test/testkeys.c
author David Ludwig <dludwig@pobox.com>
Wed, 25 Dec 2013 21:39:48 -0500
changeset 8563 c0e68f3b6bbb
parent 7639 9406b7dd2f2d
child 8149 681eb46b8ac4
permissions -rw-r--r--
WinRT: compiled the d3d11 renderer's shaders into SDL itself

Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app. This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.
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/*
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  Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely.
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*/
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/* Print out all the scancodes we have, just to verify them */
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#include <stdio.h>
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#include <ctype.h>
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#include <stdlib.h>
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#include <string.h>
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#include "SDL.h"
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int
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main(int argc, char *argv[])
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{
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    SDL_Scancode scancode;
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    /* Enable standard application logging */
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    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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        exit(1);
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    }
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    for (scancode = 0; scancode < SDL_NUM_SCANCODES; ++scancode) {
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        SDL_Log("Scancode #%d, \"%s\"\n", scancode,
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               SDL_GetScancodeName(scancode));
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    }
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    SDL_Quit();
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    return (0);
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}