Scene Not Found")
completion(false)
return
}
self.airWindow?.rootViewController = viewController
self.airWindow?.windowScene = airWindowScene
self.airWindow?.isHidden = false
print("AirKit - Add Screen - Done")
completion(true)
}
}
func findWindowScene(for screen: UIScreen, shouldRecurse: Bool = true, completion: @escaping (UIWindowScene?) -> ()) {
print("AirKit - Find Window Scene")
var matchingWindowScene: UIWindowScene? = nil
let scenes = UIApplication.shared.connectedScenes
for scene in scenes {
if let windowScene = scene as? UIWindowScene {
if windowScene.screen == screen {
matchingWindowScene = windowScene
break
}
}
}
guard let windowScene: UIWindowScene = matchingWindowScene else {
DispatchQueue.main.async {
self.findWindowScene(for: screen, shouldRecurse: false) { windowScene in
completion(windowScene)
}
}
return
}
completion(windowScene)
}
@objc func didDisconnect() {
print("AirKit - Disconnect")
remove()
connected = false
}
func remove() {
print("AirKit - Remove")
airWindow = nil
airScreen = nil
}
@objc func didBecomeActive() {
print("AirKit - App Active")
}
@objc func willResignActive() {
print("AirKit - App Inactive")
}
}

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import UIKit
import SwiftUI
public extension View {
func airPlay() -> some View {
print("AirKit - airPlay")
Air.play(AnyView(self))
return self
}
}

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//
// EmulationView.swift
// MeloNX
//
// Created by Stossy11 on 09/02/2025.
//
import SwiftUI
// Emulation View
struct EmulationView: View {
@AppStorage("isVirtualController") var isVCA: Bool = true
@AppStorage("showScreenShotButton") var ssb: Bool = false
@State var isPresentedThree: Bool = false
@State var isAirplaying = Air.shared.connected
@Environment(\.scenePhase) var scenePhase
var body: some View {
ZStack {
if isAirplaying {
Text("")
.onAppear {
Air.play(AnyView(MetalView().ignoresSafeArea()))
}
} else {
MetalView() // The Emulation View
.ignoresSafeArea()
.edgesIgnoringSafeArea(.all)
}
// Above Emulation View
if isVCA {
ControllerView() // Virtual Controller
}
if ssb {
Group {
VStack {
Spacer()
HStack {
Button {
if let screenshot = Ryujinx.shared.emulationUIView.screenshot() {
UIImageWriteToSavedPhotosAlbum(screenshot, nil, nil, nil)
}
} label: {
Image(systemName: "square.and.arrow.up")
}
.frame(width: UIDevice.current.systemName.contains("iPadOS") ? 60 * 1.2 : 45, height: UIDevice.current.systemName.contains("iPadOS") ? 60 * 1.2 : 45)
.padding()
Spacer()
}
}
}
}
}
.onAppear {
Air.shared.connectionCallbacks.append { cool in
DispatchQueue.main.async {
isAirplaying = cool
print(cool)
}
}
}
}
}

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//
// MetalView.swift
// MeloNX
//
// Created by Stossy11 on 09/02/2025.
//
import SwiftUI
import MetalKit
struct MetalView: UIViewRepresentable {
var airplay: Bool = Air.shared.connected // just in case :3
func makeUIView(context: Context) -> UIView {
let metalLayer = Ryujinx.shared.metalLayer!
var view = UIView()
metalLayer.frame = view.bounds
if airplay {
metalLayer.contentsScale = view.contentScaleFactor
} else {
Ryujinx.shared.emulationUIView.contentScaleFactor = metalLayer.contentsScale // Right size and Fix Touch :3
}
Ryujinx.shared.emulationUIView = view
if !Ryujinx.shared.emulationUIView.subviews.contains(where: { $0 == metalLayer }) {
Ryujinx.shared.emulationUIView.layer.addSublayer(metalLayer)
}
return Ryujinx.shared.emulationUIView
}
func updateUIView(_ uiView: UIView, context: Context) {
// nothin
}
}

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//
// GameInfoSheet.swift
// MeloNX
//
// Created by Bella on 08/02/2025.
//
import SwiftUI
struct GameInfoSheet: View {
let game: Game
@Environment(\.dismiss) var dismiss
var body: some View {
iOSNav {
List {
Section {}
header: {
VStack(alignment: .center) {
if let icon = game.icon {
Image(uiImage: icon)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 250, height: 250)
.cornerRadius(10)
.padding()
.contextMenu {
Button {
UIImageWriteToSavedPhotosAlbum(icon, nil, nil, nil)
} label: {
Label("Save to Photos", systemImage: "square.and.arrow.down")
}
}
} else {
Image(systemName: "questionmark.circle")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 150, height: 150)
.padding()
}
VStack(alignment: .center) {
Text("**\(game.titleName)** | \(game.titleId.capitalized)")
.multilineTextAlignment(.center)
Text(game.developer)
.font(.caption)
.foregroundStyle(.secondary)
}
.padding(.vertical, 3)
}
.frame(maxWidth: .infinity)
}
Section {
HStack {
Text("**Version**")
Spacer()
Text(game.version)
.foregroundStyle(Color.secondary)
}
HStack {
Text("**Title ID**")
.contextMenu {
Button {
UIPasteboard.general.string = game.titleId
} label: {
Text("Copy Title ID")
}
}
Spacer()
Text(game.titleId)
.foregroundStyle(Color.secondary)
}
HStack {
Text("**Game Size**")
Spacer()
Text("\(fetchFileSize(for: game.fileURL) ?? 0) bytes")
.foregroundStyle(Color.secondary)
}
HStack {
Text("**File Type**")
Spacer()
Text(getFileType(game.fileURL))
.foregroundStyle(Color.secondary)
}
VStack(alignment: .leading, spacing: 4) {
Text("**Game URL**")
Text(trimGameURL(game.fileURL))
.foregroundStyle(Color.secondary)
}
} header: {
Text("Information")
}
.headerProminence(.increased)
}
.navigationTitle(game.titleName)
.navigationBarTitleDisplayMode(.inline)
.toolbar {
ToolbarItem(placement: .navigationBarTrailing) {
Button("Done") {
dismiss()
}
}
}
}
}
func fetchFileSize(for gamePath: URL) -> UInt64? {
let fileManager = FileManager.default
do {
let attributes = try fileManager.attributesOfItem(atPath: gamePath.path)
if let size = attributes[FileAttributeKey.size] as? UInt64 {
return size
}
} catch {
print("Error getting file size: \(error)")
}
return nil
}
func trimGameURL(_ url: URL) -> String {
let path = url.path
if let range = path.range(of: "/roms/") {
return String(path[range.lowerBound...])
}
return path
}
func getFileType(_ url: URL) -> String {
url.pathExtension
}
}

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//
// GameListView.swift
// MeloNX
//
// Created by Stossy11 on 3/11/2024.
//
import SwiftUI
import UniformTypeIdentifiers
extension UTType {
static let nsp = UTType(exportedAs: "com.nintendo.switch-package")
static let xci = UTType(exportedAs: "com.nintendo.switch-cartridge")
}
struct GameLibraryView: View {
@Binding var startemu: Game?
// @State var importDLCs = false
@State private var searchText = ""
@State private var isSearching = false
@AppStorage("recentGames") private var recentGamesData: Data = Data()
@State private var recentGames: [Game] = []
@Environment(\.colorScheme) var colorScheme
@State var firmwareInstaller = false
@State var firmwareversion = "0"
@State var isImporting: Bool = false
@State var startgame = false
@State var isSelectingGameFile = false
@State var isViewingGameInfo: Bool = false
@State var isSelectingGameUpdate: Bool = false
@State var isSelectingGameDLC: Bool = false
@State var gameInfo: Game?
var games: Binding<[Game]> {
Binding(
get: { Ryujinx.shared.games },
set: { Ryujinx.shared.games = $0 }
)
}
var filteredGames: [Game] {
if searchText.isEmpty {
return Ryujinx.shared.games.filter { game in
!realRecentGames.contains(where: { $0.fileURL == game.fileURL })
}
}
return Ryujinx.shared.games.filter {
$0.titleName.localizedCaseInsensitiveContains(searchText) ||
$0.developer.localizedCaseInsensitiveContains(searchText)
}
}
var realRecentGames: [Game] {
let games = Ryujinx.shared.games
return recentGames.compactMap { recentGame in
games.first(where: { $0.fileURL == recentGame.fileURL })
}
}
var body: some View {
iOSNav {
List {
if Ryujinx.shared.games.isEmpty {
VStack(spacing: 16) {
Image(systemName: "gamecontroller.fill")
.font(.system(size: 64))
.foregroundColor(.secondary.opacity(0.7))
.padding(.top, 60)
Text("No Games Found")
.font(.title2.bold())
.foregroundColor(.primary)
Text("Add ROM, Keys and Firmware to get started")
.font(.subheadline)
.foregroundColor(.secondary)
}
.frame(maxWidth: .infinity)
.padding(.top, 40)
} else {
if !isSearching && !realRecentGames.isEmpty {
Section {
ForEach(realRecentGames) { game in
GameListRow(game: game, startemu: $startemu, games: games, isViewingGameInfo: $isViewingGameInfo, isSelectingGameUpdate: $isSelectingGameUpdate, isSelectingGameDLC: $isSelectingGameDLC, gameInfo: $gameInfo)
.swipeActions(edge: .trailing, allowsFullSwipe: true) {
Button(role: .destructive) {
removeFromRecentGames(game)
} label: {
Label("Delete", systemImage: "trash")
}
}
}
} header: {
Text("Recent")
}
Section {
ForEach(filteredGames) { game in
GameListRow(game: game, startemu: $startemu, games: games, isViewingGameInfo: $isViewingGameInfo, isSelectingGameUpdate: $isSelectingGameUpdate, isSelectingGameDLC: $isSelectingGameDLC, gameInfo: $gameInfo)
}
} header: {
Text("Others")
}
} else {
ForEach(filteredGames) { game in
GameListRow(game: game, startemu: $startemu, games: games, isViewingGameInfo: $isViewingGameInfo, isSelectingGameUpdate: $isSelectingGameUpdate, isSelectingGameDLC: $isSelectingGameDLC, gameInfo: $gameInfo)
}
}
}
}
.navigationTitle("Games")
.navigationBarTitleDisplayMode(.large)
.onAppear {
loadRecentGames()
let firmware = Ryujinx.shared.fetchFirmwareVersion()
firmwareversion = (firmware == "" ? "0" : firmware)
}
.fileImporter(isPresented: $firmwareInstaller, allowedContentTypes: [.item]) { result in
switch result {
case .success(let url):
do {
let fun = url.startAccessingSecurityScopedResource()
let path = url.path
Ryujinx.shared.installFirmware(firmwarePath: path)
firmwareversion = (Ryujinx.shared.fetchFirmwareVersion() == "" ? "0" : Ryujinx.shared.fetchFirmwareVersion())
if fun {
url.stopAccessingSecurityScopedResource()
}
}
case .failure(let error):
print(error)
}
}
.toolbar {
ToolbarItem(placement: .topBarTrailing) {
Button {
isSelectingGameFile.toggle()
} label: {
Image(systemName: "plus")
}
}
ToolbarItem(placement: .topBarLeading) {
Menu {
Text("Firmware Version: \(firmwareversion)")
.tint(.white)
if firmwareversion == "0" {
Button {
DispatchQueue.main.async {
firmwareInstaller.toggle()
}
} label: {
Text("Install Firmware")
}
} else {
Menu("Firmware") {
Button {
Ryujinx.shared.removeFirmware()
let firmware = Ryujinx.shared.fetchFirmwareVersion()
firmwareversion = (firmware == "" ? "0" : firmware)
} label: {
Text("Remove Firmware")
}
Button {
let game = Game(containerFolder: URL(string: "none")!, fileType: .item, fileURL: URL(string: "MiiMaker")!, titleName: "Mii Maker", titleId: "0", developer: "Nintendo", version: firmwareversion)
self.startemu = game
} label: {
Text("Mii Maker")
}
Button {
DispatchQueue.main.async {
isImporting.toggle()
}
} label: {
Text("Open game from system")
}
}
}
Button {
let documentsUrl = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
var sharedurl = documentsUrl.absoluteString.replacingOccurrences(of: "file://", with: "shareddocuments://")
if ProcessInfo.processInfo.isiOSAppOnMac {
sharedurl = documentsUrl.absoluteString
}
print(sharedurl)
let furl = URL(string: sharedurl)!
if UIApplication.shared.canOpenURL(furl) {
UIApplication.shared.open(furl, options: [:])
}
} label: {
Text("Show MeloNX Folder")
}
} label: {
Image(systemName: "ellipsis.circle")
.foregroundColor(.blue)
}
}
}
.onChange(of: startemu) { game in
guard let game else { return }
addToRecentGames(game)
}
}
.searchable(text: $searchText)
.animation(.easeInOut, value: searchText)
.onChange(of: searchText) { _ in
isSearching = !searchText.isEmpty
}
.fileImporter(isPresented: $isImporting, allowedContentTypes: [.zip, .folder, .nsp, .xci]) { result in
switch result {
case .success(let url):
guard url.startAccessingSecurityScopedResource() else {
print("Failed to access security-scoped resource")
return
}
defer { url.stopAccessingSecurityScopedResource() }
do {
let handle = try FileHandle(forReadingFrom: url)
let fileExtension = (url.pathExtension as NSString).utf8String
let extensionPtr = UnsafeMutablePointer<CChar>(mutating: fileExtension)
var gameInfo = get_game_info(handle.fileDescriptor, extensionPtr)
let game = Game.convertGameInfoToGame(gameInfo: gameInfo, url: url)
DispatchQueue.main.async {
startemu = game
}
} catch {
print(error)
}
case .failure(let err):
print("File import failed: \(err.localizedDescription)")
}
}
.fileImporter(isPresented: $isSelectingGameFile, allowedContentTypes: [.nsp, .xci, .zip, .folder]) { result in
switch result {
case .success(let url):
guard url.startAccessingSecurityScopedResource() else {
print("Failed to access security-scoped resource")
return
}
defer { url.stopAccessingSecurityScopedResource() }
do {
let fileManager = FileManager.default
let documentsDirectory = fileManager.urls(for: .documentDirectory, in: .userDomainMask).first!
let romsDirectory = documentsDirectory.appendingPathComponent("roms")
if !fileManager.fileExists(atPath: romsDirectory.path) {
try fileManager.createDirectory(at: romsDirectory, withIntermediateDirectories: true, attributes: nil)
}
let destinationURL = romsDirectory.appendingPathComponent(url.lastPathComponent)
try fileManager.copyItem(at: url, to: destinationURL)
Ryujinx.shared.games = Ryujinx.shared.loadGames()
} catch {
print("Error copying game file: \(error)")
}
case .failure(let err):
print("File import failed: \(err.localizedDescription)")
}
}
.sheet(isPresented: $isSelectingGameUpdate) {
UpdateManagerSheet(game: $gameInfo)
}
.sheet(isPresented: $isSelectingGameDLC) {
DLCManagerSheet(game: $gameInfo)
}
.sheet(isPresented: Binding(
get: { isViewingGameInfo && gameInfo != nil },
set: { newValue in
if !newValue {
isViewingGameInfo = false
gameInfo = nil
}
}
)) {
if let game = gameInfo {
GameInfoSheet(game: game)
}
}
}
private func addToRecentGames(_ game: Game) {
recentGames.removeAll { $0.titleId == game.titleId }
recentGames.insert(game, at: 0)
if recentGames.count > 5 {
recentGames = Array(recentGames.prefix(5))
}
saveRecentGames()
}
private func removeFromRecentGames(_ game: Game) {
recentGames.removeAll { $0.titleId == game.titleId }
saveRecentGames()
}
private func saveRecentGames() {
do {
let encoder = JSONEncoder()
let data = try encoder.encode(recentGames)
recentGamesData = data
} catch {
print("Error saving recent games: \(error)")
}
}
private func loadRecentGames() {
do {
let decoder = JSONDecoder()
recentGames = try decoder.decode([Game].self, from: recentGamesData)
} catch {
print("Error loading recent games: \(error)")
recentGames = []
}
}
// MARK: - Delete Game Function
func deleteGame(game: Game) {
let fileManager = FileManager.default
do {
try fileManager.removeItem(at: game.fileURL)
Ryujinx.shared.games.removeAll { $0.id == game.id }
Ryujinx.shared.games = Ryujinx.shared.loadGames()
} catch {
print("Error deleting game: \(error)")
}
}
}
// MARK: - Game Model
extension Game: Codable {
enum CodingKeys: String, CodingKey {
case titleName, titleId, developer, version, fileURL
}
public init(from decoder: Decoder) throws {
let container = try decoder.container(keyedBy: CodingKeys.self)
titleName = try container.decode(String.self, forKey: .titleName)
titleId = try container.decode(String.self, forKey: .titleId)
developer = try container.decode(String.self, forKey: .developer)
version = try container.decode(String.self, forKey: .version)
fileURL = try container.decode(URL.self, forKey: .fileURL)
// Initialize other properties
self.containerFolder = fileURL.deletingLastPathComponent()
self.fileType = .item
}
public func encode(to encoder: Encoder) throws {
var container = encoder.container(keyedBy: CodingKeys.self)
try container.encode(titleName, forKey: .titleName)
try container.encode(titleId, forKey: .titleId)
try container.encode(developer, forKey: .developer)
try container.encode(version, forKey: .version)
try container.encode(fileURL, forKey: .fileURL)
}
}
// MARK: - Game List Item
struct GameListRow: View {
let game: Game
@Binding var startemu: Game?
@Binding var games: [Game] // Add this binding
@Binding var isViewingGameInfo: Bool
@Binding var isSelectingGameUpdate: Bool
@Binding var isSelectingGameDLC: Bool
@Binding var gameInfo: Game?
@State var gametoDelete: Game?
@State var showGameDeleteConfirmation: Bool = false
@Environment(\.colorScheme) var colorScheme
@AppStorage("portal") var gamepo = false
var body: some View {
Button(action: {
startemu = game
}) {
HStack(spacing: 16) {
// Game Icon
if let icon = game.icon {
Image(uiImage: icon)
.resizable()
.aspectRatio(contentMode: .fill)
.frame(width: 45, height: 45)
.cornerRadius(8)
} else {
ZStack {
RoundedRectangle(cornerRadius: 8)
.fill(colorScheme == .dark ?
Color(.systemGray5) : Color(.systemGray6))
.frame(width: 45, height: 45)
Image(systemName: "gamecontroller.fill")
.font(.system(size: 20))
.foregroundColor(.gray)
}
}
// Game Info
VStack(alignment: .leading, spacing: 2) {
Text(game.titleName)
.font(.body)
.foregroundColor(.primary)
Text(game.developer)
.font(.subheadline)
.foregroundColor(.secondary)
}
Spacer()
Image(systemName: "play.circle.fill")
.font(.title2)
.foregroundColor(.accentColor)
.opacity(0.8)
}
}
.contextMenu {
Section {
Button {
startemu = game
} label: {
Label("Play Now", systemImage: "play.fill")
}
Button {
gameInfo = game
isViewingGameInfo.toggle()
if game.titleName.lowercased() == "portal" {
gamepo = true
} else if game.titleName.lowercased() == "portal 2" {
gamepo = true
}
} label: {
Label("Game Info", systemImage: "info.circle")
}
}
Section {
Button {
gameInfo = game
isSelectingGameUpdate.toggle()
} label: {
Label("Game Update Manager", systemImage: "chevron.up.circle")
}
Button {
gameInfo = game
isSelectingGameDLC.toggle()
} label: {
Label("Game DLC Manager", systemImage: "plus.viewfinder")
}
}
Section {
Button(role: .destructive) {
gametoDelete = game
showGameDeleteConfirmation.toggle()
} label: {
Label("Delete", systemImage: "trash")
}
}
}
.confirmationDialog("Are you sure you want to delete this game?", isPresented: $showGameDeleteConfirmation) {
Button("Delete", role: .destructive) {
if let game = gametoDelete {
deleteGame(game: game)
}
}
Button("Cancel", role: .cancel) {}
} message: {
Text("Are you sure you want to delete \(gametoDelete?.titleName ?? "this game")?")
}
}
private func deleteGame(game: Game) {
let fileManager = FileManager.default
do {
try fileManager.removeItem(at: game.fileURL)
games.removeAll { $0.id == game.id }
} catch {
print("Error deleting game: \(error)")
}
}
}

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//
// LogEntry.swift
// MeloNX
//
// Created by Stossy11 on 09/02/2025.
//
import SwiftUI
struct LogEntry: Identifiable, Equatable {
let id = UUID()
let text: String
static func == (lhs: LogEntry, rhs: LogEntry) -> Bool {
return lhs.id == rhs.id && lhs.text == rhs.text
}
}
struct LogViewer: View {
@State private var logs: [LogEntry] = []
@State private var latestLogFilePath: String?
var body: some View {
VStack {
Spacer()
VStack {
ForEach(logs) { log in
Text(log.text)
.padding(4)
.background(Color.black.opacity(0.7))
.foregroundColor(.white)
.cornerRadius(8)
.transition(.move(edge: .top).combined(with: .opacity))
.animation(.easeOut(duration: 2), value: logs)
}
}
.frame(maxWidth: .infinity)
.padding()
}
.edgesIgnoringSafeArea(.all)
.onAppear {
findNewestLogFile()
}
}
func findNewestLogFile() {
let logsDirectory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first?.appendingPathComponent("logs")
guard let directory = logsDirectory else { return }
do {
let logFiles = try FileManager.default.contentsOfDirectory(at: directory, includingPropertiesForKeys: [.contentModificationDateKey], options: .skipsHiddenFiles)
// Sort files by modification date (newest first)
let sortedFiles = logFiles.sorted {
(try? $0.resourceValues(forKeys: [.contentModificationDateKey]).contentModificationDate) ?? Date.distantPast >
(try? $1.resourceValues(forKeys: [.contentModificationDateKey]).contentModificationDate) ?? Date.distantPast
}
if let newestLogFile = sortedFiles.first {
latestLogFilePath = newestLogFile.path
startReadingLogFile()
}
} catch {
print("Error reading log files: \(error)")
}
}
func startReadingLogFile() {
guard let path = latestLogFilePath else { return }
let fileHandle = try? FileHandle(forReadingAtPath: path)
fileHandle?.seekToEndOfFile()
NotificationCenter.default.addObserver(forName: .NSFileHandleDataAvailable, object: fileHandle, queue: .main) { _ in
if let data = fileHandle?.availableData, !data.isEmpty {
if let logLine = String(data: data, encoding: .utf8)?.trimmingCharacters(in: .whitespacesAndNewlines) {
DispatchQueue.main.async {
withAnimation {
logs.append(LogEntry(text: logLine))
}
// Remove old logs after a delay
DispatchQueue.main.asyncAfter(deadline: .now() + 3) {
withAnimation {
removelogfirst()
}
}
}
}
}
fileHandle?.waitForDataInBackgroundAndNotify()
}
fileHandle?.waitForDataInBackgroundAndNotify()
}
func removelogfirst() {
logs.removeFirst()
}
}

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//
// SettingsView.swift
// MeloNX
//
// Created by Stossy11 on 25/11/2024.
//
import SwiftUI
import SwiftSVG
struct SettingsView: View {
@Binding var config: Ryujinx.Configuration
@Binding var MoltenVKSettings: [MoltenVKSettings]
@Binding var controllersList: [Controller]
@Binding var currentControllers: [Controller]
@Binding var onscreencontroller: Controller
@AppStorage("useTrollStore") var useTrollStore: Bool = false
@AppStorage("jitStreamerEB") var jitStreamerEB: Bool = false
@AppStorage("ignoreJIT") var ignoreJIT: Bool = false
var memoryManagerModes = [
("HostMapped", "Host (fast)"),
("HostMappedUnsafe", "Host Unchecked (fast, unstable / unsafe)"),
("SoftwarePageTable", "Software (slow)"),
]
@AppStorage("RyuDemoControls") var ryuDemo: Bool = false
@AppStorage("MTL_HUD_ENABLED") var metalHUDEnabled: Bool = false
@AppStorage("showScreenShotButton") var ssb: Bool = false
@AppStorage("MVK_CONFIG_PREFILL_METAL_COMMAND_BUFFERS") var mVKPreFillBuffer: Bool = false
@AppStorage("MVK_CONFIG_SYNCHRONOUS_QUEUE_SUBMITS") var syncqsubmits: Bool = false
@AppStorage("performacehud") var performacehud: Bool = false
@AppStorage("oldWindowCode") var windowCode: Bool = false
@AppStorage("On-ScreenControllerScale") var controllerScale: Double = 1.0
@State private var showResolutionInfo = false
@State private var showAnisotropicInfo = false
@State private var showControllerInfo = false
@State private var searchText = ""
@AppStorage("portal") var gamepo = false
var filteredMemoryModes: [(String, String)] {
guard !searchText.isEmpty else { return memoryManagerModes }
return memoryManagerModes.filter { $0.1.localizedCaseInsensitiveContains(searchText) }
}
var body: some View {
iOSNav {
List {
// Graphics & Performance
Section {
Picker(selection: $config.aspectRatio) {
ForEach(AspectRatio.allCases, id: \.self) { ratio in
Text(ratio.displayName).tag(ratio)
}
} label: {
labelWithIcon("Aspect Ratio", iconName: "rectangle.expand.vertical")
}
.tint(.blue)
Toggle(isOn: $config.disableShaderCache) {
labelWithIcon("Shader Cache", iconName: "memorychip")
}
.tint(.blue)
Toggle(isOn: $config.disablevsync) {
labelWithIcon("Disable VSync", iconName: "arrow.triangle.2.circlepath")
}
.tint(.blue)
Toggle(isOn: $config.enableTextureRecompression) {
labelWithIcon("Texture Recompression", iconName: "rectangle.compress.vertical")
}
.tint(.blue)
Toggle(isOn: $config.disableDockedMode) {
labelWithIcon("Docked Mode", iconName: "dock.rectangle")
}
.tint(.blue)
Toggle(isOn: $config.macroHLE) {
labelWithIcon("Macro HLE", iconName: "gearshape")
}.tint(.blue)
VStack(alignment: .leading, spacing: 10) {
HStack {
labelWithIcon("Resolution Scale", iconName: "magnifyingglass")
.font(.headline)
Spacer()
Button {
showResolutionInfo.toggle()
} label: {
Image(systemName: "info.circle")
.symbolRenderingMode(.hierarchical)
.foregroundStyle(.secondary)
}
.buttonStyle(.plain)
.help("Learn more about Resolution Scale")
.alert(isPresented: $showResolutionInfo) {
Alert(
title: Text("Resolution Scale"),
message: Text("Adjust the internal rendering resolution. Higher values improve visuals but may reduce performance."),
dismissButton: .default(Text("OK"))
)
}
}
Slider(value: $config.resscale, in: 0.1...3.0, step: 0.05) {
Text("Resolution Scale")
} minimumValueLabel: {
Text("0.1x")
.font(.footnote)
.foregroundColor(.secondary)
} maximumValueLabel: {
Text("3.0x")
.font(.footnote)
.foregroundColor(.secondary)
}
Text("\(config.resscale, specifier: "%.2f")x")
.font(.subheadline)
.foregroundColor(.secondary)
}
.padding(.vertical, 8)
VStack(alignment: .leading, spacing: 10) {
HStack {
labelWithIcon("Max Anisotropic Scale", iconName: "magnifyingglass")
.font(.headline)
Spacer()
Button {
showAnisotropicInfo.toggle()
} label: {
Image(systemName: "info.circle")
.symbolRenderingMode(.hierarchical)
.foregroundStyle(.secondary)
}
.buttonStyle(.plain)
.help("Learn more about Max Anisotropic Scale")
.alert(isPresented: $showAnisotropicInfo) {
Alert(
title: Text("Max Anisotripic Scale"),
message: Text("Adjust the internal Anisotropic resolution. Higher values improve visuals but may reduce performance. Default at 0 lets game decide."),
dismissButton: .default(Text("OK"))
)
}
}
Slider(value: $config.maxAnisotropy, in: 0...16.0, step: 0.1) {
Text("Resolution Scale")
} minimumValueLabel: {
Text("0x")
.font(.footnote)
.foregroundColor(.secondary)
} maximumValueLabel: {
Text("16.0x")
.font(.footnote)
.foregroundColor(.secondary)
}
Text("\(config.maxAnisotropy, specifier: "%.2f")x")
.font(.subheadline)
.foregroundColor(.secondary)
}
.padding(.vertical, 8)
Toggle(isOn: $performacehud) {
labelWithIcon("Performance Overlay", iconName: "speedometer")
}
.tint(.blue)
} header: {
Text("Graphics & Performance")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
} footer: {
Text("Fine-tune graphics and performance to suit your device and preferences.")
}
// Input Selector
Section {
if !controllersList.filter({ !currentControllers.contains($0) }).isEmpty {
DisclosureGroup("Unselected Controllers") {
ForEach(controllersList.filter { !currentControllers.contains($0) }) { controller in
var customBinding: Binding<Bool> {
Binding(
get: { currentControllers.contains(controller) },
set: { bool in
if !bool {
currentControllers.removeAll(where: { $0.id == controller.id })
} else {
currentControllers.append(controller)
}
}
)
}
Toggle(isOn: customBinding) {
Text(controller.name)
.font(.body)
}
.tint(.blue)
}
}
}
ForEach(currentControllers) { controller in
var customBinding: Binding<Bool> {
Binding(
get: { currentControllers.contains(controller) },
set: { bool in
if !bool {
currentControllers.removeAll(where: { $0.id == controller.id })
} else {
currentControllers.append(controller)
}
// toggleController(controller)
}
)
}
if customBinding.wrappedValue {
DisclosureGroup {
Toggle(isOn: customBinding) {
Text(controller.name)
.font(.body)
}
.tint(.blue)
.onDrag({ NSItemProvider() })
} label: {
if let controller = currentControllers.firstIndex(where: { $0.id == controller.id } ) {
Text("Player \(controller + 1)")
.onAppear() {
// print(currentControllers.firstIndex(where: { $0.id == controller.id }) ?? 0)
print(currentControllers.count)
if currentControllers.count > 2 {
print(currentControllers[1])
print(currentControllers[2])
}
}
}
}
}
}
.onMove { from, to in
currentControllers.move(fromOffsets: from, toOffset: to)
}
} header: {
Text("Input Selector")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
} footer: {
Text("Select input devices and on-screen controls to play with. ")
}
// Input Settings
Section {
Toggle(isOn: $config.macroHLE) {
labelWithIcon("Player 1 to Handheld Input", iconName: "formfitting.gamecontroller")
}.tint(.blue)
Toggle(isOn: $ryuDemo) {
labelWithIcon("On-Screen Controller (Demo)", iconName: "hand.draw")
}
.tint(.blue)
.disabled(true)
VStack(alignment: .leading, spacing: 10) {
HStack {
labelWithIcon("On-Screen Controller Scale", iconName: "magnifyingglass")
.font(.headline)
Spacer()
Button {
showControllerInfo.toggle()
} label: {
Image(systemName: "info.circle")
.symbolRenderingMode(.hierarchical)
.foregroundStyle(.secondary)
}
.buttonStyle(.plain)
.help("Learn more about On-Screen Controller Scale")
.alert(isPresented: $showControllerInfo) {
Alert(
title: Text("On-Screen Controller Scale"),
message: Text("Adjust the On-Screen Controller size."),
dismissButton: .default(Text("OK"))
)
}
}
Slider(value: $controllerScale, in: 0.1...3.0, step: 0.05) {
Text("Resolution Scale")
} minimumValueLabel: {
Text("0.1x")
.font(.footnote)
.foregroundColor(.secondary)
} maximumValueLabel: {
Text("3.0x")
.font(.footnote)
.foregroundColor(.secondary)
}
Text("\(controllerScale, specifier: "%.2f")x")
.font(.subheadline)
.foregroundColor(.secondary)
}
.padding(.vertical, 8)
} header: {
Text("Input Settings")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
} footer: {
Text("Configure input devices and on-screen controls for easier navigation and play.")
}
// Language and Region Settings
Section {
Picker(selection: $config.language) {
ForEach(SystemLanguage.allCases, id: \.self) { ratio in
Text(ratio.displayName).tag(ratio)
}
} label: {
labelWithIcon("Language", iconName: "character.bubble")
}
Picker(selection: $config.regioncode) {
ForEach(SystemRegionCode.allCases, id: \.self) { ratio in
Text(ratio.displayName).tag(ratio)
}
} label: {
labelWithIcon("Region", iconName: "globe")
}
// globe
} header: {
Text("Language and Region Settings")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
} footer: {
Text("Configure the System Language and the Region.")
}
// CPU Mode
Section {
if filteredMemoryModes.isEmpty {
Text("No matches for \"\(searchText)\"")
.foregroundColor(.secondary)
} else {
Picker(selection: $config.memoryManagerMode) {
ForEach(filteredMemoryModes, id: \.0) { key, displayName in
Text(displayName).tag(key)
}
} label: {
labelWithIcon("Memory Manager Mode", iconName: "gearshape")
}
}
Toggle(isOn: $config.disablePTC) {
labelWithIcon("Disable PTC", iconName: "cpu")
}.tint(.blue)
if let cpuInfo = getCPUInfo(), cpuInfo.hasPrefix("Apple M") {
if #available (iOS 16.4, *) {
Toggle(isOn: .constant(false)) {
labelWithIcon("Hypervisor", iconName: "bolt")
}
.tint(.blue)
.disabled(true)
.onAppear() {
print("CPU Info: \(cpuInfo)")
}
} else if checkAppEntitlement("com.apple.private.hypervisor") {
Toggle(isOn: $config.hypervisor) {
labelWithIcon("Hypervisor", iconName: "bolt")
}
.tint(.blue)
.onAppear() {
print("CPU Info: \(cpuInfo)")
}
}
}
} header: {
Text("CPU")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
} footer: {
Text("Select how memory is managed. 'Host (fast)' is best for most users.")
}
Section {
Toggle(isOn: $config.expandRam) {
labelWithIcon("Expand Guest Ram (6GB)", iconName: "exclamationmark.bubble")
}
.tint(.red)
Toggle(isOn: $config.ignoreMissingServices) {
labelWithIcon("Ignore Missing Services", iconName: "waveform.path")
}
.tint(.red)
} header: {
Text("Hacks")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
}
// Other Settings
Section {
Toggle(isOn: $ssb) {
labelWithIcon("Screenshot Button", iconName: "square.and.arrow.up")
}
.tint(.blue)
if #available(iOS 17.0.1, *) {
Toggle(isOn: $jitStreamerEB) {
labelWithIcon("JitStreamer EB", iconName: "bolt.heart")
}
.tint(.blue)
.contextMenu {
Button {
if let mainWindow = UIApplication.shared.windows.last {
let alertController = UIAlertController(title: "About JitStreamer EB", message: "JitStreamer EB is an Amazing Application to Enable JIT on the go, made by one of the best iOS developers of all time jkcoxson <3", preferredStyle: .alert)
let learnMoreButton = UIAlertAction(title: "Learn More", style: .default) {_ in
UIApplication.shared.open(URL(string: "https://jkcoxson.com/jitstreamer")!)
}
alertController.addAction(learnMoreButton)
let doneButton = UIAlertAction(title: "Done", style: .cancel, handler: nil)
alertController.addAction(doneButton)
mainWindow.rootViewController?.present(alertController, animated: true)
}
} label: {
Text("About")
}
}
} else {
Toggle(isOn: $useTrollStore) {
labelWithIcon("TrollStore JIT", iconName: "troll.svg")
}
.tint(.blue)
}
Toggle(isOn: $syncqsubmits) {
labelWithIcon("MVK: Synchronous Queue Submits", iconName: "line.diagonal")
}.tint(.blue)
.contextMenu() {
Button {
if let mainWindow = UIApplication.shared.windows.last {
let alertController = UIAlertController(title: "About MVK: Synchronous Queue Submits", message: "Enable this option if Mario Kart 8 is crashing at Grand Prix mode.", preferredStyle: .alert)
let doneButton = UIAlertAction(title: "OK", style: .cancel, handler: nil)
alertController.addAction(doneButton)
mainWindow.rootViewController?.present(alertController, animated: true)
}
} label: {
Text("About")
}
}
DisclosureGroup {
Toggle(isOn: $config.debuglogs) {
labelWithIcon("Debug Logs", iconName: "exclamationmark.bubble")
}
.tint(.blue)
Toggle(isOn: $config.tracelogs) {
labelWithIcon("Trace Logs", iconName: "waveform.path")
}
.tint(.blue)
} label: {
Text("Logs")
}
} header: {
Text("Miscellaneous Options")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
} footer: {
Text("Enable trace and debug logs for advanced troubleshooting (Note: This degrades performance),\nEnable Screenshot Button for better screenshots\nand Enable TrollStore for automatic TrollStore JIT.")
}
// Info
Section {
let totalMemory = ProcessInfo.processInfo.physicalMemory
let model = getDeviceModel()
let deviceType = model.hasPrefix("iPad") ? "iPadOS" :
model.hasPrefix("iPhone") ? "iOS" :
"macOS"
let iconName = model.hasPrefix("iPad") ? "ipad.landscape" :
model.hasPrefix("iPhone") ? "iphone" :
"macwindow"
labelWithIcon("JIT Acquisition: \(isJITEnabled() ? "Acquired" : "Not Acquired" )", iconName: "bolt.fill")
labelWithIcon("Increased Memory Limit Entitlement: \(checkAppEntitlement("com.apple.developer.kernel.increased-memory-limit") ? "Enabled" : "Disabled")", iconName: "memorychip")
labelWithIcon("Device: \(getDeviceModel())", iconName: iconName)
labelWithIcon("Device Memory: \(String(format: "%.0f GB", Double(totalMemory) / 1_000_000_000))", iconName: "memorychip.fill")
labelWithIcon("\(deviceType) \(UIDevice.current.systemVersion)", iconName: "applelogo")
} header: {
Text("Information")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
} footer: {
Text("Shows info about Memory, Entitlement and JIT.")
}
// Advanced
Section {
Toggle(isOn: $windowCode) {
labelWithIcon("SDL Window", iconName: "macwindow.on.rectangle")
}
.tint(.blue)
DisclosureGroup {
Toggle(isOn: $mVKPreFillBuffer) {
labelWithIcon("MVK: Pre-Fill Metal Command Buffers", iconName: "gearshape")
}.tint(.blue)
Toggle(isOn: $config.dfsIntegrityChecks) {
labelWithIcon("Disable FS Integrity Checks", iconName: "checkmark.shield")
}.tint(.blue)
HStack {
labelWithIcon("Page Size", iconName: "textformat.size")
Spacer()
Text("\(String(Int(getpagesize())))")
.foregroundColor(.secondary)
}
TextField("Additional Arguments", text: Binding(
get: {
config.additionalArgs.joined(separator: " ")
},
set: { newValue in
config.additionalArgs = newValue
.split(separator: ",")
.map { $0.trimmingCharacters(in: .whitespaces) }
}
))
.textInputAutocapitalization(.none)
.disableAutocorrection(true)
Button {
Ryujinx.shared.removeFirmware()
} label: {
Text("Remove Firmware")
.font(.body)
}
} label: {
Text("Advanced Options")
}
} header: {
Text("Advanced")
.font(.title3.weight(.semibold))
.textCase(nil)
.headerProminence(.increased)
} footer: {
if #available(iOS 17, *) {
Text("For advanced users. See page size or add custom arguments for experimental features. (Please don't touch this if you don't know what you're doing). \n \n\(gamepo ? "the cake is a lie" : "")")
} else {
Text("For advanced users. See page size or add custom arguments for experimental features. (Please don't touch this if you don't know what you're doing). If the emulation is not showing (you may hear audio in some games), try enabling \"SDL Window\" \n \n\(gamepo ? "the cake is a lie" : "")")
}
}
}
.searchable(text: $searchText, placement: .navigationBarDrawer(displayMode: .always))
.navigationTitle("Settings")
.navigationBarTitleDisplayMode(.inline)
.listStyle(.insetGrouped)
.onAppear {
if let configs = loadSettings() {
self.config = configs
}
}
.onChange(of: config) { _ in
saveSettings()
}
}
.navigationViewStyle(.stack)
}
private func toggleController(_ controller: Controller) {
if currentControllers.contains(where: { $0.id == controller.id }) {
currentControllers.removeAll(where: { $0.id == controller.id })
} else {
currentControllers.append(controller)
}
}
func getDeviceModel() -> String {
var systemInfo = utsname()
uname(&systemInfo)
let machineMirror = Mirror(reflecting: systemInfo.machine)
let identifier = machineMirror.children.reduce("") { identifier, element in
guard let value = element.value as? Int8, value != 0 else { return identifier }
return identifier + String(UnicodeScalar(UInt8(value)))
}
return identifier
}
func saveSettings() {
#if targetEnvironment(simulator)
print("Saving Settings")
#else
do {
let encoder = JSONEncoder()
encoder.outputFormatting = .prettyPrinted
let data = try encoder.encode(config)
let jsonString = String(data: data, encoding: .utf8)
UserDefaults.standard.set(jsonString, forKey: "config")
} catch {
print("Failed to save settings: \(error)")
}
#endif
}
func getCPUInfo() -> String? {
let device = MTLCreateSystemDefaultDevice()
let gpu = device?.name
print("GPU: " + (gpu ?? ""))
return gpu
}
// Original loadSettings function assumed to exist
func loadSettings() -> Ryujinx.Configuration? {
#if targetEnvironment(simulator)
print("Running on Simulator")
return Ryujinx.Configuration(gamepath: "")
#else
guard let jsonString = UserDefaults.standard.string(forKey: "config"),
let data = jsonString.data(using: .utf8) else {
return nil
}
do {
let decoder = JSONDecoder()
let configs = try decoder.decode(Ryujinx.Configuration.self, from: data)
return configs
} catch {
print("Failed to load settings: \(error)")
return nil
}
#endif
}
@ViewBuilder
private func labelWithIcon(_ text: String, iconName: String, flipimage: Bool? = nil) -> some View {
HStack(spacing: 8) {
if iconName.hasSuffix(".svg"){
if let flipimage, flipimage {
SVGView(svgName: iconName, color: .blue)
.symbolRenderingMode(.hierarchical)
.frame(width: 20, height: 20)
.rotation3DEffect(.degrees(180), axis: (x: 0, y: 1, z: 0))
} else {
SVGView(svgName: iconName, color: .blue)
.symbolRenderingMode(.hierarchical)
.frame(width: 20, height: 20)
}
} else if !iconName.isEmpty {
Image(systemName: iconName)
.symbolRenderingMode(.hierarchical)
.foregroundStyle(.blue)
}
Text(text)
}
.font(.body)
}
}
struct SVGView: UIViewRepresentable {
var svgName: String
var color: Color = Color.black
func makeUIView(context: Context) -> UIView {
var svgName = svgName
var hammock = UIView()
if svgName.hasSuffix(".svg") {
svgName.removeLast(4)
}
let svgLayer = UIView(SVGNamed: svgName) { svgLayer in
svgLayer.fillColor = UIColor(color).cgColor // Apply the provided color
svgLayer.resizeToFit(hammock.frame)
hammock.layer.addSublayer(svgLayer)
}
return hammock
}
func updateUIView(_ uiView: UIView, context: Context) {
// Update the SVG view's fill color when the color changes
if let svgLayer = uiView.layer.sublayers?.first as? CAShapeLayer {
svgLayer.fillColor = UIColor(color).cgColor
}
}
}

View File

@ -0,0 +1,34 @@
//
// TabView.swift
// MeloNX
//
// Created by Stossy11 on 10/12/2024.
//
import SwiftUI
import UniformTypeIdentifiers
struct MainTabView: View {
@Binding var startemu: Game?
@Binding var config: Ryujinx.Configuration
@Binding var MVKconfig: [MoltenVKSettings]
@Binding var controllersList: [Controller]
@Binding var currentControllers: [Controller]
@Binding var onscreencontroller: Controller
var body: some View {
TabView {
GameLibraryView(startemu: $startemu)
.tabItem {
Label("Games", systemImage: "gamecontroller.fill")
}
SettingsView(config: $config, MoltenVKSettings: $MVKconfig, controllersList: $controllersList, currentControllers: $currentControllers, onscreencontroller: $onscreencontroller)
.tabItem {
Label("Settings", systemImage: "gear")
}
}
}
}

View File

@ -0,0 +1,168 @@
//
// GameDLCManagerSheet.swift
// MeloNX
//
// Created by XITRIX on 16/02/2025.
//
import SwiftUI
import UniformTypeIdentifiers
struct DownloadableContentNca: Codable, Hashable {
var fullPath: String
var titleId: UInt
var enabled: Bool
enum CodingKeys: String, CodingKey {
case fullPath = "path"
case titleId = "title_id"
case enabled = "is_enabled"
}
}
struct DownloadableContentContainer: Codable, Hashable {
var containerPath: String
var downloadableContentNcaList: [DownloadableContentNca]
enum CodingKeys: String, CodingKey {
case containerPath = "path"
case downloadableContentNcaList = "dlc_nca_list"
}
}
struct DLCManagerSheet: View {
@Binding var game: Game!
@State private var isSelectingGameDLC = false
@State private var dlcs: [DownloadableContentContainer] = []
var body: some View {
NavigationView {
let withIndex = dlcs.enumerated().map { $0 }
List(withIndex, id: \.element.containerPath) { index, dlc in
Button(action: {
let toggle = dlcs[index].downloadableContentNcaList.first?.enabled ?? true
dlcs[index].downloadableContentNcaList.mutableForEach { $0.enabled = !toggle }
Self.saveDlcs(game, dlc: dlcs)
}) {
HStack {
Text((dlc.containerPath as NSString).lastPathComponent)
.foregroundStyle(Color(uiColor: .label))
Spacer()
if dlc.downloadableContentNcaList.first?.enabled == true {
Image(systemName: "checkmark.circle.fill")
.foregroundStyle(Color.accentColor)
.font(.system(size: 24))
} else {
Image(systemName: "circle")
.foregroundStyle(Color(uiColor: .secondaryLabel))
.font(.system(size: 24))
}
}
}
.contextMenu {
Button {
let path = URL.documentsDirectory.appendingPathComponent(dlc.containerPath)
try? FileManager.default.removeItem(atPath: path.path)
dlcs.remove(at: index)
Self.saveDlcs(game, dlc: dlcs)
} label: {
Text("Remove DLC")
}
}
}
.navigationTitle("\(game.titleName) DLCs")
.navigationBarTitleDisplayMode(.inline)
.toolbar {
Button("Add", systemImage: "plus") {
isSelectingGameDLC = true
}
}
}
.onAppear {
dlcs = Self.loadDlc(game)
}
.fileImporter(isPresented: $isSelectingGameDLC, allowedContentTypes: [.item], allowsMultipleSelection: true) { result in
switch result {
case .success(let urls):
for url in urls {
guard url.startAccessingSecurityScopedResource() else {
print("Failed to access security-scoped resource")
return
}
defer { url.stopAccessingSecurityScopedResource() }
do {
let fileManager = FileManager.default
let documentsDirectory = fileManager.urls(for: .documentDirectory, in: .userDomainMask).first!
let dlcDirectory = documentsDirectory.appendingPathComponent("dlc")
let romDlcDirectory = dlcDirectory.appendingPathComponent(game.titleId)
if !fileManager.fileExists(atPath: dlcDirectory.path) {
try fileManager.createDirectory(at: dlcDirectory, withIntermediateDirectories: true, attributes: nil)
}
if !fileManager.fileExists(atPath: romDlcDirectory.path) {
try fileManager.createDirectory(at: romDlcDirectory, withIntermediateDirectories: true, attributes: nil)
}
let dlcContent = Ryujinx.shared.getDlcNcaList(titleId: game.titleId, path: url.path)
guard !dlcContent.isEmpty else { return }
let destinationURL = romDlcDirectory.appendingPathComponent(url.lastPathComponent)
try? fileManager.copyItem(at: url, to: destinationURL)
let container = DownloadableContentContainer(
containerPath: Self.relativeDlcDirectoryPath(for: game, dlcPath: destinationURL),
downloadableContentNcaList: dlcContent
)
dlcs.append(container)
Self.saveDlcs(game, dlc: dlcs)
} catch {
print("Error copying game file: \(error)")
}
}
case .failure(let err):
print("File import failed: \(err.localizedDescription)")
}
}
}
}
private extension DLCManagerSheet {
static func loadDlc(_ game: Game) -> [DownloadableContentContainer] {
let jsonURL = dlcJsonPath(for: game)
guard let data = try? Data(contentsOf: jsonURL),
var result = try? JSONDecoder().decode([DownloadableContentContainer].self, from: data)
else { return [] }
result = result.filter { container in
let path = URL.documentsDirectory.appendingPathComponent(container.containerPath)
return FileManager.default.fileExists(atPath: path.path)
}
return result
}
static func saveDlcs(_ game: Game, dlc: [DownloadableContentContainer]) {
guard let data = try? JSONEncoder().encode(dlc) else { return }
try? data.write(to: dlcJsonPath(for: game))
}
static func relativeDlcDirectoryPath(for game: Game, dlcPath: URL) -> String {
"dlc/\(game.titleId)/\(dlcPath.lastPathComponent)"
}
static func dlcJsonPath(for game: Game) -> URL {
URL.documentsDirectory.appendingPathComponent("games").appendingPathComponent(game.titleId).appendingPathComponent("dlc.json")
}
}
extension URL {
@available(iOS, introduced: 15.0, deprecated: 16.0, message: "Use URL.documentsDirectory on iOS 16 and above")
static var documentsDirectory: URL {
let documentDirectory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
return documentDirectory
}
}

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//
// GameUpdateManagerSheet.swift
// MeloNX
//
// Created by Stossy11 on 16/02/2025.
//
import SwiftUI
import UniformTypeIdentifiers
struct UpdateManagerSheet: View {
@State private var items: [String] = []
@State private var paths: [URL] = []
@State private var selectedItem: String? = nil
@Binding var game: Game?
@State private var isSelectingGameUpdate = false
@State private var jsonURL: URL? = nil
var body: some View {
NavigationView {
List(paths, id: \..self, selection: $selectedItem) { item in
Button(action: {
selectItem(item.lastPathComponent)
}) {
HStack {
Text(item.lastPathComponent)
.foregroundStyle(Color(uiColor: .label))
Spacer()
if selectedItem == "updates/\(game!.titleId)/\(item.lastPathComponent)" {
Image(systemName: "checkmark.circle.fill")
.foregroundStyle(Color.accentColor)
.font(.system(size: 24))
} else {
Image(systemName: "circle")
.foregroundStyle(Color(uiColor: .secondaryLabel))
.font(.system(size: 24))
}
}
}
.contextMenu {
Button {
removeUpdate(item)
} label: {
Text("Remove Update")
}
}
}
.onAppear {
print(URL.documentsDirectory.appendingPathComponent("games").appendingPathComponent(game!.titleId).appendingPathComponent("updates.json"))
loadJSON(URL.documentsDirectory.appendingPathComponent("games").appendingPathComponent(game!.titleId).appendingPathComponent("updates.json"))
}
.navigationTitle("\(game!.titleName) Updates")
.navigationBarTitleDisplayMode(.inline)
.toolbar {
Button("Add", systemImage: "plus") {
isSelectingGameUpdate = true
}
}
}
.fileImporter(isPresented: $isSelectingGameUpdate, allowedContentTypes: [.item]) { result in
switch result {
case .success(let url):
guard url.startAccessingSecurityScopedResource() else {
print("Failed to access security-scoped resource")
return
}
defer { url.stopAccessingSecurityScopedResource() }
let gameInfo = game!
do {
let fileManager = FileManager.default
let documentsDirectory = fileManager.urls(for: .documentDirectory, in: .userDomainMask).first!
let updatedDirectory = documentsDirectory.appendingPathComponent("updates")
let romUpdatedDirectory = updatedDirectory.appendingPathComponent(gameInfo.titleId)
if !fileManager.fileExists(atPath: updatedDirectory.path) {
try fileManager.createDirectory(at: updatedDirectory, withIntermediateDirectories: true, attributes: nil)
}
if !fileManager.fileExists(atPath: romUpdatedDirectory.path) {
try fileManager.createDirectory(at: romUpdatedDirectory, withIntermediateDirectories: true, attributes: nil)
}
let destinationURL = romUpdatedDirectory.appendingPathComponent(url.lastPathComponent)
try? fileManager.copyItem(at: url, to: destinationURL)
items.append("updates/" + gameInfo.titleId + "/" + url.lastPathComponent)
selectItem(url.lastPathComponent)
Ryujinx.shared.games = Ryujinx.shared.loadGames()
loadJSON(jsonURL!)
} catch {
print("Error copying game file: \(error)")
}
case .failure(let err):
print("File import failed: \(err.localizedDescription)")
}
}
}
func removeUpdate(_ game: URL) {
let gameString = "updates/\(self.game!.titleId)/\(game.lastPathComponent)"
paths.removeAll { $0 == game }
items.removeAll { $0 == gameString }
if selectedItem == gameString {
selectedItem = nil
}
do {
try FileManager.default.removeItem(at: game)
} catch {
print(error)
}
saveJSON(selectedItem: selectedItem ?? "")
Ryujinx.shared.games = Ryujinx.shared.loadGames()
}
func saveJSON(selectedItem: String?) {
guard let jsonURL = jsonURL else { return }
do {
let jsonDict = ["paths": items, "selected": selectedItem ?? self.selectedItem ?? ""] as [String: Any]
let newData = try JSONSerialization.data(withJSONObject: jsonDict, options: .prettyPrinted)
try newData.write(to: jsonURL)
} catch {
print("Failed to update JSON: \(error)")
}
}
func loadJSON(_ json: URL) {
self.jsonURL = json
guard let jsonURL else { return }
do {
let data = try Data(contentsOf: jsonURL)
if let jsonDict = try JSONSerialization.jsonObject(with: data, options: []) as? [String: Any],
let list = jsonDict["paths"] as? [String]
{
let filteredList = list.filter { relativePath in
let path = URL.documentsDirectory.appendingPathComponent(relativePath)
return FileManager.default.fileExists(atPath: path.path)
}
let urls: [URL] = filteredList.map { relativePath in
URL.documentsDirectory.appendingPathComponent(relativePath)
}
items = filteredList
paths = urls
selectedItem = jsonDict["selected"] as? String
}
} catch {
print("Failed to read JSON: \(error)")
createDefaultJSON()
}
}
func createDefaultJSON() {
guard let jsonURL = jsonURL else { return }
let defaultData: [String: Any] = ["selected": "", "paths": []]
do {
let newData = try JSONSerialization.data(withJSONObject: defaultData, options: .prettyPrinted)
try newData.write(to: jsonURL)
items = []
selectedItem = ""
} catch {
print("Failed to create default JSON: \(error)")
}
}
func selectItem(_ item: String) {
let newSelection = "updates/\(game!.titleId)/\(item)"
guard let jsonURL else { return }
do {
let data = try Data(contentsOf: jsonURL)
var jsonDict = try JSONSerialization.jsonObject(with: data, options: []) as? [String: Any] ?? [:]
if let currentSelected = jsonDict["selected"] as? String, currentSelected == newSelection {
jsonDict["selected"] = ""
selectedItem = ""
} else {
jsonDict["selected"] = "\(newSelection)"
selectedItem = newSelection
}
jsonDict["paths"] = items
let newData = try JSONSerialization.data(withJSONObject: jsonDict, options: .prettyPrinted)
try newData.write(to: jsonURL)
Ryujinx.shared.games = Ryujinx.shared.loadGames()
} catch {
print("Failed to update JSON: \(error)")
}
}
}

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{
"colors" : [
{
"idiom" : "universal"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}

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@ -0,0 +1,36 @@
{
"images" : [
{
"filename" : "nxgradientpng.png",
"idiom" : "universal",
"platform" : "ios",
"size" : "1024x1024"
},
{
"appearances" : [
{
"appearance" : "luminosity",
"value" : "dark"
}
],
"idiom" : "universal",
"platform" : "ios",
"size" : "1024x1024"
},
{
"appearances" : [
{
"appearance" : "luminosity",
"value" : "tinted"
}
],
"idiom" : "universal",
"platform" : "ios",
"size" : "1024x1024"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}

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{
"info" : {
"author" : "xcode",
"version" : 1
}
}

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{
"data" : [
{
"filename" : "Troll-Face.svg",
"idiom" : "universal",
"universal-type-identifier" : "public.svg-image"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>files</key>
<dict>
<key>Info.plist</key>
<data>
kW04s165Fr3AhY1rHcISuPzpuPA=
</data>
</dict>
<key>files2</key>
<dict/>
<key>rules</key>
<dict>
<key>^.*</key>
<true/>
<key>^.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^version.plist$</key>
<true/>
</dict>
<key>rules2</key>
<dict>
<key>.*\.dSYM($|/)</key>
<dict>
<key>weight</key>
<real>11</real>
</dict>
<key>^(.*/)?\.DS_Store$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>2000</real>
</dict>
<key>^.*</key>
<true/>
<key>^.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^Info\.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^PkgInfo$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^embedded\.provisionprofile$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
<key>^version\.plist$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
</dict>
</dict>
</plist>

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//
// RyujinxKeyboard.h
// RyujinxKeyboard
//
// Created by Stossy11 on 11/02/2025.
//
#import <Foundation/Foundation.h>
//! Project version number for RyujinxKeyboard.
FOUNDATION_EXPORT double RyujinxKeyboardVersionNumber;
//! Project version string for RyujinxKeyboard.
FOUNDATION_EXPORT const unsigned char RyujinxKeyboardVersionString[];
// In this header, you should import all the public headers of your framework using statements like #import <RyujinxKeyboard/PublicHeader.h>

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framework module RyujinxKeyboard {
umbrella header "RyujinxKeyboard.h"
export *
module * { export * }
}

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>files</key>
<dict>
<key>Headers/RyujinxKeyboard.h</key>
<data>
5P7GN4g050n199pV6/+SpfMBgJc=
</data>
<key>Info.plist</key>
<data>
hYdI/ktAKwjBSfaJpt6Yc8UKLCY=
</data>
<key>Modules/module.modulemap</key>
<data>
0kFAMoTn+4Q1J/dM6uMLe3EhbL0=
</data>
</dict>
<key>files2</key>
<dict>
<key>Headers/RyujinxKeyboard.h</key>
<dict>
<key>hash2</key>
<data>
/yGmHq9NdBF/ruesISIj7vml0ySgoJkrFOcrw0vaIxQ=
</data>
</dict>
<key>Modules/module.modulemap</key>
<dict>
<key>hash2</key>
<data>
K+ZyxKhTI4bMVZuHBIspvd2PFqvCOlVUFYmwF96O5NQ=
</data>
</dict>
</dict>
<key>rules</key>
<dict>
<key>^.*</key>
<true/>
<key>^.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^version.plist$</key>
<true/>
</dict>
<key>rules2</key>
<dict>
<key>.*\.dSYM($|/)</key>
<dict>
<key>weight</key>
<real>11</real>
</dict>
<key>^(.*/)?\.DS_Store$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>2000</real>
</dict>
<key>^.*</key>
<true/>
<key>^.*\.lproj/</key>
<dict>
<key>optional</key>
<true/>
<key>weight</key>
<real>1000</real>
</dict>
<key>^.*\.lproj/locversion.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>1100</real>
</dict>
<key>^Base\.lproj/</key>
<dict>
<key>weight</key>
<real>1010</real>
</dict>
<key>^Info\.plist$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^PkgInfo$</key>
<dict>
<key>omit</key>
<true/>
<key>weight</key>
<real>20</real>
</dict>
<key>^embedded\.provisionprofile$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
<key>^version\.plist$</key>
<dict>
<key>weight</key>
<real>20</real>
</dict>
</dict>
</dict>
</plist>

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>AvailableLibraries</key>
<array>
<dict>
<key>BinaryPath</key>
<string>MoltenVK.framework/MoltenVK</string>
<key>LibraryIdentifier</key>
<string>ios-arm64</string>
<key>LibraryPath</key>
<string>MoltenVK.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
</array>
<key>SupportedPlatform</key>
<string>ios</string>
</dict>
</array>
<key>CFBundlePackageType</key>
<string>XFWK</string>
<key>XCFrameworkFormatVersion</key>
<string>1.0</string>
</dict>
</plist>

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>AvailableLibraries</key>
<array>
<dict>
<key>BinaryPath</key>
<string>SDL2.framework/SDL2</string>
<key>LibraryIdentifier</key>
<string>ios-arm64_x86_64-simulator</string>
<key>LibraryPath</key>
<string>SDL2.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
<string>x86_64</string>
</array>
<key>SupportedPlatform</key>
<string>ios</string>
<key>SupportedPlatformVariant</key>
<string>simulator</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL2.framework/SDL2</string>
<key>LibraryIdentifier</key>
<string>ios-arm64</string>
<key>LibraryPath</key>
<string>SDL2.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
</array>
<key>SupportedPlatform</key>
<string>ios</string>
</dict>
</array>
<key>CFBundlePackageType</key>
<string>XFWK</string>
<key>XCFrameworkFormatVersion</key>
<string>1.0</string>
</dict>
</plist>

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# based on the files generated by CMake's write_basic_package_version_file
# SDL2 CMake version configuration file:
# This file is meant to be placed in Resources/CMake of a SDL2 framework
if(NOT EXISTS "${CMAKE_CURRENT_LIST_DIR}/../../Headers/SDL_version.h")
message(AUTHOR_WARNING "Could not find SDL_version.h. This script is meant to be placed in the Resources/CMake directory of SDL2.framework")
return()
endif()
file(READ "${CMAKE_CURRENT_LIST_DIR}/../../Headers/SDL_version.h" _sdl_version_h)
string(REGEX MATCH "#define[ \t]+SDL_MAJOR_VERSION[ \t]+([0-9]+)" _sdl_major_re "${_sdl_version_h}")
set(_sdl_major "${CMAKE_MATCH_1}")
string(REGEX MATCH "#define[ \t]+SDL_MINOR_VERSION[ \t]+([0-9]+)" _sdl_minor_re "${_sdl_version_h}")
set(_sdl_minor "${CMAKE_MATCH_1}")
string(REGEX MATCH "#define[ \t]+SDL_PATCHLEVEL[ \t]+([0-9]+)" _sdl_patch_re "${_sdl_version_h}")
set(_sdl_patch "${CMAKE_MATCH_1}")
if(_sdl_major_re AND _sdl_minor_re AND _sdl_patch_re)
set(PACKAGE_VERSION "${_sdl_major}.${_sdl_minor}.${_sdl_patch}")
else()
message(AUTHOR_WARNING "Could not extract version from SDL_version.h.")
return()
endif()
if(PACKAGE_FIND_VERSION_RANGE)
# Package version must be in the requested version range
if ((PACKAGE_FIND_VERSION_RANGE_MIN STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION_MIN)
OR ((PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_GREATER PACKAGE_FIND_VERSION_MAX)
OR (PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "EXCLUDE" AND PACKAGE_VERSION VERSION_GREATER_EQUAL PACKAGE_FIND_VERSION_MAX)))
set(PACKAGE_VERSION_COMPATIBLE FALSE)
else()
set(PACKAGE_VERSION_COMPATIBLE TRUE)
endif()
else()
if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION)
set(PACKAGE_VERSION_COMPATIBLE FALSE)
else()
set(PACKAGE_VERSION_COMPATIBLE TRUE)
if(PACKAGE_FIND_VERSION STREQUAL PACKAGE_VERSION)
set(PACKAGE_VERSION_EXACT TRUE)
endif()
endif()
endif()
# if the using project doesn't have CMAKE_SIZEOF_VOID_P set, fail.
if("${CMAKE_SIZEOF_VOID_P}" STREQUAL "")
set(PACKAGE_VERSION_UNSUITABLE TRUE)
endif()

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# SDL2 CMake configuration file:
# This file is meant to be placed in Resources/CMake of a SDL2 framework
# INTERFACE_LINK_OPTIONS needs CMake 3.12
cmake_minimum_required(VERSION 3.12)
include(FeatureSummary)
set_package_properties(SDL2 PROPERTIES
URL "https://www.libsdl.org/"
DESCRIPTION "low level access to audio, keyboard, mouse, joystick, and graphics hardware"
)
# Copied from `configure_package_config_file`
macro(set_and_check _var _file)
set(${_var} "${_file}")
if(NOT EXISTS "${_file}")
message(FATAL_ERROR "File or directory ${_file} referenced by variable ${_var} does not exist !")
endif()
endmacro()
# Copied from `configure_package_config_file`
macro(check_required_components _NAME)
foreach(comp ${${_NAME}_FIND_COMPONENTS})
if(NOT ${_NAME}_${comp}_FOUND)
if(${_NAME}_FIND_REQUIRED_${comp})
set(${_NAME}_FOUND FALSE)
endif()
endif()
endforeach()
endmacro()
set(SDL2_FOUND TRUE)
string(REGEX REPLACE "SDL2\\.framework.*" "SDL2.framework" SDL2_FRAMEWORK_PATH "${CMAKE_CURRENT_LIST_DIR}")
string(REGEX REPLACE "SDL2\\.framework.*" "" SDL2_FRAMEWORK_PARENT_PATH "${CMAKE_CURRENT_LIST_DIR}")
# For compatibility with autotools sdl2-config.cmake, provide SDL2_* variables.
set_and_check(SDL2_PREFIX "${SDL2_FRAMEWORK_PATH}")
set_and_check(SDL2_EXEC_PREFIX "${SDL2_FRAMEWORK_PATH}")
set_and_check(SDL2_INCLUDE_DIR "${SDL2_FRAMEWORK_PATH}/Headers")
set(SDL2_INCLUDE_DIRS "${SDL2_INCLUDE_DIR};${SDL2_FRAMEWORK_PATH}")
set_and_check(SDL2_BINDIR "${SDL2_FRAMEWORK_PATH}")
set_and_check(SDL2_LIBDIR "${SDL2_FRAMEWORK_PATH}")
set(SDL2_LIBRARIES "SDL2::SDL2")
# All targets are created, even when some might not be requested though COMPONENTS.
# This is done for compatibility with CMake generated SDL2-target.cmake files.
if(NOT TARGET SDL2::SDL2)
add_library(SDL2::SDL2 INTERFACE IMPORTED)
set_target_properties(SDL2::SDL2
PROPERTIES
INTERFACE_COMPILE_OPTIONS "SHELL:-F \"${SDL2_FRAMEWORK_PARENT_PATH}\""
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIRS}"
INTERFACE_LINK_OPTIONS "SHELL:-F \"${SDL2_FRAMEWORK_PARENT_PATH}\";SHELL:-framework SDL2"
COMPATIBLE_INTERFACE_BOOL "SDL2_SHARED"
INTERFACE_SDL2_SHARED "ON"
)
endif()
set(SDL2_SDL2_FOUND TRUE)
if(NOT TARGET SDL2::SDL2main)
add_library(SDL2::SDL2main INTERFACE IMPORTED)
endif()
set(SDL2_SDL2main_FOUND TRUE)
check_required_components(SDL2)

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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.h
*
* Main include header for the SDL library
*/
#ifndef SDL_h_
#define SDL_h_
#include <SDL2/SDL_main.h>
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_assert.h>
#include <SDL2/SDL_atomic.h>
#include <SDL2/SDL_audio.h>
#include <SDL2/SDL_clipboard.h>
#include <SDL2/SDL_cpuinfo.h>
#include <SDL2/SDL_endian.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_filesystem.h>
#include <SDL2/SDL_gamecontroller.h>
#include <SDL2/SDL_guid.h>
#include <SDL2/SDL_haptic.h>
#include <SDL2/SDL_hidapi.h>
#include <SDL2/SDL_hints.h>
#include <SDL2/SDL_joystick.h>
#include <SDL2/SDL_loadso.h>
#include <SDL2/SDL_log.h>
#include <SDL2/SDL_messagebox.h>
#include <SDL2/SDL_metal.h>
#include <SDL2/SDL_mutex.h>
#include <SDL2/SDL_power.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_rwops.h>
#include <SDL2/SDL_sensor.h>
#include <SDL2/SDL_shape.h>
#include <SDL2/SDL_system.h>
#include <SDL2/SDL_thread.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_version.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_locale.h>
#include <SDL2/SDL_misc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
* \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 \
)
/* @} */
/**
* Initialize the SDL library.
*
* SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the
* two may be used interchangeably. Though for readability of your code
* SDL_InitSubSystem() might be preferred.
*
* The file I/O (for example: SDL_RWFromFile) and threading (SDL_CreateThread)
* subsystems are initialized by default. Message boxes
* (SDL_ShowSimpleMessageBox) also attempt to work without initializing the
* video subsystem, in hopes of being useful in showing an error dialog when
* SDL_Init fails. You must specifically initialize other subsystems if you
* use them in your application.
*
* Logging (such as SDL_Log) works without initialization, too.
*
* `flags` may be any of the following OR'd together:
*
* - `SDL_INIT_TIMER`: timer subsystem
* - `SDL_INIT_AUDIO`: audio subsystem
* - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events
* subsystem
* - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the
* events subsystem
* - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem
* - `SDL_INIT_GAMECONTROLLER`: controller subsystem; automatically
* initializes the joystick subsystem
* - `SDL_INIT_EVENTS`: events subsystem
* - `SDL_INIT_EVERYTHING`: all of the above subsystems
* - `SDL_INIT_NOPARACHUTE`: compatibility; this flag is ignored
*
* 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.
*
* \param flags subsystem initialization flags
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_InitSubSystem
* \sa SDL_Quit
* \sa SDL_SetMainReady
* \sa SDL_WasInit
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
/**
* Compatibility function to initialize the SDL library.
*
* In SDL2, this function and SDL_Init() are interchangeable.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
* \sa SDL_Quit
* \sa SDL_QuitSubSystem
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
/**
* Shut down specific SDL subsystems.
*
* If you start a subsystem using a call to that subsystem's init function
* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
* SDL_QuitSubSystem() and SDL_WasInit() will not work. You will need to use
* that subsystem's quit function (SDL_VideoQuit()) directly instead. But
* generally, you should not be using those functions directly anyhow; use
* SDL_Init() instead.
*
* You still need to call SDL_Quit() even if you close all open subsystems
* with SDL_QuitSubSystem().
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_InitSubSystem
* \sa SDL_Quit
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
/**
* Get a mask of the specified subsystems which are currently initialized.
*
* \param flags any of the flags used by SDL_Init(); see SDL_Init for details.
* \returns a mask of all initialized subsystems if `flags` is 0, otherwise it
* returns the initialization status of the specified subsystems.
*
* The return value does not include SDL_INIT_NOPARACHUTE.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
* \sa SDL_InitSubSystem
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
/**
* Clean up all initialized subsystems.
*
* You should call this function even if you have already shutdown each
* initialized subsystem with SDL_QuitSubSystem(). It is safe to call this
* function even in the case of errors in initialization.
*
* If you start a subsystem using a call to that subsystem's init function
* (for example SDL_VideoInit()) instead of SDL_Init() or SDL_InitSubSystem(),
* then you must use that subsystem's quit function (SDL_VideoQuit()) to shut
* it down before calling SDL_Quit(). But generally, you should not be using
* those functions directly anyhow; use SDL_Init() instead.
*
* You can use this function with atexit() to ensure that it is run when your
* application is shutdown, but it is not wise to do this from a library or
* other dynamically loaded code.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Init
* \sa SDL_QuitSubSystem
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_assert_h_
#define SDL_assert_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifndef SDL_ASSERT_LEVEL
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif /* SDL_ASSERT_LEVEL */
/*
These are macros and not first class functions so that the debugger breaks
on the assertion line and not in some random guts of SDL, and so each
assert can have unique static variables associated with it.
*/
#if defined(_MSC_VER)
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif _SDL_HAS_BUILTIN(__builtin_debugtrap)
#define SDL_TriggerBreakpoint() __builtin_debugtrap()
#elif ( (!defined(__NACL__)) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif ( defined(__APPLE__) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(__APPLE__) && defined(__arm__)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* How do we trigger breakpoints on this platform? */
#define SDL_TriggerBreakpoint()
#endif
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
#define SDL_FILE __FILE__
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#ifdef _MSC_VER /* stupid /W4 warnings. */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
typedef enum
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
typedef struct SDL_AssertData
{
int always_ignore;
unsigned int trigger_count;
const char *condition;
const char *filename;
int linenum;
const char *function;
const struct SDL_AssertData *next;
} SDL_AssertData;
#if (SDL_ASSERT_LEVEL > 0)
/* Never call this directly. Use the SDL_assert* macros. */
extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
const char *,
const char *, int)
#if defined(__clang__)
#if __has_feature(attribute_analyzer_noreturn)
/* this tells Clang's static analysis that we're a custom assert function,
and that the analyzer should assume the condition was always true past this
SDL_assert test. */
__attribute__((analyzer_noreturn))
#endif
#endif
;
/* the do {} while(0) avoids dangling else problems:
if (x) SDL_assert(y); else blah();
... without the do/while, the "else" could attach to this macro's "if".
We try to handle just the minimum we need here in a macro...the loop,
the static vars, and break points. The heavy lifting is handled in
SDL_ReportAssertion(), in SDL_assert.c.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { \
0, 0, #condition, 0, 0, 0, 0 \
}; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_TriggerBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#endif /* enabled assertions support code */
/* Enable various levels of assertions. */
#if SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* normal settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/* this assertion is never disabled at any level. */
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
/**
* A callback that fires when an SDL assertion fails.
*
* \param data a pointer to the SDL_AssertData structure corresponding to the
* current assertion
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler()
* \returns an SDL_AssertState value indicating how to handle the failure.
*/
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData* data, void* userdata);
/**
* Set an application-defined assertion handler.
*
* This function allows an application to show its own assertion UI and/or
* force the response to an assertion failure. If the application doesn't
* provide this, SDL will try to do the right thing, popping up a
* system-specific GUI dialog, and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* \param handler the SDL_AssertionHandler function to call when an assertion
* fails or NULL for the default handler
* \param userdata a pointer that is passed to `handler`
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetAssertionHandler
*/
extern DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL, that
* is used for assertions when SDL_SetAssertionHandler() hasn't been used to
* provide a different function.
*
* \returns the default SDL_AssertionHandler that is called when an assert
* triggers.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_GetAssertionHandler
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is set,
* is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* The parameter `puserdata` is a pointer to a void*, which will store the
* "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
* will always be NULL for the default handler. If you don't care about this
* data, it is safe to pass a NULL pointer to this function to ignore it.
*
* \param puserdata pointer which is filled with the "userdata" pointer that
* was passed to SDL_SetAssertionHandler()
* \returns the SDL_AssertionHandler that is called when an assert triggers.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_SetAssertionHandler
*/
extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* Get a list of all assertion failures.
*
* This function gets all assertions triggered since the last call to
* SDL_ResetAssertionReport(), or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* ```c
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* ```
*
* \returns a list of all failed assertions or NULL if the list is empty. This
* memory should not be modified or freed by the application.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ResetAssertionReport
*/
extern DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* Clear the list of all assertion failures.
*
* This function will clear the list of all assertions triggered up to that
* point. Immediately following this call, SDL_GetAssertionReport will return
* no items. In addition, any previously-triggered assertions will be reset to
* a trigger_count of zero, and their always_ignore state will be false.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetAssertionReport
*/
extern DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* these had wrong naming conventions until 2.0.4. Please update your app! */
#define SDL_assert_state SDL_AssertState
#define SDL_assert_data SDL_AssertData
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_assert_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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_atomic.h
*
* Atomic operations.
*
* IMPORTANT:
* If you are not an expert in concurrent lockless programming, you should
* only be using the atomic lock and reference counting functions in this
* file. In all other cases you should be protecting your data structures
* with full mutexes.
*
* The list of "safe" functions to use are:
* SDL_AtomicLock()
* SDL_AtomicUnlock()
* SDL_AtomicIncRef()
* SDL_AtomicDecRef()
*
* Seriously, here be dragons!
* ^^^^^^^^^^^^^^^^^^^^^^^^^^^
*
* You can find out a little more about lockless programming and the
* subtle issues that can arise here:
* http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx
*
* There's also lots of good information here:
* http://www.1024cores.net/home/lock-free-algorithms
* http://preshing.com/
*
* These operations may or may not actually be implemented using
* processor specific atomic operations. When possible they are
* implemented as true processor specific atomic operations. When that
* is not possible the are implemented using locks that *do* use the
* available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef SDL_atomic_h_
#define SDL_atomic_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_platform.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \name SDL AtomicLock
*
* The atomic locks are efficient spinlocks using CPU instructions,
* but are vulnerable to starvation and can spin forever if a thread
* holding a lock has been terminated. For this reason you should
* minimize the code executed inside an atomic lock and never do
* expensive things like API or system calls while holding them.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note:
* The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
/* @{ */
typedef int SDL_SpinLock;
/**
* Try to lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
* \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already
* held.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicLock
* \sa SDL_AtomicUnlock
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
/**
* Lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicTryLock
* \sa SDL_AtomicUnlock
*/
extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
/**
* Unlock a spin lock by setting it to 0.
*
* Always returns immediately.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicLock
* \sa SDL_AtomicTryLock
*/
extern DECLSPEC void SDLCALL SDL_AtomicUnlock(SDL_SpinLock *lock);
/* @} *//* SDL AtomicLock */
/**
* The compiler barrier prevents the compiler from reordering
* reads and writes to globally visible variables across the call.
*/
#if defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(__EMSCRIPTEN__)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#elif defined(__WATCOMC__)
extern __inline void SDL_CompilerBarrier(void);
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_AtomicLock(&_tmp); SDL_AtomicUnlock(&_tmp); }
#endif
/**
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag, and
* for thread B to read the flag and get the data. In this case you would
* insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the flag
* and reading the data, to ensure that all the reads associated with the flag
* have completed.
*
* In this pattern you should always see a release barrier paired with an
* acquire barrier and you should gate the data reads/writes with a single
* flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
extern DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#if defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
#elif defined(__GNUC__) && defined(__aarch64__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if 0 /* defined(__LINUX__) || defined(__ANDROID__) */
/* Information from:
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
The Linux kernel provides a helper function which provides the right code for a memory barrier,
hard-coded at address 0xffff0fa0
*/
typedef void (*SDL_KernelMemoryBarrierFunc)();
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#elif 0 /* defined(__QNXNTO__) */
#include <sys/cpuinline.h>
#define SDL_MemoryBarrierRelease() __cpu_membarrier()
#define SDL_MemoryBarrierAcquire() __cpu_membarrier()
#else
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#endif /* __thumb__ */
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* __LINUX__ || __ANDROID__ */
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
#if (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
#define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
#elif (defined(__arm__) && __ARM_ARCH >= 7) || defined(__aarch64__)
#define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory")
#elif (defined(__powerpc__) || defined(__powerpc64__))
#define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27");
#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
#define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */
#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64))
#define SDL_CPUPauseInstruction() __yield()
#elif defined(__WATCOMC__) && defined(__386__)
/* watcom assembler rejects PAUSE if CPU < i686, and it refuses REP NOP as an invalid combination. Hardcode the bytes. */
extern __inline void SDL_CPUPauseInstruction(void);
#pragma aux SDL_CPUPauseInstruction = "db 0f3h,90h"
#else
#define SDL_CPUPauseInstruction()
#endif
/**
* \brief A type representing an atomic integer value. It is a struct
* so people don't accidentally use numeric operations on it.
*/
typedef struct { int value; } SDL_atomic_t;
/**
* Set an atomic variable to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param oldval the old value
* \param newval the new value
* \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicGet
* \sa SDL_AtomicSet
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int newval);
/**
* Set an atomic variable to a value.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param v the desired value
* \returns the previous value of the atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicGet
*/
extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
/**
* Get the value of an atomic variable.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable
* \returns the current value of an atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicSet
*/
extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
/**
* Add to an atomic variable.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param v the desired value to add
* \returns the previous value of the atomic variable.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicDecRef
* \sa SDL_AtomicIncRef
*/
extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
/**
* \brief Increment an atomic variable used as a reference count.
*/
#ifndef SDL_AtomicIncRef
#define SDL_AtomicIncRef(a) SDL_AtomicAdd(a, 1)
#endif
/**
* \brief Decrement an atomic variable used as a reference count.
*
* \return SDL_TRUE if the variable reached zero after decrementing,
* SDL_FALSE otherwise
*/
#ifndef SDL_AtomicDecRef
#define SDL_AtomicDecRef(a) (SDL_AtomicAdd(a, -1) == 1)
#endif
/**
* Set a pointer to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \param oldval the old pointer value
* \param newval the new pointer value
* \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_AtomicCAS
* \sa SDL_AtomicGetPtr
* \sa SDL_AtomicSetPtr
*/
extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *newval);
/**
* Set a pointer to a value atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \param v the desired pointer value
* \returns the previous value of the pointer.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicGetPtr
*/
extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
/**
* Get the value of a pointer atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \returns the current value of a pointer.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_AtomicCASPtr
* \sa SDL_AtomicSetPtr
*/
extern DECLSPEC void* SDLCALL SDL_AtomicGetPtr(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_atomic_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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_bits.h
*
* Functions for fiddling with bits and bitmasks.
*/
#ifndef SDL_bits_h_
#define SDL_bits_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_bits.h
*/
/**
* Get the index of the most significant bit. Result is undefined when called
* with 0. This operation can also be stated as "count leading zeroes" and
* "log base 2".
*
* \return the index of the most significant bit, or -1 if the value is 0.
*/
#if defined(__WATCOMC__) && defined(__386__)
extern __inline int _SDL_bsr_watcom(Uint32);
#pragma aux _SDL_bsr_watcom = \
"bsr eax, eax" \
parm [eax] nomemory \
value [eax] \
modify exact [eax] nomemory;
#endif
SDL_FORCE_INLINE int
SDL_MostSignificantBitIndex32(Uint32 x)
{
#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
/* Count Leading Zeroes builtin in GCC.
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
*/
if (x == 0) {
return -1;
}
return 31 - __builtin_clz(x);
#elif defined(__WATCOMC__) && defined(__386__)
if (x == 0) {
return -1;
}
return _SDL_bsr_watcom(x);
#elif defined(_MSC_VER)
unsigned long index;
if (_BitScanReverse(&index, x)) {
return index;
}
return -1;
#else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* <seander@cs.stanford.edu>, released in the public domain.
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
*/
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
const int S[] = {1, 2, 4, 8, 16};
int msbIndex = 0;
int i;
if (x == 0) {
return -1;
}
for (i = 4; i >= 0; i--)
{
if (x & b[i])
{
x >>= S[i];
msbIndex |= S[i];
}
}
return msbIndex;
#endif
}
SDL_FORCE_INLINE SDL_bool
SDL_HasExactlyOneBitSet32(Uint32 x)
{
if (x && !(x & (x - 1))) {
return SDL_TRUE;
}
return SDL_FALSE;
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_bits_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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_blendmode.h
*
* Header file declaring the SDL_BlendMode enumeration
*/
#ifndef SDL_blendmode_h_
#define SDL_blendmode_h_
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \brief The blend mode used in SDL_RenderCopy() and drawing operations.
*/
typedef enum
{
SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
dstRGBA = srcRGBA */
SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
dstA = srcA + (dstA * (1-srcA)) */
SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
dstRGB = (srcRGB * srcA) + dstRGB
dstA = dstA */
SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate
dstRGB = srcRGB * dstRGB
dstA = dstA */
SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA)) */
SDL_BLENDMODE_INVALID = 0x7FFFFFFF
/* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
} SDL_BlendMode;
/**
* \brief The blend operation used when combining source and destination pixel components
*/
typedef enum
{
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */
} SDL_BlendOperation;
/**
* \brief The normalized factor used to multiply pixel components
*/
typedef enum
{
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
} SDL_BlendFactor;
/**
* Compose a custom blend mode for renderers.
*
* The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
* the SDL_BlendMode returned by this function if the renderer supports it.
*
* A blend mode controls how the pixels from a drawing operation (source) get
* combined with the pixels from the render target (destination). First, the
* components of the source and destination pixels get multiplied with their
* blend factors. Then, the blend operation takes the two products and
* calculates the result that will get stored in the render target.
*
* Expressed in pseudocode, it would look like this:
*
* ```c
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
* ```
*
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
* dst)` can return one of the following:
*
* - `src + dst`
* - `src - dst`
* - `dst - src`
* - `min(src, dst)`
* - `max(src, dst)`
*
* The red, green, and blue components are always multiplied with the first,
* second, and third components of the SDL_BlendFactor, respectively. The
* fourth component is not used.
*
* The alpha component is always multiplied with the fourth component of the
* SDL_BlendFactor. The other components are not used in the alpha
* calculation.
*
* Support for these blend modes varies for each renderer. To check if a
* specific SDL_BlendMode is supported, create a renderer and pass it to
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
* return with an error if the blend mode is not supported.
*
* This list describes the support of custom blend modes for each renderer in
* SDL 2.0.6. All renderers support the four blend modes listed in the
* SDL_BlendMode enumeration.
*
* - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
* `SDL_BLENDOPERATION_MAXIMUM`.
* - **direct3d11**: Same as Direct3D 9.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
* 2.0.6.
* - **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. Color and alpha factors need to be the same. OpenGL ES 1
* implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
* and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
* operations being different from each other. May support color and alpha
* factors being different from each other.
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
* operations with all factors.
* - **psp**: No custom blend mode support.
* - **software**: No custom blend mode support.
*
* Some renderers do not provide an alpha component for the default render
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
* case.
*
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the source pixels
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the destination pixels
* \param colorOperation the SDL_BlendOperation used to combine the red,
* green, and blue components of the source and
* destination pixels
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the source pixels
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the destination pixels
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
* component of the source and destination pixels
* \returns an SDL_BlendMode that represents the chosen factors and
* operations.
*
* \since This function is available since SDL 2.0.6.
*
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_GetRenderDrawBlendMode
* \sa SDL_SetTextureBlendMode
* \sa SDL_GetTextureBlendMode
*/
extern DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
SDL_BlendFactor dstColorFactor,
SDL_BlendOperation colorOperation,
SDL_BlendFactor srcAlphaFactor,
SDL_BlendFactor dstAlphaFactor,
SDL_BlendOperation alphaOperation);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_blendmode_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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_clipboard.h
*
* Include file for SDL clipboard handling
*/
#ifndef SDL_clipboard_h_
#define SDL_clipboard_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* Put UTF-8 text into the clipboard.
*
* \param text the text to store in the clipboard
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_HasClipboardText
*/
extern DECLSPEC int SDLCALL SDL_SetClipboardText(const char *text);
/**
* Get UTF-8 text from the clipboard, which must be freed with SDL_free().
*
* This functions returns empty string if there was not enough memory left for
* a copy of the clipboard's content.
*
* \returns the clipboard text on success or an empty string on failure; call
* SDL_GetError() for more information. Caller must call SDL_free()
* on the returned pointer when done with it (even if there was an
* error).
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasClipboardText
* \sa SDL_SetClipboardText
*/
extern DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* Query whether the clipboard exists and contains a non-empty text string.
*
* \returns SDL_TRUE if the clipboard has text, or SDL_FALSE if it does not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_SetClipboardText
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
/**
* Put UTF-8 text into the primary selection.
*
* \param text the text to store in the primary selection
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_HasPrimarySelectionText
*/
extern DECLSPEC int SDLCALL SDL_SetPrimarySelectionText(const char *text);
/**
* Get UTF-8 text from the primary selection, which must be freed with
* SDL_free().
*
* This functions returns empty string if there was not enough memory left for
* a copy of the primary selection's content.
*
* \returns the primary selection text on success or an empty string on
* failure; call SDL_GetError() for more information. Caller must
* call SDL_free() on the returned pointer when done with it (even if
* there was an error).
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_HasPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
/**
* Query whether the primary selection exists and contains a non-empty text
* string.
*
* \returns SDL_TRUE if the primary selection has text, or SDL_FALSE if it
* does not.
*
* \since This function is available since SDL 2.26.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasPrimarySelectionText(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_clipboard_h_ */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_h_
#define SDL_config_h_
#include <SDL2/SDL_platform.h>
/**
* \file SDL_config.h
*/
/* Add any platform that doesn't build using the configure system. */
#if defined(__WIN32__)
#include <SDL2/SDL_config_windows.h>
#elif defined(__WINRT__)
#include <SDL2/SDL_config_winrt.h>
#elif defined(__WINGDK__)
#include <SDL2/SDL_config_wingdk.h>
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
#include <SDL2/SDL_config_xbox.h>
#elif defined(__MACOSX__)
#include <SDL2/SDL_config_macosx.h>
#elif defined(__IPHONEOS__)
#include <SDL2/SDL_config_iphoneos.h>
#elif defined(__ANDROID__)
#include <SDL2/SDL_config_android.h>
#elif defined(__OS2__)
#include <SDL2/SDL_config_os2.h>
#elif defined(__EMSCRIPTEN__)
#include <SDL2/SDL_config_emscripten.h>
#elif defined(__NGAGE__)
#include <SDL2/SDL_config_ngage.h>
#else
/* This is a minimal configuration just to get SDL running on new platforms. */
#include <SDL2/SDL_config_minimal.h>
#endif /* platform config */
#ifdef USING_GENERATED_CONFIG_H
#error Wrong SDL_config.h, check your include path?
#endif
#endif /* SDL_config_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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.
*/
#ifndef SDL_config_iphoneos_h_
#define SDL_config_iphoneos_h_
#define SDL_config_h_
#include <SDL2/SDL_platform.h>
#ifdef __LP64__
#define SIZEOF_VOIDP 8
#else
#define SIZEOF_VOIDP 4
#endif
#define HAVE_GCC_ATOMICS 1
#define STDC_HEADERS 1
#define HAVE_ALLOCA_H 1
#define HAVE_CTYPE_H 1
#define HAVE_INTTYPES_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
#define HAVE_SYS_TYPES_H 1
/* The libunwind functions are only available on x86 */
/* #undef HAVE_LIBUNWIND_H */
/* C library functions */
#define HAVE_DLOPEN 1
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_GETENV 1
#define HAVE_SETENV 1
#define HAVE_PUTENV 1
#define HAVE_SETENV 1
#define HAVE_UNSETENV 1
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#define HAVE_ABS 1
#define HAVE_BCOPY 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE_STRLCPY 1
#define HAVE_STRLCAT 1
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOK_R 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE_STRCASECMP 1
#define HAVE_STRNCASECMP 1
#define HAVE_STRCASESTR 1
#define HAVE_VSSCANF 1
#define HAVE_VSNPRINTF 1
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE_COPYSIGN 1
#define HAVE_COPYSIGNF 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE_SIGACTION 1
#define HAVE_SETJMP 1
#define HAVE_NANOSLEEP 1
#define HAVE_SYSCONF 1
#define HAVE_SYSCTLBYNAME 1
#define HAVE_O_CLOEXEC 1
/* enable iPhone version of Core Audio driver */
#define SDL_AUDIO_DRIVER_COREAUDIO 1
/* Enable the dummy audio driver (src/audio/dummy/\*.c) */
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable the stub haptic driver (src/haptic/dummy/\*.c) */
#define SDL_HAPTIC_DUMMY 1
/* Enable joystick support */
/* Only enable HIDAPI support if you want to support Steam Controllers on iOS and tvOS */
/*#define SDL_JOYSTICK_HIDAPI 1*/
#define SDL_JOYSTICK_MFI 1
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef __TVOS__
#define SDL_SENSOR_DUMMY 1
#else
/* Enable the CoreMotion sensor driver */
#define SDL_SENSOR_COREMOTION 1
#endif
/* Enable Unix style SO loading */
#define SDL_LOADSO_DLOPEN 1
/* Enable various threading systems */
#define SDL_THREAD_PTHREAD 1
#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1
/* Enable various timer systems */
#define SDL_TIMER_UNIX 1
/* Supported video drivers */
#define SDL_VIDEO_DRIVER_UIKIT 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable OpenGL ES */
#if !TARGET_OS_MACCATALYST
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES 1
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Metal supported on 64-bit devices running iOS 8.0 and tvOS 9.0 and newer
Also supported in simulator from iOS 13.0 and tvOS 13.0
*/
#if (TARGET_OS_SIMULATOR && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000) || (__TV_OS_VERSION_MIN_REQUIRED >= 130000))) || (!TARGET_CPU_ARM && ((__IPHONE_OS_VERSION_MIN_REQUIRED >= 80000) || (__TV_OS_VERSION_MIN_REQUIRED >= 90000)))
#define SDL_PLATFORM_SUPPORTS_METAL 1
#else
#define SDL_PLATFORM_SUPPORTS_METAL 0
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_RENDER_METAL 1
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_VULKAN 1
#endif
#if SDL_PLATFORM_SUPPORTS_METAL
#define SDL_VIDEO_METAL 1
#endif
/* Enable system power support */
#define SDL_POWER_UIKIT 1
/* enable iPhone keyboard support */
#define SDL_IPHONE_KEYBOARD 1
/* enable iOS extended launch screen */
#define SDL_IPHONE_LAUNCHSCREEN 1
/* enable filesystem support */
#define SDL_FILESYSTEM_COCOA 1
#endif /* SDL_config_iphoneos_h_ */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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_cpuinfo.h
*
* CPU feature detection for SDL.
*/
#ifndef SDL_cpuinfo_h_
#define SDL_cpuinfo_h_
#include <SDL2/SDL_stdinc.h>
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#ifdef __clang__
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#ifndef _WIN64
#ifndef __MMX__
#define __MMX__
#endif
#ifndef __3dNOW__
#define __3dNOW__
#endif
#endif
#ifndef __SSE__
#define __SSE__
#endif
#ifndef __SSE2__
#define __SSE2__
#endif
#ifndef __SSE3__
#define __SSE3__
#endif
#elif defined(__MINGW64_VERSION_MAJOR)
#include <intrin.h>
#if !defined(SDL_DISABLE_ARM_NEON_H) && defined(__ARM_NEON)
# include <arm_neon.h>
#endif
#else
/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC_H to have it included. */
#if defined(HAVE_ALTIVEC_H) && defined(__ALTIVEC__) && !defined(__APPLE_ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC_H)
#include <altivec.h>
#endif
#if !defined(SDL_DISABLE_ARM_NEON_H)
# if defined(__ARM_NEON)
# include <arm_neon.h>
# elif defined(__WINDOWS__) || defined(__WINRT__) || defined(__GDK__)
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
# if defined(_M_ARM)
# include <armintr.h>
# include <arm_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# endif
# if defined (_M_ARM64)
# include <arm64intr.h>
# include <arm64_neon.h>
# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */
# define __ARM_ARCH 8
# endif
# endif
#endif
#endif /* compiler version */
#if defined(__3dNOW__) && !defined(SDL_DISABLE_MM3DNOW_H)
#include <mm3dnow.h>
#endif
#if defined(__loongarch_sx) && !defined(SDL_DISABLE_LSX_H)
#include <lsxintrin.h>
#define __LSX__
#endif
#if defined(__loongarch_asx) && !defined(SDL_DISABLE_LASX_H)
#include <lasxintrin.h>
#define __LASX__
#endif
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
#include <immintrin.h>
#else
#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
#include <mmintrin.h>
#endif
#if defined(__SSE__) && !defined(SDL_DISABLE_XMMINTRIN_H)
#include <xmmintrin.h>
#endif
#if defined(__SSE2__) && !defined(SDL_DISABLE_EMMINTRIN_H)
#include <emmintrin.h>
#endif
#if defined(__SSE3__) && !defined(SDL_DISABLE_PMMINTRIN_H)
#include <pmmintrin.h>
#endif
#endif /* HAVE_IMMINTRIN_H */
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* This is a guess for the cacheline size used for padding.
* Most x86 processors have a 64 byte cache line.
* The 64-bit PowerPC processors have a 128 byte cache line.
* We'll use the larger value to be generally safe.
*/
#define SDL_CACHELINE_SIZE 128
/**
* Get the number of CPU cores available.
*
* \returns the total number of logical CPU cores. On CPUs that include
* technologies such as hyperthreading, the number of logical cores
* may be more than the number of physical cores.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCount(void);
/**
* Determine the L1 cache line size of the CPU.
*
* This is useful for determining multi-threaded structure padding or SIMD
* prefetch sizes.
*
* \returns the L1 cache line size of the CPU, in bytes.
*
* \since This function is available since SDL 2.0.0.
*/
extern DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
/**
* Determine whether the CPU has the RDTSC instruction.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has the RDTSC instruction or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
/**
* Determine whether the CPU has AltiVec features.
*
* This always returns false on CPUs that aren't using PowerPC instruction
* sets.
*
* \returns SDL_TRUE if the CPU has AltiVec features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
/**
* Determine whether the CPU has MMX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has MMX features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
/**
* Determine whether the CPU has 3DNow! features.
*
* This always returns false on CPUs that aren't using AMD instruction sets.
*
* \returns SDL_TRUE if the CPU has 3DNow! features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
/**
* Determine whether the CPU has SSE features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
/**
* Determine whether the CPU has SSE2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
/**
* Determine whether the CPU has SSE3 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE3 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE3(void);
/**
* Determine whether the CPU has SSE4.1 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE4.1 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE41(void);
/**
* Determine whether the CPU has SSE4.2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has SSE4.2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE42(void);
/**
* Determine whether the CPU has AVX features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.2.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX2
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX(void);
/**
* Determine whether the CPU has AVX2 features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX2 features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.4.
*
* \sa SDL_Has3DNow
* \sa SDL_HasAltiVec
* \sa SDL_HasAVX
* \sa SDL_HasMMX
* \sa SDL_HasRDTSC
* \sa SDL_HasSSE
* \sa SDL_HasSSE2
* \sa SDL_HasSSE3
* \sa SDL_HasSSE41
* \sa SDL_HasSSE42
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX2(void);
/**
* Determine whether the CPU has AVX-512F (foundation) features.
*
* This always returns false on CPUs that aren't using Intel instruction sets.
*
* \returns SDL_TRUE if the CPU has AVX-512F features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.9.
*
* \sa SDL_HasAVX
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasAVX512F(void);
/**
* Determine whether the CPU has ARM SIMD (ARMv6) features.
*
* This is different from ARM NEON, which is a different instruction set.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns SDL_TRUE if the CPU has ARM SIMD features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.12.
*
* \sa SDL_HasNEON
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasARMSIMD(void);
/**
* Determine whether the CPU has NEON (ARM SIMD) features.
*
* This always returns false on CPUs that aren't using ARM instruction sets.
*
* \returns SDL_TRUE if the CPU has ARM NEON features or SDL_FALSE if not.
*
* \since This function is available since SDL 2.0.6.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasNEON(void);
/**
* Determine whether the CPU has LSX (LOONGARCH SIMD) features.
*
* This always returns false on CPUs that aren't using LOONGARCH instruction
* sets.
*
* \returns SDL_TRUE if the CPU has LOONGARCH LSX features or SDL_FALSE if
* not.
*
* \since This function is available since SDL 2.24.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasLSX(void);
/**
* Determine whether the CPU has LASX (LOONGARCH SIMD) features.
*
* This always returns false on CPUs that aren't using LOONGARCH instruction
* sets.
*
* \returns SDL_TRUE if the CPU has LOONGARCH LASX features or SDL_FALSE if
* not.
*
* \since This function is available since SDL 2.24.0.
*/
extern DECLSPEC SDL_bool SDLCALL SDL_HasLASX(void);
/**
* Get the amount of RAM configured in the system.
*
* \returns the amount of RAM configured in the system in MiB.
*
* \since This function is available since SDL 2.0.1.
*/
extern DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
/**
* Report the alignment this system needs for SIMD allocations.
*
* This will return the minimum number of bytes to which a pointer must be
* aligned to be compatible with SIMD instructions on the current machine. For
* example, if the machine supports SSE only, it will return 16, but if it
* supports AVX-512F, it'll return 64 (etc). This only reports values for
* instruction sets SDL knows about, so if your SDL build doesn't have
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
* Plan accordingly.
*
* \returns the alignment in bytes needed for available, known SIMD
* instructions.
*
* \since This function is available since SDL 2.0.10.
*/
extern DECLSPEC size_t SDLCALL SDL_SIMDGetAlignment(void);
/**
* Allocate memory in a SIMD-friendly way.
*
* This will allocate a block of memory that is suitable for use with SIMD
* instructions. Specifically, it will be properly aligned and padded for the
* system's supported vector instructions.
*
* The memory returned will be padded such that it is safe to read or write an
* incomplete vector at the end of the memory block. This can be useful so you
* don't have to drop back to a scalar fallback at the end of your SIMD
* processing loop to deal with the final elements without overflowing the
* allocated buffer.
*
* You must free this memory with SDL_FreeSIMD(), not free() or SDL_free() or
* delete[], etc.
*
* Note that SDL will only deal with SIMD instruction sets it is aware of; for
* example, SDL 2.0.8 knows that SSE wants 16-byte vectors (SDL_HasSSE()), and
* AVX2 wants 32 bytes (SDL_HasAVX2()), but doesn't know that AVX-512 wants
* 64. To be clear: if you can't decide to use an instruction set with an
* SDL_Has*() function, don't use that instruction set with memory allocated
* through here.
*
* SDL_AllocSIMD(0) will return a non-NULL pointer, assuming the system isn't
* out of memory, but you are not allowed to dereference it (because you only
* own zero bytes of that buffer).
*
* \param len The length, in bytes, of the block to allocate. The actual
* allocated block might be larger due to padding, etc.
* \returns a pointer to the newly-allocated block, NULL if out of memory.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_SIMDGetAlignment
* \sa SDL_SIMDRealloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDAlloc(const size_t len);
/**
* Reallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc(). It can't be used on pointers from malloc, realloc,
* SDL_malloc, memalign, new[], etc.
*
* \param mem The pointer obtained from SDL_SIMDAlloc. This function also
* accepts NULL, at which point this function is the same as
* calling SDL_SIMDAlloc with a NULL pointer.
* \param len The length, in bytes, of the block to allocated. The actual
* allocated block might be larger due to padding, etc. Passing 0
* will return a non-NULL pointer, assuming the system isn't out of
* memory.
* \returns a pointer to the newly-reallocated block, NULL if out of memory.
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_SIMDGetAlignment
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDFree
*/
extern DECLSPEC void * SDLCALL SDL_SIMDRealloc(void *mem, const size_t len);
/**
* Deallocate memory obtained from SDL_SIMDAlloc
*
* It is not valid to use this function on a pointer from anything but
* SDL_SIMDAlloc() or SDL_SIMDRealloc(). It can't be used on pointers from
* malloc, realloc, SDL_malloc, memalign, new[], etc.
*
* However, SDL_SIMDFree(NULL) is a legal no-op.
*
* The memory pointed to by `ptr` is no longer valid for access upon return,
* and may be returned to the system or reused by a future allocation. The
* pointer passed to this function is no longer safe to dereference once this
* function returns, and should be discarded.
*
* \param ptr The pointer, returned from SDL_SIMDAlloc or SDL_SIMDRealloc, to
* deallocate. NULL is a legal no-op.
*
* \since This function is available since SDL 2.0.10.
*
* \sa SDL_SIMDAlloc
* \sa SDL_SIMDRealloc
*/
extern DECLSPEC void SDLCALL SDL_SIMDFree(void *ptr);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_cpuinfo_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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_endian.h
*
* Functions for reading and writing endian-specific values
*/
#ifndef SDL_endian_h_
#define SDL_endian_h_
#include <SDL2/SDL_stdinc.h>
#if defined(_MSC_VER) && (_MSC_VER >= 1400)
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
#ifdef __clang__
#ifndef __PRFCHWINTRIN_H
#define __PRFCHWINTRIN_H
static __inline__ void __attribute__((__always_inline__, __nodebug__))
_m_prefetch(void *__P)
{
__builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */);
}
#endif /* __PRFCHWINTRIN_H */
#endif /* __clang__ */
#include <intrin.h>
#endif
/**
* \name The two types of endianness
*/
/* @{ */
#define SDL_LIL_ENDIAN 1234
#define SDL_BIG_ENDIAN 4321
/* @} */
#ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#elif defined(__OpenBSD__) || defined(__DragonFly__)
#include <endian.h>
#define SDL_BYTEORDER BYTE_ORDER
#elif defined(__FreeBSD__) || defined(__NetBSD__)
#include <sys/endian.h>
#define SDL_BYTEORDER BYTE_ORDER
/* predefs from newer gcc and clang versions: */
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__)
#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__)
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif /**/
#else
#if defined(__hppa__) || \
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MIPSEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \
defined(__sparc__)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#endif
#endif /* __linux__ */
#endif /* !SDL_BYTEORDER */
#ifndef SDL_FLOATWORDORDER /* Not defined in SDL_config.h? */
/* predefs from newer gcc versions: */
#if defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__)
#if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__)
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
#elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__)
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif /**/
#elif defined(__MAVERICK__)
/* For Maverick, float words are always little-endian. */
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
#elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__)
/* For FPA, float words are always big-endian. */
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
#else
/* By default, assume that floats words follow the memory system mode. */
#define SDL_FLOATWORDORDER SDL_BYTEORDER
#endif /* __FLOAT_WORD_ORDER__ */
#endif /* !SDL_FLOATWORDORDER */
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* \file SDL_endian.h
*/
/* various modern compilers may have builtin swap */
#if defined(__GNUC__) || defined(__clang__)
# define HAS_BUILTIN_BSWAP16 (_SDL_HAS_BUILTIN(__builtin_bswap16)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))
# define HAS_BUILTIN_BSWAP32 (_SDL_HAS_BUILTIN(__builtin_bswap32)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
# define HAS_BUILTIN_BSWAP64 (_SDL_HAS_BUILTIN(__builtin_bswap64)) || \
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
/* this one is broken */
# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95)
#else
# define HAS_BUILTIN_BSWAP16 0
# define HAS_BUILTIN_BSWAP32 0
# define HAS_BUILTIN_BSWAP64 0
# define HAS_BROKEN_BSWAP 0
#endif
#if HAS_BUILTIN_BSWAP16
#define SDL_Swap16(x) __builtin_bswap16(x)
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
#pragma intrinsic(_byteswap_ushort)
#define SDL_Swap16(x) _byteswap_ushort(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
return x;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
return x;
}
#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
int result;
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
return (Uint16)result;
}
#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint16 SDL_Swap16(Uint16);
#pragma aux SDL_Swap16 = \
"xchg al, ah" \
parm [ax] \
modify [ax];
#else
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
}
#endif
#if HAS_BUILTIN_BSWAP32
#define SDL_Swap32(x) __builtin_bswap32(x)
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
#pragma intrinsic(_byteswap_ulong)
#define SDL_Swap32(x) _byteswap_ulong(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswap %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("bswapl %0": "=r"(x):"0"(x));
return x;
}
#elif (defined(__powerpc__) || defined(__ppc__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
Uint32 result;
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x));
__asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x));
__asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x));
return result;
}
#elif (defined(__m68k__) && !defined(__mcoldfire__))
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint32 SDL_Swap32(Uint32);
#pragma aux SDL_Swap32 = \
"bswap eax" \
parm [eax] \
modify [eax];
#else
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
((x >> 8) & 0x0000FF00) | (x >> 24)));
}
#endif
#if HAS_BUILTIN_BSWAP64
#define SDL_Swap64(x) __builtin_bswap64(x)
#elif defined(_MSC_VER) && (_MSC_VER >= 1400)
#pragma intrinsic(_byteswap_uint64)
#define SDL_Swap64(x) _byteswap_uint64(x)
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
union {
struct {
Uint32 a, b;
} s;
Uint64 u;
} v;
v.u = x;
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
: "=r"(v.s.a), "=r"(v.s.b)
: "0" (v.s.a), "1"(v.s.b));
return v.u;
}
#elif defined(__x86_64__)
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
__asm__("bswapq %0": "=r"(x):"0"(x));
return x;
}
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline Uint64 SDL_Swap64(Uint64);
#pragma aux SDL_Swap64 = \
"bswap eax" \
"bswap edx" \
"xchg eax,edx" \
parm [eax edx] \
modify [eax edx];
#else
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
Uint32 hi, lo;
/* Separate into high and low 32-bit values and swap them */
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x >>= 32;
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
x = SDL_Swap32(lo);
x <<= 32;
x |= SDL_Swap32(hi);
return (x);
}
#endif
SDL_FORCE_INLINE float
SDL_SwapFloat(float x)
{
union {
float f;
Uint32 ui32;
} swapper;
swapper.f = x;
swapper.ui32 = SDL_Swap32(swapper.ui32);
return swapper.f;
}
/* remove extra macros */
#undef HAS_BROKEN_BSWAP
#undef HAS_BUILTIN_BSWAP16
#undef HAS_BUILTIN_BSWAP32
#undef HAS_BUILTIN_BSWAP64
/**
* \name Swap to native
* Byteswap item from the specified endianness to the native endianness.
*/
/* @{ */
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define SDL_SwapLE16(X) (X)
#define SDL_SwapLE32(X) (X)
#define SDL_SwapLE64(X) (X)
#define SDL_SwapFloatLE(X) (X)
#define SDL_SwapBE16(X) SDL_Swap16(X)
#define SDL_SwapBE32(X) SDL_Swap32(X)
#define SDL_SwapBE64(X) SDL_Swap64(X)
#define SDL_SwapFloatBE(X) SDL_SwapFloat(X)
#else
#define SDL_SwapLE16(X) SDL_Swap16(X)
#define SDL_SwapLE32(X) SDL_Swap32(X)
#define SDL_SwapLE64(X) SDL_Swap64(X)
#define SDL_SwapFloatLE(X) SDL_SwapFloat(X)
#define SDL_SwapBE16(X) (X)
#define SDL_SwapBE32(X) (X)
#define SDL_SwapBE64(X) (X)
#define SDL_SwapFloatBE(X) (X)
#endif
/* @} *//* Swap to native */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_endian_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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_error.h
*
* Simple error message routines for SDL.
*/
#ifndef SDL_error_h_
#define SDL_error_h_
#include <SDL2/SDL_stdinc.h>
#include <SDL2/begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Public functions */
/**
* Set the SDL error message for the current thread.
*
* Calling this function will replace any previous error message that was set.
*
* This function always returns -1, since SDL frequently uses -1 to signify an
* failing result, leading to this idiom:
*
* ```c
* if (error_code) {
* return SDL_SetError("This operation has failed: %d", error_code);
* }
* ```
*
* \param fmt a printf()-style message format string
* \param ... additional parameters matching % tokens in the `fmt` string, if
* any
* \returns always -1.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ClearError
* \sa SDL_GetError
*/
extern DECLSPEC int SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
/**
* Retrieve a message about the last error that occurred on the current
* thread.
*
* It is possible for multiple errors to occur before calling SDL_GetError().
* Only the last error is returned.
*
* The message is only applicable when an SDL function has signaled an error.
* You must check the return values of SDL function calls to determine when to
* appropriately call SDL_GetError(). You should *not* use the results of
* SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
* an error string even when reporting success.
*
* SDL will *not* clear the error string for successful API calls. You *must*
* check return values for failure cases before you can assume the error
* string applies.
*
* Error strings are set per-thread, so an error set in a different thread
* will not interfere with the current thread's operation.
*
* The returned string is internally allocated and must not be freed by the
* application.
*
* \returns a message with information about the specific error that occurred,
* or an empty string if there hasn't been an error message set since
* the last call to SDL_ClearError(). The message is only applicable
* when an SDL function has signaled an error. You must check the
* return values of SDL function calls to determine when to
* appropriately call SDL_GetError().
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_ClearError
* \sa SDL_SetError
*/
extern DECLSPEC const char *SDLCALL SDL_GetError(void);
/**
* Get the last error message that was set for the current thread.
*
* This allows the caller to copy the error string into a provided buffer, but
* otherwise operates exactly the same as SDL_GetError().
*
* \param errstr A buffer to fill with the last error message that was set for
* the current thread
* \param maxlen The size of the buffer pointed to by the errstr parameter
* \returns the pointer passed in as the `errstr` parameter.
*
* \since This function is available since SDL 2.0.14.
*
* \sa SDL_GetError
*/
extern DECLSPEC char * SDLCALL SDL_GetErrorMsg(char *errstr, int maxlen);
/**
* Clear any previous error message for this thread.
*
* \since This function is available since SDL 2.0.0.
*
* \sa SDL_GetError
* \sa SDL_SetError
*/
extern DECLSPEC void SDLCALL SDL_ClearError(void);
/**
* \name Internal error functions
*
* \internal
* Private error reporting function - used internally.
*/
/* @{ */
#define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM)
#define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED)
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
typedef enum
{
SDL_ENOMEM,
SDL_EFREAD,
SDL_EFWRITE,
SDL_EFSEEK,
SDL_UNSUPPORTED,
SDL_LASTERROR
} SDL_errorcode;
/* SDL_Error() unconditionally returns -1. */
extern DECLSPEC int SDLCALL SDL_Error(SDL_errorcode code);
/* @} *//* Internal error functions */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL2/close_code.h>
#endif /* SDL_error_h_ */
/* vi: set ts=4 sw=4 expandtab: */

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