text:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2020 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_gamecontroller.h
 *
 *  Include file for SDL game controller event handling
 */

#ifndef SDL_gamecontroller_h_
#define SDL_gamecontroller_h_

#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_joystick.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/**
 *  \file SDL_gamecontroller.h
 *
 *  In order to use these functions, SDL_Init() must have been called
 *  with the ::SDL_INIT_GAMECONTROLLER flag.  This causes SDL to scan the system
 *  for game controllers, and load appropriate drivers.
 *
 *  If you would like to receive controller updates while the application
 *  is in the background, you should set the following hint before calling
 *  SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS
 */

/**
 * The gamecontroller structure used to identify an SDL game controller
 */
struct _SDL_GameController;
typedef struct _SDL_GameController SDL_GameController;

typedef enum
{
    SDL_CONTROLLER_TYPE_UNKNOWN = 0,
    SDL_CONTROLLER_TYPE_XBOX360,
    SDL_CONTROLLER_TYPE_XBOXONE,
    SDL_CONTROLLER_TYPE_PS3,
    SDL_CONTROLLER_TYPE_PS4,
    SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO,
    SDL_CONTROLLER_TYPE_VIRTUAL,
    SDL_CONTROLLER_TYPE_PS5
} SDL_GameControllerType;

typedef enum
{
    SDL_CONTROLLER_BINDTYPE_NONE = 0,
    SDL_CONTROLLER_BINDTYPE_BUTTON,
    SDL_CONTROLLER_BINDTYPE_AXIS,
    SDL_CONTROLLER_BINDTYPE_HAT
} SDL_GameControllerBindType;

/**
 *  Get the SDL joystick layer binding for this controller button/axis mapping
 */
typedef struct SDL_GameControllerButtonBind
{
    SDL_GameControllerBindType bindType;
    union
    {
        int button;
        int axis;
        struct {
            int hat;
            int hat_mask;
        } hat;
    } value;

} SDL_GameControllerButtonBind;

/**
 *  To count the number of game controllers in the system for the following:
 *  int nJoysticks = SDL_NumJoysticks();
 *  int nGameControllers = 0;
 *  for (int i = 0; i < nJoysticks; i++) {
 *      if (SDL_IsGameController(i)) {
 *          nGameControllers++;
 *      }
 *  }
 *
 *  Using the SDL_HINT_GAMECONTROLLERCONFIG hint or the SDL_GameControllerAddMapping() you can add support for controllers SDL is unaware of or cause an existing controller to have a different binding. The format is:
 *  guid,name,mappings
 *
 *  Where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones.
 *  Under Windows there is a reserved GUID of "xinput" that covers any XInput devices.
 *  The mapping format for joystick is:
 *      bX - a joystick button, index X
 *      hX.Y - hat X with value Y
 *      aX - axis X of the joystick
 *  Buttons can be used as a controller axis and vice versa.
 *
 *  This string shows an example of a valid mapping for a controller
 *  "03000000341a00003608000000000000,PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
 *
 */

/**
 *  Load a set of mappings from a seekable SDL data stream (memory or file), filtered by the current SDL_GetPlatform()
 *  A community sourced database of controllers is available at https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
 *
 *  If \c freerw is non-zero, the stream will be closed after being read.
 *
 * \return number of mappings added, -1 on error
 */
extern DECLSPEC int SDLCALL SDL_GameControllerAddMappingsFromRW(SDL_RWops * rw, int freerw);

/**
 *  Load a set of mappings from a file, filtered by the current SDL_GetPlatform()
 *
 *  Convenience macro.
 */
#define SDL_GameControllerAddMappingsFromFile(file)   SDL_GameControllerAddMappingsFromRW(SDL_RWFromFile(file, "rb"), 1)

/**
 *  Add or update an existing mapping configuration
 *
 * \return 1 if mapping is added, 0 if updated, -1 on error
 */
extern DECLSPEC int SDLCALL SDL_GameControllerAddMapping(const char* mappingString);

/**
 *  Get the number of mappings installed
 *
 *  \return the number of mappings
 */
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings(void);

/**
 *  Get the mapping at a particular index.
 *
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if the index is out of range.
 */
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForIndex(int mapping_index);

/**
 *  Get a mapping string for a GUID
 *
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
 */
extern DECLSPEC char * SDLCALL SDL_GameControllerMappingForGUID(SDL_JoystickGUID guid);

/**
 *  Get a mapping string for an open GameController
 *
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
 */
extern DECLSPEC char * SDLCALL SDL_GameControllerMapping(SDL_GameController *gamecontroller);

/**
 *  Is the joystick on this index supported by the game controller interface?
 */
extern DECLSPEC SDL_bool SDLCALL SDL_IsGameController(int joystick_index);

/**
 *  Get the implementation dependent name of a game controller.
 *  This can be called before any controllers are opened.
 *  If no name can be found, this function returns NULL.
 */
extern DECLSPEC const char *SDLCALL SDL_GameControllerNameForIndex(int joystick_index);

/**
 *  Get the type of a game controller.
 *  This can be called before any controllers are opened.
 */
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerTypeForIndex(int joystick_index);

/**
 *  Get the mapping of a game controller.
 *  This can be called before any controllers are opened.
 *
 *  \return the mapping string.  Must be freed with SDL_free().  Returns NULL if no mapping is available
 */
extern DECLSPEC char *SDLCALL SDL_GameControllerMappingForDeviceIndex(int joystick_index);

/**
 *  Open a game controller for use.
 *  The index passed as an argument refers to the N'th game controller on the system.
 *  This index is not the value which will identify this controller in future
 *  controller events.  The joystick's instance id (::SDL_JoystickID) will be
 *  used there instead.
 *
 *  \return A controller identifier, or NULL if an error occurred.
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerOpen(int joystick_index);

/**
 * Return the SDL_GameController associated with an instance id.
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromInstanceID(SDL_JoystickID joyid);

/**
 * Return the SDL_GameController associated with a player index.
 */
extern DECLSPEC SDL_GameController *SDLCALL SDL_GameControllerFromPlayerIndex(int player_index);

/**
 *  Return the name for this currently opened controller
 */
extern DECLSPEC const char *SDLCALL SDL_GameControllerName(SDL_GameController *gamecontroller);

/**
 *  Return the type of this currently opened controller
 */
extern DECLSPEC SDL_GameControllerType SDLCALL SDL_GameControllerGetType(SDL_GameController *gamecontroller);

/**
 *  Get the player index of an opened game controller, or -1 if it's not available
 *
 *  For XInput controllers this returns the XInput user index.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetPlayerIndex(SDL_GameController *gamecontroller);

/**
 *  Set the player index of an opened game controller
 */
extern DECLSPEC void SDLCALL SDL_GameControllerSetPlayerIndex(SDL_GameController *gamecontroller, int player_index);

/**
 *  Get the USB vendor ID of an opened controller, if available.
 *  If the vendor ID isn't available this function returns 0.
 */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetVendor(SDL_GameController *gamecontroller);

/**
 *  Get the USB product ID of an opened controller, if available.
 *  If the product ID isn't available this function returns 0.
 */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProduct(SDL_GameController *gamecontroller);

/**
 *  Get the product version of an opened controller, if available.
 *  If the product version isn't available this function returns 0.
 */
extern DECLSPEC Uint16 SDLCALL SDL_GameControllerGetProductVersion(SDL_GameController *gamecontroller);

/**
 *  Get the serial number of an opened controller, if available.
 *
 *  Returns the serial number of the controller, or NULL if it is not available.
 */
extern DECLSPEC const char * SDLCALL SDL_GameControllerGetSerial(SDL_GameController *gamecontroller);

/**
 *  Returns SDL_TRUE if the controller has been opened and currently connected,
 *  or SDL_FALSE if it has not.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerGetAttached(SDL_GameController *gamecontroller);

/**
 *  Get the underlying joystick object used by a controller
 */
extern DECLSPEC SDL_Joystick *SDLCALL SDL_GameControllerGetJoystick(SDL_GameController *gamecontroller);

/**
 *  Enable/disable controller event polling.
 *
 *  If controller events are disabled, you must call SDL_GameControllerUpdate()
 *  yourself and check the state of the controller when you want controller
 *  information.
 *
 *  The state can be one of ::SDL_QUERY, ::SDL_ENABLE or ::SDL_IGNORE.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerEventState(int state);

/**
 *  Update the current state of the open game controllers.
 *
 *  This is called automatically by the event loop if any game controller
 *  events are enabled.
 */
extern DECLSPEC void SDLCALL SDL_GameControllerUpdate(void);

/**
 *  The list of axes available from a controller
 *
 *  Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX,
 *  and are centered within ~8000 of zero, though advanced UI will allow users to set
 *  or autodetect the dead zone, which varies between controllers.
 *
 *  Trigger axis values range from 0 to SDL_JOYSTICK_AXIS_MAX.
 */
typedef enum
{
    SDL_CONTROLLER_AXIS_INVALID = -1,
    SDL_CONTROLLER_AXIS_LEFTX,
    SDL_CONTROLLER_AXIS_LEFTY,
    SDL_CONTROLLER_AXIS_RIGHTX,
    SDL_CONTROLLER_AXIS_RIGHTY,
    SDL_CONTROLLER_AXIS_TRIGGERLEFT,
    SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
    SDL_CONTROLLER_AXIS_MAX
} SDL_GameControllerAxis;

/**
 *  turn this string into a axis mapping
 */
extern DECLSPEC SDL_GameControllerAxis SDLCALL SDL_GameControllerGetAxisFromString(const char *pchString);

/**
 *  turn this axis enum into a string mapping
 */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForAxis(SDL_GameControllerAxis axis);

/**
 *  Get the SDL joystick layer binding for this controller button mapping
 */
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForAxis(SDL_GameController *gamecontroller,
                                 SDL_GameControllerAxis axis);

/**
 *  Return whether a game controller has a given axis
 */
extern DECLSPEC SDL_bool SDLCALL
SDL_GameControllerHasAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);

/**
 *  Get the current state of an axis control on a game controller.
 *
 *  The state is a value ranging from -32768 to 32767 (except for the triggers,
 *  which range from 0 to 32767).
 *
 *  The axis indices start at index 0.
 */
extern DECLSPEC Sint16 SDLCALL
SDL_GameControllerGetAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);

/**
 *  The list of buttons available from a controller
 */
typedef enum
{
    SDL_CONTROLLER_BUTTON_INVALID = -1,
    SDL_CONTROLLER_BUTTON_A,
    SDL_CONTROLLER_BUTTON_B,
    SDL_CONTROLLER_BUTTON_X,
    SDL_CONTROLLER_BUTTON_Y,
    SDL_CONTROLLER_BUTTON_BACK,
    SDL_CONTROLLER_BUTTON_GUIDE,
    SDL_CONTROLLER_BUTTON_START,
    SDL_CONTROLLER_BUTTON_LEFTSTICK,
    SDL_CONTROLLER_BUTTON_RIGHTSTICK,
    SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
    SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
    SDL_CONTROLLER_BUTTON_DPAD_UP,
    SDL_CONTROLLER_BUTTON_DPAD_DOWN,
    SDL_CONTROLLER_BUTTON_DPAD_LEFT,
    SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
    SDL_CONTROLLER_BUTTON_MISC1,    /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button */
    SDL_CONTROLLER_BUTTON_PADDLE1,  /* Xbox Elite paddle P1 */
    SDL_CONTROLLER_BUTTON_PADDLE2,  /* Xbox Elite paddle P3 */
    SDL_CONTROLLER_BUTTON_PADDLE3,  /* Xbox Elite paddle P2 */
    SDL_CONTROLLER_BUTTON_PADDLE4,  /* Xbox Elite paddle P4 */
    SDL_CONTROLLER_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
    SDL_CONTROLLER_BUTTON_MAX
} SDL_GameControllerButton;

/**
 *  turn this string into a button mapping
 */
extern DECLSPEC SDL_GameControllerButton SDLCALL SDL_GameControllerGetButtonFromString(const char *pchString);

/**
 *  turn this button enum into a string mapping
 */
extern DECLSPEC const char* SDLCALL SDL_GameControllerGetStringForButton(SDL_GameControllerButton button);

/**
 *  Get the SDL joystick layer binding for this controller button mapping
 */
extern DECLSPEC SDL_GameControllerButtonBind SDLCALL
SDL_GameControllerGetBindForButton(SDL_GameController *gamecontroller,
                                   SDL_GameControllerButton button);

/**
 *  Return whether a game controller has a given button
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasButton(SDL_GameController *gamecontroller,
                                                             SDL_GameControllerButton button);

/**
 *  Get the current state of a button on a game controller.
 *
 *  The button indices start at index 0.
 */
extern DECLSPEC Uint8 SDLCALL SDL_GameControllerGetButton(SDL_GameController *gamecontroller,
                                                          SDL_GameControllerButton button);

/**
 *  Get the number of touchpads on a game controller.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpads(SDL_GameController *gamecontroller);

/**
 *  Get the number of supported simultaneous fingers on a touchpad on a game controller.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetNumTouchpadFingers(SDL_GameController *gamecontroller, int touchpad);

/**
 *  Get the current state of a finger on a touchpad on a game controller.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetTouchpadFinger(SDL_GameController *gamecontroller, int touchpad, int finger, Uint8 *state, float *x, float *y, float *pressure);

/**
 *  Return whether a game controller has a particular sensor.
 *
 *  \param gamecontroller The controller to query
 *  \param type The type of sensor to query
 *
 *  \return SDL_TRUE if the sensor exists, SDL_FALSE otherwise.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasSensor(SDL_GameController *gamecontroller, SDL_SensorType type);

/**
 *  Set whether data reporting for a game controller sensor is enabled
 *
 *  \param gamecontroller The controller to update
 *  \param type The type of sensor to enable/disable
 *  \param enabled Whether data reporting should be enabled
 *
 *  \return 0 or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerSetSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type, SDL_bool enabled);

/**
 *  Query whether sensor data reporting is enabled for a game controller
 *
 *  \param gamecontroller The controller to query
 *  \param type The type of sensor to query
 *
 *  \return SDL_TRUE if the sensor is enabled, SDL_FALSE otherwise.
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerIsSensorEnabled(SDL_GameController *gamecontroller, SDL_SensorType type);

/**
 *  Get the current state of a game controller sensor.
 *
 *  The number of values and interpretation of the data is sensor dependent.
 *  See SDL_sensor.h for the details for each type of sensor.
 *
 *  \param gamecontroller The controller to query
 *  \param type The type of sensor to query
 *  \param data A pointer filled with the current sensor state
 *  \param num_values The number of values to write to data
 *
 *  \return 0 or -1 if an error occurred.
 */
extern DECLSPEC int SDLCALL SDL_GameControllerGetSensorData(SDL_GameController *gamecontroller, SDL_SensorType type, float *data, int num_values);

/**
 *  Start a rumble effect
 *  Each call to this function cancels any previous rumble effect, and calling it with 0 intensity stops any rumbling.
 *
 *  \param gamecontroller The controller to vibrate
 *  \param low_frequency_rumble The intensity of the low frequency (left) rumble motor, from 0 to 0xFFFF
 *  \param high_frequency_rumble The intensity of the high frequency (right) rumble motor, from 0 to 0xFFFF
 *  \param duration_ms The duration of the rumble effect, in milliseconds
 *
 *  \return 0, or -1 if rumble isn't supported on this controller
 */
extern DECLSPEC int SDLCALL SDL_GameControllerRumble(SDL_GameController *gamecontroller, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms);

/**
 *  Start a rumble effect in the game controller's triggers
 *  Each call to this function cancels any previous trigger rumble effect, and calling it with 0 intensity stops any rumbling.
 *
 *  \param gamecontroller The controller to vibrate
 *  \param left_rumble The intensity of the left trigger rumble motor, from 0 to 0xFFFF
 *  \param right_rumble The intensity of the right trigger rumble motor, from 0 to 0xFFFF
 *  \param duration_ms The duration of the rumble effect, in milliseconds
 *
 *  \return 0, or -1 if rumble isn't supported on this controller
 */
extern DECLSPEC int SDLCALL SDL_GameControllerRumbleTriggers(SDL_GameController *gamecontroller, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms);

/**
 *  Return whether a controller has an LED
 *
 *  \param gamecontroller The controller to query
 *
 *  \return SDL_TRUE, or SDL_FALSE if this controller does not have a modifiable LED
 */
extern DECLSPEC SDL_bool SDLCALL SDL_GameControllerHasLED(SDL_GameController *gamecontroller);

/**
 *  Update a controller's LED color.
 *
 *  \param gamecontroller The controller to update
 *  \param red The intensity of the red LED
 *  \param green The intensity of the green LED
 *  \param blue The intensity of the blue LED
 *
 *  \return 0, or -1 if this controller does not have a modifiable LED
 */
extern DECLSPEC int SDLCALL SDL_GameControllerSetLED(SDL_GameController *gamecontroller, Uint8 red, Uint8 green, Uint8 blue);

/**
 *  Close a controller previously opened with SDL_GameControllerOpen().
 */
extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecontroller);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_gamecontroller_h_ */

/* vi: set ts=4 sw=4 expandtab: */


text:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2020 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_test_log.h
 *
 *  Include file for SDL test framework.
 *
 *  This code is a part of the SDL2_test library, not the main SDL library.
 */

/*
 *
 *  Wrapper to log in the TEST category
 *
 */

#ifndef SDL_test_log_h_
#define SDL_test_log_h_

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/**
 * \brief Prints given message with a timestamp in the TEST category and INFO priority.
 *
 * \param fmt Message to be logged
 */
void SDLTest_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);

/**
 * \brief Prints given message with a timestamp in the TEST category and the ERROR priority.
 *
 * \param fmt Message to be logged
 */
void SDLTest_LogError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_test_log_h_ */

/* vi: set ts=4 sw=4 expandtab: */

repo_name: JoshParnell/libphx

repo_language: C

mime_type: text/x-c++


text:
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2020 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_test_assert.h
 *
 *  Include file for SDL test framework.
 *
 *  This code is a part of the SDL2_test library, not the main SDL library.
 */

/*
 *
 * Assert API for test code and test cases
 *
 */

#ifndef SDL_test_assert_h_
#define SDL_test_assert_h_

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/**
 * \brief Fails the assert.
 */
#define ASSERT_FAIL     0

/**
 * \brief Passes the assert.
 */
#define ASSERT_PASS     1

/**
 * \brief Assert that logs and break execution flow on failures.
 *
 * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
 * \param assertDescription Message to log with the assert describing it.
 */
void SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);

/**
 * \brief Assert for test cases that logs but does not break execution flow on failures. Updates assertion counters.
 *
 * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0).
 * \param assertDescription Message to log with the assert describing it.
 *
 * \returns Returns the assertCondition so it can be used to externally to break execution flow if desired.
 */
int SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2);

/**
 * \brief Explicitly pass without checking an assertion condition. Updates assertion counter.
 *
 * \param assertDescription Message to log with the assert describing it.
 */
void SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(1);

/**
 * \brief Resets the assert summary counters to zero.
 */
void SDLTest_ResetAssertSummary(void);

/**
 * \brief Logs summary of all assertions (total, pass, fail) since last reset as INFO or ERROR.
 */
void SDLTest_LogAssertSummary(void);

/**
 * \brief Converts the current assert summary state to a test result.
 *
 * \returns TEST_RESULT_PASSED, TEST_RESULT_FAILED, or TEST_RESULT_NO_ASSERT
 */
int SDLTest_AssertSummaryToTestResult(void);

#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_test_assert_h_ */

/* vi: set ts=4 sw=4 expandtab: */