This commit is contained in:
gravitrax-bublina
2026-02-21 10:23:17 +01:00
parent 5606c2474e
commit 9f71b6a84a
60 changed files with 10652 additions and 0 deletions

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Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# if defined(__GNUC__)
# define SIMULATE_ID "GNU"
# endif
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
except that a few beta releases use the old format with V=2021. */
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# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
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# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
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# else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
/* The third version component from --version is an update index,
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# define COMPILER_VERSION_PATCH DEC(0)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
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# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
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# if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
# elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
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# if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
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# define COMPILER_ID "IntelLLVM"
#if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
#endif
#if defined(__GNUC__)
# define SIMULATE_ID "GNU"
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/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
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* VVVV is no smaller than the current year when a version is released.
*/
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# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
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# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
#endif
#if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
#endif
#if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
#elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
#endif
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# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
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# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
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# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
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# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
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/* __BORLANDC__ = 0xVRR */
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# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
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# define COMPILER_ID "Watcom"
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# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_C)
# define COMPILER_ID "SunPro"
# if __SUNPRO_C >= 0x5100
/* __SUNPRO_C = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_C>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_C>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_C & 0xF)
# else
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# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_C>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_C>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_C & 0xF)
# endif
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/* __HP_cc = VVRRPP */
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# define COMPILER_VERSION_MINOR DEC(__HP_cc/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_cc % 100)
#elif defined(__DECC)
# define COMPILER_ID "Compaq"
/* __DECC_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECC_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECC_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECC_VER % 10000)
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/* __IBMC__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
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# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
#elif defined(__IBMC__) && !defined(__COMPILER_VER__) && __IBMC__ >= 800
# define COMPILER_ID "XL"
/* __IBMC__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
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# define COMPILER_ID "VisualAge"
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# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
#elif defined(__NVCOMPILER)
# define COMPILER_ID "NVHPC"
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
# if defined(__NVCOMPILER_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
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#elif defined(__PGI)
# define COMPILER_ID "PGI"
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# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
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#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
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# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
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# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
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# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
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# elif defined(__FCC_major__)
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
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# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
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# define COMPILER_ID "TinyCC"
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/* __ARMCC_VERSION = VRRPPPP */
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/* __ARMCC_VERSION = VRPPPP */
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# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#endif
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# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
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# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
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/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
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# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
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# define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000)
# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
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# define COMPILER_ID "Clang"
# if defined(_MSC_VER)
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# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
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/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
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#elif defined(__GNUC__)
# define COMPILER_ID "GNU"
# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
# if defined(__GNUC_MINOR__)
# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
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# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
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# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
# if defined(_MSC_FULL_VER)
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/* _MSC_FULL_VER = VVRRPPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
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/* _MSC_FULL_VER = VVRRPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
# endif
# endif
# if defined(_MSC_BUILD)
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/* __VISUALDSPVERSION__ = 0xVVRRPP00 */
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# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
#endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# define COMPILER_ID "IAR"
# if defined(__VER__) && defined(__ICCARM__)
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
# endif
#elif defined(__SDCC_VERSION_MAJOR) || defined(SDCC)
# define COMPILER_ID "SDCC"
# if defined(__SDCC_VERSION_MAJOR)
# define COMPILER_VERSION_MAJOR DEC(__SDCC_VERSION_MAJOR)
# define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR)
# define COMPILER_VERSION_PATCH DEC(__SDCC_VERSION_PATCH)
# else
/* SDCC = VRP */
# define COMPILER_VERSION_MAJOR DEC(SDCC/100)
# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10)
# define COMPILER_VERSION_PATCH DEC(SDCC % 10)
# endif
/* These compilers are either not known or too old to define an
identification macro. Try to identify the platform and guess that
it is the native compiler. */
#elif defined(__hpux) || defined(__hpua)
# define COMPILER_ID "HP"
#else /* unknown compiler */
# define COMPILER_ID ""
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
#ifdef SIMULATE_ID
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
#endif
#ifdef __QNXNTO__
char const* qnxnto = "INFO" ":" "qnxnto[]";
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
#endif
#define STRINGIFY_HELPER(X) #X
#define STRINGIFY(X) STRINGIFY_HELPER(X)
/* Identify known platforms by name. */
#if defined(__linux) || defined(__linux__) || defined(linux)
# define PLATFORM_ID "Linux"
#elif defined(__MSYS__)
# define PLATFORM_ID "MSYS"
#elif defined(__CYGWIN__)
# define PLATFORM_ID "Cygwin"
#elif defined(__MINGW32__)
# define PLATFORM_ID "MinGW"
#elif defined(__APPLE__)
# define PLATFORM_ID "Darwin"
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
# define PLATFORM_ID "Windows"
#elif defined(__FreeBSD__) || defined(__FreeBSD)
# define PLATFORM_ID "FreeBSD"
#elif defined(__NetBSD__) || defined(__NetBSD)
# define PLATFORM_ID "NetBSD"
#elif defined(__OpenBSD__) || defined(__OPENBSD)
# define PLATFORM_ID "OpenBSD"
#elif defined(__sun) || defined(sun)
# define PLATFORM_ID "SunOS"
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
# define PLATFORM_ID "AIX"
#elif defined(__hpux) || defined(__hpux__)
# define PLATFORM_ID "HP-UX"
#elif defined(__HAIKU__)
# define PLATFORM_ID "Haiku"
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
# define PLATFORM_ID "Tru64"
#elif defined(__riscos) || defined(__riscos__)
# define PLATFORM_ID "RISCos"
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
# define PLATFORM_ID "BSDOS"
#elif defined(_MPRAS) || defined(MPRAS)
# define PLATFORM_ID "MP-RAS"
#elif defined(__osf) || defined(__osf__)
# define PLATFORM_ID "OSF1"
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
# elif defined(__VXWORKS__)
# define PLATFORM_ID "VxWorks"
# else /* unknown platform */
# define PLATFORM_ID
# endif
#elif defined(__INTEGRITY)
# if defined(INT_178B)
# define PLATFORM_ID "Integrity178"
# else /* regular Integrity */
# define PLATFORM_ID "Integrity"
# endif
#else /* unknown platform */
# define PLATFORM_ID
#endif
/* For windows compilers MSVC and Intel we can determine
the architecture of the compiler being used. This is because
the compilers do not have flags that can change the architecture,
but rather depend on which compiler is being used
*/
#if defined(_WIN32) && defined(_MSC_VER)
# if defined(_M_IA64)
# define ARCHITECTURE_ID "IA64"
# elif defined(_M_ARM64EC)
# define ARCHITECTURE_ID "ARM64EC"
# elif defined(_M_X64) || defined(_M_AMD64)
# define ARCHITECTURE_ID "x64"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# elif defined(_M_ARM64)
# define ARCHITECTURE_ID "ARM64"
# elif defined(_M_ARM)
# if _M_ARM == 4
# define ARCHITECTURE_ID "ARMV4I"
# elif _M_ARM == 5
# define ARCHITECTURE_ID "ARMV5I"
# else
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
# endif
# elif defined(_M_MIPS)
# define ARCHITECTURE_ID "MIPS"
# elif defined(_M_SH)
# define ARCHITECTURE_ID "SHx"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__WATCOMC__)
# if defined(_M_I86)
# define ARCHITECTURE_ID "I86"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# if defined(__ICCARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__ICCRX__)
# define ARCHITECTURE_ID "RX"
# elif defined(__ICCRH850__)
# define ARCHITECTURE_ID "RH850"
# elif defined(__ICCRL78__)
# define ARCHITECTURE_ID "RL78"
# elif defined(__ICCRISCV__)
# define ARCHITECTURE_ID "RISCV"
# elif defined(__ICCAVR__)
# define ARCHITECTURE_ID "AVR"
# elif defined(__ICC430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__ICCV850__)
# define ARCHITECTURE_ID "V850"
# elif defined(__ICC8051__)
# define ARCHITECTURE_ID "8051"
# elif defined(__ICCSTM8__)
# define ARCHITECTURE_ID "STM8"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__ghs__)
# if defined(__PPC64__)
# define ARCHITECTURE_ID "PPC64"
# elif defined(__ppc__)
# define ARCHITECTURE_ID "PPC"
# elif defined(__ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__x86_64__)
# define ARCHITECTURE_ID "x64"
# elif defined(__i386__)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__TI_COMPILER_VERSION__)
# if defined(__TI_ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__MSP430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__TMS320C28XX__)
# define ARCHITECTURE_ID "TMS320C28x"
# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
# define ARCHITECTURE_ID "TMS320C6x"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#else
# define ARCHITECTURE_ID
#endif
/* Convert integer to decimal digit literals. */
#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
/* Convert integer to hex digit literals. */
#define HEX(n) \
('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
('0' + ((n) & 0xF))
/* Construct a string literal encoding the version number. */
#ifdef COMPILER_VERSION
char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
/* Construct a string literal encoding the version number components. */
#elif defined(COMPILER_VERSION_MAJOR)
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
# ifdef COMPILER_VERSION_PATCH
'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct a string literal encoding the internal version number. */
#ifdef COMPILER_VERSION_INTERNAL
char const info_version_internal[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
'i','n','t','e','r','n','a','l','[',
COMPILER_VERSION_INTERNAL,']','\0'};
#elif defined(COMPILER_VERSION_INTERNAL_STR)
char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
#endif
/* Construct a string literal encoding the version number components. */
#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
'.', SIMULATE_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#if !defined(__STDC__) && !defined(__clang__)
# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
# define C_VERSION "90"
# else
# define C_VERSION
# endif
#elif __STDC_VERSION__ > 201710L
# define C_VERSION "23"
#elif __STDC_VERSION__ >= 201710L
# define C_VERSION "17"
#elif __STDC_VERSION__ >= 201000L
# define C_VERSION "11"
#elif __STDC_VERSION__ >= 199901L
# define C_VERSION "99"
#else
# define C_VERSION "90"
#endif
const char* info_language_standard_default =
"INFO" ":" "standard_default[" C_VERSION "]";
const char* info_language_extensions_default = "INFO" ":" "extensions_default["
/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */
#if (defined(__clang__) || defined(__GNUC__) || \
defined(__TI_COMPILER_VERSION__)) && \
!defined(__STRICT_ANSI__) && !defined(_MSC_VER)
"ON"
#else
"OFF"
#endif
"]";
/*--------------------------------------------------------------------------*/
#ifdef ID_VOID_MAIN
void main() {}
#else
# if defined(__CLASSIC_C__)
int main(argc, argv) int argc; char *argv[];
# else
int main(int argc, char* argv[])
# endif
{
int require = 0;
require += info_compiler[argc];
require += info_platform[argc];
require += info_arch[argc];
#ifdef COMPILER_VERSION_MAJOR
require += info_version[argc];
#endif
#ifdef COMPILER_VERSION_INTERNAL
require += info_version_internal[argc];
#endif
#ifdef SIMULATE_ID
require += info_simulate[argc];
#endif
#ifdef SIMULATE_VERSION_MAJOR
require += info_simulate_version[argc];
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
require += info_cray[argc];
#endif
require += info_language_standard_default[argc];
require += info_language_extensions_default[argc];
(void)argv;
return require;
}
#endif

View File

@@ -0,0 +1,791 @@
/* This source file must have a .cpp extension so that all C++ compilers
recognize the extension without flags. Borland does not know .cxx for
example. */
#ifndef __cplusplus
# error "A C compiler has been selected for C++."
#endif
#if !defined(__has_include)
/* If the compiler does not have __has_include, pretend the answer is
always no. */
# define __has_include(x) 0
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__COMO__)
# define COMPILER_ID "Comeau"
/* __COMO_VERSION__ = VRR */
# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
#elif defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# if defined(__GNUC__)
# define SIMULATE_ID "GNU"
# endif
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
except that a few beta releases use the old format with V=2021. */
# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
# endif
# else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
/* The third version component from --version is an update index,
but no macro is provided for it. */
# define COMPILER_VERSION_PATCH DEC(0)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
# endif
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
# elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
# define COMPILER_ID "IntelLLVM"
#if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
#endif
#if defined(__GNUC__)
# define SIMULATE_ID "GNU"
#endif
/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
* later. Look for 6 digit vs. 8 digit version number to decide encoding.
* VVVV is no smaller than the current year when a version is released.
*/
#if __INTEL_LLVM_COMPILER < 1000000L
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
#else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
#endif
#if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
#endif
#if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
#elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
#endif
#if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
#endif
#if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
#endif
#elif defined(__PATHCC__)
# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
# endif
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
# define COMPILER_ID "Borland"
/* __BORLANDC__ = 0xVRR */
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
# define COMPILER_ID "Watcom"
/* __WATCOMC__ = VVRR */
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_CC)
# define COMPILER_ID "SunPro"
# if __SUNPRO_CC >= 0x5100
/* __SUNPRO_CC = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# else
/* __SUNPRO_CC = 0xVRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# endif
#elif defined(__HP_aCC)
# define COMPILER_ID "HP"
/* __HP_aCC = VVRRPP */
# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
#elif defined(__DECCXX)
# define COMPILER_ID "Compaq"
/* __DECCXX_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
# define COMPILER_ID "zOS"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__ibmxl__) && defined(__clang__)
# define COMPILER_ID "XLClang"
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
# define COMPILER_ID "XL"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
# define COMPILER_ID "VisualAge"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__NVCOMPILER)
# define COMPILER_ID "NVHPC"
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
# if defined(__NVCOMPILER_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
# endif
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__CLANG_FUJITSU)
# define COMPILER_ID "FujitsuClang"
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
#elif defined(__FUJITSU)
# define COMPILER_ID "Fujitsu"
# if defined(__FCC_version__)
# define COMPILER_VERSION __FCC_version__
# elif defined(__FCC_major__)
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# endif
# if defined(__fcc_version)
# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
# elif defined(__FCC_VERSION)
# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
# endif
#elif defined(__ghs__)
# define COMPILER_ID "GHS"
/* __GHS_VERSION_NUMBER = VVVVRP */
# ifdef __GHS_VERSION_NUMBER
# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
# endif
#elif defined(__SCO_VERSION__)
# define COMPILER_ID "SCO"
#elif defined(__ARMCC_VERSION) && !defined(__clang__)
# define COMPILER_ID "ARMCC"
#if __ARMCC_VERSION >= 1000000
/* __ARMCC_VERSION = VRRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#else
/* __ARMCC_VERSION = VRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#endif
#elif defined(__clang__) && defined(__apple_build_version__)
# define COMPILER_ID "AppleClang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION)
# define COMPILER_ID "ARMClang"
# define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000)
# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
#elif defined(__clang__)
# define COMPILER_ID "Clang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
#elif defined(__GNUC__) || defined(__GNUG__)
# define COMPILER_ID "GNU"
# if defined(__GNUC__)
# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
# else
# define COMPILER_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif defined(_MSC_VER)
# define COMPILER_ID "MSVC"
/* _MSC_VER = VVRR */
# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
# if defined(_MSC_FULL_VER)
# if _MSC_VER >= 1400
/* _MSC_FULL_VER = VVRRPPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
# else
/* _MSC_FULL_VER = VVRRPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
# endif
# endif
# if defined(_MSC_BUILD)
# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
# endif
#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__)
# define COMPILER_ID "ADSP"
#if defined(__VISUALDSPVERSION__)
/* __VISUALDSPVERSION__ = 0xVVRRPP00 */
# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24)
# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
#endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# define COMPILER_ID "IAR"
# if defined(__VER__) && defined(__ICCARM__)
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
# endif
/* These compilers are either not known or too old to define an
identification macro. Try to identify the platform and guess that
it is the native compiler. */
#elif defined(__hpux) || defined(__hpua)
# define COMPILER_ID "HP"
#else /* unknown compiler */
# define COMPILER_ID ""
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
#ifdef SIMULATE_ID
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
#endif
#ifdef __QNXNTO__
char const* qnxnto = "INFO" ":" "qnxnto[]";
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
#endif
#define STRINGIFY_HELPER(X) #X
#define STRINGIFY(X) STRINGIFY_HELPER(X)
/* Identify known platforms by name. */
#if defined(__linux) || defined(__linux__) || defined(linux)
# define PLATFORM_ID "Linux"
#elif defined(__MSYS__)
# define PLATFORM_ID "MSYS"
#elif defined(__CYGWIN__)
# define PLATFORM_ID "Cygwin"
#elif defined(__MINGW32__)
# define PLATFORM_ID "MinGW"
#elif defined(__APPLE__)
# define PLATFORM_ID "Darwin"
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
# define PLATFORM_ID "Windows"
#elif defined(__FreeBSD__) || defined(__FreeBSD)
# define PLATFORM_ID "FreeBSD"
#elif defined(__NetBSD__) || defined(__NetBSD)
# define PLATFORM_ID "NetBSD"
#elif defined(__OpenBSD__) || defined(__OPENBSD)
# define PLATFORM_ID "OpenBSD"
#elif defined(__sun) || defined(sun)
# define PLATFORM_ID "SunOS"
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
# define PLATFORM_ID "AIX"
#elif defined(__hpux) || defined(__hpux__)
# define PLATFORM_ID "HP-UX"
#elif defined(__HAIKU__)
# define PLATFORM_ID "Haiku"
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
# define PLATFORM_ID "Tru64"
#elif defined(__riscos) || defined(__riscos__)
# define PLATFORM_ID "RISCos"
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
# define PLATFORM_ID "BSDOS"
#elif defined(_MPRAS) || defined(MPRAS)
# define PLATFORM_ID "MP-RAS"
#elif defined(__osf) || defined(__osf__)
# define PLATFORM_ID "OSF1"
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
# elif defined(__VXWORKS__)
# define PLATFORM_ID "VxWorks"
# else /* unknown platform */
# define PLATFORM_ID
# endif
#elif defined(__INTEGRITY)
# if defined(INT_178B)
# define PLATFORM_ID "Integrity178"
# else /* regular Integrity */
# define PLATFORM_ID "Integrity"
# endif
#else /* unknown platform */
# define PLATFORM_ID
#endif
/* For windows compilers MSVC and Intel we can determine
the architecture of the compiler being used. This is because
the compilers do not have flags that can change the architecture,
but rather depend on which compiler is being used
*/
#if defined(_WIN32) && defined(_MSC_VER)
# if defined(_M_IA64)
# define ARCHITECTURE_ID "IA64"
# elif defined(_M_ARM64EC)
# define ARCHITECTURE_ID "ARM64EC"
# elif defined(_M_X64) || defined(_M_AMD64)
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-HC:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp
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# Values used to calculate the hash in this folder name.
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if(NOT TARGET game-activity::game-activity)
add_library(game-activity::game-activity STATIC IMPORTED)
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using UnityEngine;
public class WindController : MonoBehaviour
{
[Header("settings větru")]
[Tooltip("Maximální síla větru (kladná i záporná)")]
public float maxWindTorque = 8f;
[Tooltip("Jak rychle se větr mění směrem/sílou")]
public float windChangeSpeed = 0.6f;
[Tooltip("Jak často se objeví silnější vichřice (v sekundách)")]
public float gustInterval = 4f;
[Tooltip("Multiplier pro sílu vichřice")]
public float gustMultiplier = 2.0f;
public float CurrentWindTorque { get; private set; }
private float targetTorque;
private float gustTimer;
void Start()
{
PickNewTargetTorque();
gustTimer = gustInterval;
}
void Update()
{
// Smoothly move wind toward target torque
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
// Occasional gusts
gustTimer -= Time.deltaTime;
if (gustTimer <= 0f)
{
// Apply a short gust by shifting target torque more aggressively
float gust = Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier);
gustTimer = gustInterval;
Invoke(nameof(PickNewTargetTorque), 0.8f); // gust lasts ~0.8s
}
}
private void PickNewTargetTorque()
{
targetTorque = Random.Range(-maxWindTorque, maxWindTorque);
}
}

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# GYROSCOPE TILT GAME - COMPLETE SETUP GUIDE
> **Unity 6 (6000.x) Specific Guide**
> This guide uses Unity 6's new **Build Profiles** system (replaces old Build Settings).
> If you're on Unity 2022 or older, some menu names will be different.
## 📋 TABLE OF CONTENTS
1. [Overview](#overview)
2. [Unity Scene Setup](#unity-scene-setup)
3. [Build Profiles](#build-profiles-unity-6)
4. [Testing on Device](#testing-on-device)
5. [How to Play](#how-to-play)
6. [Customization](#customization)
7. [Troubleshooting](#troubleshooting)
---
## 📖 OVERVIEW
### What This Game Does:
- Detects when you tilt your phone around the Z-axis (portrait to landscape)
- Counts successful tilts (crossing -45° or +45°)
- Tracks time spent holding tilt position
- Hybrid scoring: Complete 10 tilts AND hold for 15 seconds total
### Scripts Included:
1. **GyroTiltController.cs** - Handles all gyroscope input, calibration, and tilt detection
2. **TiltGameManagerAutoStart.cs** - Game logic with auto-start (no UI needed)
### What You'll See:
- Debug text overlay showing angles, score, and objectives
- Optional 3D cube that rotates with your phone
- Game auto-starts after 2 seconds
- Game auto-restarts after completion
---
## 🎮 UNITY SCENE SETUP
### STEP 1: Create GameManager
1. **Create Empty GameObject:**
- Right-click in **Hierarchy****Create Empty**
- Name it: `GameManager`
- Position: `(0, 0, 0)`
2. **Add GyroTiltController Script:**
- Select `GameManager` in Hierarchy
- In Inspector, click **Add Component**
- Type: `GyroTiltController`
- Press Enter
3. **Configure GyroTiltController:**
```
✓ Enable Gyro On Start: CHECKED
Smoothing: 0.5
Left Tilt Threshold: -45
Right Tilt Threshold: 45
Deadzone Angle: 10
Visual Target: (leave empty for now - we'll add in Step 2)
Visual Rotation Multiplier: 1
```
4. **Add TiltGameManagerAutoStart Script:**
- With `GameManager` still selected
- Click **Add Component**
- Type: `TiltGameManagerAutoStart`
- Press Enter
5. **Configure TiltGameManagerAutoStart:**
```
Gyro Controller: [Drag "GameManager" from Hierarchy here]
Game Duration: 30
Target Tilt Count: 10
Target Hold Time: 15
Points Per Tilt: 10
Points Per Second Hold: 5
Completion Bonus: 100
Auto Start Delay: 2
```
**IMPORTANT:** You MUST drag the `GameManager` GameObject into the "Gyro Controller" field!
---
### STEP 2: Create Visual Indicator (Optional but Recommended)
This creates a 3D object that rotates when you tilt your phone.
1. **Create 3D Cube:**
- Right-click Hierarchy → **3D Object** → **Cube**
- Name it: `TiltIndicator`
2. **Position It:**
- Select `TiltIndicator`
- In Inspector, set Transform:
```
Position: X=0, Y=0, Z=5 (in front of camera)
Rotation: X=0, Y=0, Z=0
Scale: X=0.5, Y=2, Z=0.1 (makes it arrow-like)
```
3. **Optional - Add Color:**
- In Project window: Right-click → **Create** → **Material**
- Name: `TiltMaterial`
- Select it, set Albedo color to bright cyan or any color you like
- Drag `TiltMaterial` onto `TiltIndicator` in Scene view
4. **Connect to GyroTiltController:**
- Select `GameManager` in Hierarchy
- Find the **GyroTiltController** component in Inspector
- Drag `TiltIndicator` from Hierarchy into the **Visual Target** field
- Now the cube will rotate with your phone!
---
### STEP 3: Verify Camera Exists
- You should already have **Main Camera** in your scene
- If not: GameObject → Camera
- Default position is fine: `(0, 1, -10)`
---
### STEP 4: Save Your Scene
1. **File** → **Save As**
2. Name: `TiltGame`
3. Save location: `Assets/Scenes/TiltGame.unity`
---
### ✅ FINAL HIERARCHY CHECK
Your Hierarchy should look like this:
```
Scene: TiltGame
├── Main Camera
├── Directional Light (default)
├── GameManager
│ ├── GyroTiltController (script component)
│ └── TiltGameManagerAutoStart (script component)
└── TiltIndicator (Cube)
```
That's it! Only 3-4 GameObjects needed.
---
## 📱 BUILD PROFILES (Unity 6)
Unity 6 uses **Build Profiles** instead of the old Build Settings window.
### STEP 1: Open Build Profiles Window
1. **File** → **Build Profiles**
2. The Build Profiles window opens (replaces old Build Settings)
---
### STEP 2: Create Android Build Profile
1. In Build Profiles window, click **Create Build Profile** (or the **+** button)
2. Select **Android** from the list
3. The Android build profile is created and activated automatically
**For iOS (if targeting iPhone):**
1. Click **+** button in Build Profiles window
2. Select **iOS**
3. You'll need a Mac and Xcode for the actual build
---
### STEP 3: Add Scene to Build Profile
1. In Build Profiles window, make sure your **Android** profile is selected (highlighted)
2. Look for the **Scenes in Build** section
3. Click **Add Open Scenes** button (or drag scene from Project window)
4. You should see `Scenes/TiltGame` in the list with a checkmark
---
### STEP 4: Configure Player Settings
1. In Build Profiles window, with Android profile selected, find the **Player Settings** section
2. Or go to: **Edit** → **Project Settings** → **Player** → **Android tab** (Android icon)
3. Configure these settings:
```
Company Name: YourName
Product Name: TiltGame
Version: 1.0
Resolution and Presentation:
Default Orientation: Portrait
(or Auto Rotation if you want flexibility)
Allowed Orientations for Auto Rotation:
✓ Portrait
✓ Landscape Left
✓ Landscape Right
Other Settings (scroll down):
Minimum API Level: Android 7.0 'Nougat' (API Level 24) or higher
Target API Level: Automatic (highest installed)
Scripting Backend: IL2CPP (recommended) or Mono
ARM64: ✓ (required for Google Play)
```
---
### STEP 5: Build to Device
**Option A: Build And Run (Recommended)**
1. **Enable USB Debugging on your Android phone:**
- Settings → About Phone → Tap "Build Number" 7 times
- Settings → Developer Options → Enable "USB Debugging"
2. **Connect phone via USB cable**
3. **In Unity:**
- Make sure Android build profile is **active** (selected in Build Profiles window)
- Click **Build and Run** button in Build Profiles window
- Choose save location for APK (e.g., `Builds/TiltGame.apk`)
- Click Save
- Wait for build (2-10 minutes first time)
- App automatically installs and launches on phone!
**Option B: Build APK Only**
1. In Build Profiles window, click **Build** button
2. Choose save location (e.g., `Builds/TiltGame.apk`)
3. Click Save and wait for build to complete
4. Transfer APK to phone (Google Drive, email, USB, etc.)
5. Install manually on phone
**Option C: Quick Build (Unity 6 Feature)**
1. Use keyboard shortcut: **Ctrl+B** (Windows) or **Cmd+B** (Mac)
2. Builds to the last used location automatically
3. Super fast for testing iterations!
---
### Unity 6 Build Profiles - What's New?
Unity 6's Build Profiles are better than old Build Settings:
✅ **Multiple profiles:** Create Android, iOS, and PC builds without switching platforms constantly
✅ **Faster switching:** No more waiting 5 minutes to switch platforms
✅ **Per-profile settings:** Different scenes/settings for each platform
✅ **Keyboard shortcuts:** Ctrl+B for quick builds
**Example workflow:**
1. Create Android profile (for phone testing)
2. Create Standalone profile (for PC testing)
3. Switch between them instantly - no re-importing!
---
## 🎮 HOW TO PLAY
### When You Launch the App:
#### **First 2 Seconds:**
```
Debug text shows:
"Game starting soon..."
"Hold device and press CALIBRATE if needed"
Raw Z: 12.3° ← Your current tilt angle (raw sensor data)
Smoothed Z: 11.8° ← Filtered angle (smoother, less jittery)
State: Neutral ← Current tilt state
```
**What to do:** Hold your phone in a comfortable position (portrait, landscape, whatever you prefer)
---
#### **Game Starts (After 2 Seconds):**
```
GAME ACTIVE
Time: 30.0s ← Countdown timer
Score: 0 ← Your current score
Tilts: 0/10 ← Tilt count / target
Hold: 0.0s/15s ← Hold time / target
```
**Objective:** Complete BOTH goals before time runs out:
- ✅ Cross tilt threshold 10 times (left or right)
- ✅ Hold tilted position for 15 seconds total (cumulative)
---
#### **How to Score Points:**
1. **Tilt Scoring (+10 points each):**
- Tilt phone LEFT past -45° → triggers "TILT LEFT"
- Tilt phone RIGHT past +45° → triggers "TILT RIGHT"
- Each crossing = 1 tilt counted
- Console shows: `>>> TILT #1! +10 points`
2. **Hold Time Scoring (+5 points per second):**
- Stay tilted past threshold (left OR right)
- Timer accumulates while holding
- Points added continuously: `+5, +10, +15...`
3. **Completion Bonus (+100 points):**
- Complete BOTH objectives before 30 seconds
- Automatically awards 100 bonus points
- Shows: `★★★ ALL OBJECTIVES COMPLETED! ★★★`
---
#### **Visual Feedback:**
- **Tilt Angle Number:** Updates in real-time as you tilt
- **State Indicator:** Shows "Neutral", "TiltLeft", or "TiltRight"
- **Cube Rotation:** The TiltIndicator cube rotates matching your phone tilt
- **Score Counter:** Updates continuously
- **Green Text:** Objectives turn green when completed
---
#### **Game Over:**
```
GAME OVER
Final Score: 245
Restarting in 5s...
```
Game automatically restarts after 5 seconds!
---
### Controls Summary:
| Action | What Happens |
|--------|--------------|
| Tilt left (past -45°) | +1 tilt, +10 points, state = TiltLeft |
| Tilt right (past +45°) | +1 tilt, +10 points, state = TiltRight |
| Hold tilt position | Hold time increases, +5 pts/second |
| Return to neutral | State = Neutral, hold time stops |
| Complete objectives | Game ends, +100 bonus |
| Time reaches 0s | Game ends, no bonus |
---
## ⚙️ CUSTOMIZATION
### Make Game Easier/Harder:
Open Unity, select `GameManager`, modify these values:
**Easier:**
```
TiltGameManagerAutoStart:
Game Duration: 45 (more time)
Target Tilt Count: 5 (fewer tilts needed)
Target Hold Time: 10 (less hold time needed)
GyroTiltController:
Left Tilt Threshold: -30 (easier to trigger)
Right Tilt Threshold: 30
```
**Harder:**
```
TiltGameManagerAutoStart:
Game Duration: 20 (less time)
Target Tilt Count: 15 (more tilts needed)
Target Hold Time: 20 (more hold time needed)
GyroTiltController:
Left Tilt Threshold: -60 (harder to trigger)
Right Tilt Threshold: 60
```
---
### Adjust Smoothing:
**Jittery/Jumpy rotation?**
```
GyroTiltController:
Smoothing: 0.7-0.9 (more smoothing, less jitter)
```
**Laggy/Slow response?**
```
GyroTiltController:
Smoothing: 0.1-0.3 (less smoothing, faster response)
```
---
### Change Scoring:
```
TiltGameManagerAutoStart:
Points Per Tilt: 20 (instead of 10)
Points Per Second Hold: 10 (instead of 5)
Completion Bonus: 500 (instead of 100)
```
---
### Adjust Auto-Start Delay:
```
TiltGameManagerAutoStart:
Auto Start Delay: 5 (wait 5 seconds instead of 2)
```
Set to `0` to start immediately!
---
### Change Game Duration:
```
TiltGameManagerAutoStart:
Game Duration: 60 (1 minute game)
```
---
## 🔧 TROUBLESHOOTING
### Problem: "Gyroscope not supported"
**Cause:** Device doesn't have gyroscope sensor (rare on modern phones)
**Fix:**
- Test on a different phone
- Verify gyro exists: Install "Sensor Kinetics" app from Play Store
- Most phones from 2015+ have gyroscope
---
### Problem: Tilt detection feels backwards
**Cause:** Different phone orientation than expected
**Fix Option 1 - Recalibrate:**
- Hold phone in your preferred "neutral" position
- (Future version will have calibrate button)
**Fix Option 2 - Swap thresholds in code:**
```
Left Tilt Threshold: 45
Right Tilt Threshold: -45
```
---
### Problem: Cube doesn't rotate
**Cause:** Visual Target not assigned
**Fix:**
1. Select `GameManager`
2. Find `GyroTiltController` component
3. Drag `TiltIndicator` into "Visual Target" field
4. If field is grayed out, make sure TiltIndicator exists in Hierarchy
---
### Problem: No tilts detected when I tilt phone
**Cause 1:** Threshold too high
```
Solution: Lower thresholds to -30 / +30
```
**Cause 2:** Wrong axis
```
Solution: Check you're tilting around Z-axis (portrait ↔ landscape)
Not tilting forward/backward (that's X-axis)
```
**Cause 3:** Inside deadzone
```
Solution: Lower deadzone from 10 to 5
```
---
### Problem: Game doesn't start
**Cause:** Gyro Controller reference missing
**Fix:**
1. Select `GameManager`
2. Find `TiltGameManagerAutoStart` component
3. Make sure "Gyro Controller" field has `GameManager` assigned
4. If it says "None", drag `GameManager` from Hierarchy into that field
---
### Problem: Compilation errors in Unity
**Cause:** TiltUI.cs or TiltGameManager.cs are active (they need TextMeshPro)
**Fix:**
These files should be disabled (renamed to `.DISABLED` extension).
Only these scripts should exist:
- ✅ GyroTiltController.cs
- ✅ TiltGameManagerAutoStart.cs
If you see TiltUI.cs, rename it to TiltUI.cs.DISABLED
---
### Problem: Gyro drifts over time
**Cause:** Gyroscope sensors have slight drift
**Fix:**
- Calibration helps reset the drift
- In current version, game auto-calibrates on start
- Future: Add manual calibrate button
---
### Problem: Can't install APK on phone
**Cause:** "Install from unknown sources" disabled
**Fix:**
1. Settings → Security
2. Enable "Unknown Sources" or "Install Unknown Apps"
3. Allow installation from your file manager app
---
### Problem: Screen auto-rotates during gameplay
**Cause:** Orientation set to Auto Rotation
**Fix:**
- Unity: Player Settings → Default Orientation → Portrait
- Or: Lock orientation in phone settings during gameplay
---
### Problem: Build fails / Unity crashes
**Solutions:**
1. Close Unity, delete `Library` folder, reopen project
2. Update Android SDK/NDK (Unity Hub → Installs → Add Modules)
3. Lower graphics quality: Edit → Project Settings → Quality → Set to "Low"
4. Check disk space (need ~5GB free)
5. **Unity 6 specific:** Make sure Build Profile is active (highlighted in Build Profiles window)
6. **Unity 6 specific:** Check that scene is in the Build Profile's "Scenes in Build" list
---
## 📊 UNDERSTANDING THE DEBUG TEXT
### Upper Section (Always Visible):
```
Raw Z: -23.4° ← Direct sensor reading (updates ~100 times/sec)
Smoothed Z: -21.8° ← Filtered value (what game uses for detection)
State: TiltLeft ← Current tilt state (Neutral/TiltLeft/TiltRight)
```
**What the angles mean:**
- `` = Neutral position (as calibrated)
- Negative (-45°) = Tilted LEFT (counterclockwise)
- Positive (+45°) = Tilted RIGHT (clockwise)
- Range: -180° to +180°
---
### Lower Section (During Gameplay):
```
GAME ACTIVE ← Game state indicator
Time: 18.3s ← Countdown (turns red below 10s)
Score: 145 ← Current score (yellow)
Tilts: 7/10 ← Progress (turns green when complete)
Hold: 9.2s/15s ← Progress (turns green when complete)
```
---
## 🎯 TIPS FOR BEST EXPERIENCE
1. **Calibrate at start:**
- Hold phone comfortably when game starts
- This becomes your "0 degrees" reference
2. **Smooth tilting:**
- Tilt smoothly, not jerky
- Cross the threshold clearly (go past -45° or +45°)
3. **Alternate left/right:**
- Tilt left, back to center, tilt right, repeat
- Gets tilts quickly while building hold time
4. **Hold at threshold:**
- After tilting past threshold, hold position
- Accumulates hold time while waiting to tilt back
5. **Watch the cube:**
- Visual indicator helps you see current tilt
- When cube is heavily tilted, you're in scoring zone
---
## 📝 GAME STRATEGY
### Beginner Strategy: "Slow and Steady"
- Tilt left → hold 2 seconds → center
- Tilt right → hold 2 seconds → center
- Repeat 10 times
- Time: ~25-30 seconds (good if you're methodical)
### Advanced Strategy: "Fast Tilts"
- Rapid tilts left-right-left-right (get to 10 tilts fast)
- Then hold at either threshold for remaining hold time
- Time: ~15-20 seconds (requires practice)
### Perfect Strategy: "Hybrid"
- Tilt left → hold 1.5s
- Tilt right → hold 1.5s
- Repeat 10 times (10 tilts × 1.5s × 2 = 30s hold time!)
- Completes both objectives simultaneously
---
## 📂 FILE STRUCTURE
```
Assets/
├── Scenes/
│ └── TiltGame.unity (Your game scene)
├── Scripts/
│ ├── GyroTiltController.cs (Gyro input handler)
│ └── TiltGameManagerAutoStart.cs (Game logic)
└── Materials/ (optional)
└── TiltMaterial.mat (Color for cube)
Builds/
└── TiltGame.apk (Android build output)
```
---
## 🚀 QUICK START CHECKLIST
Before building, verify:
- [ ] Scene saved as `TiltGame.unity`
- [ ] `GameManager` exists in Hierarchy
- [ ] `GameManager` has 2 scripts: GyroTiltController + TiltGameManagerAutoStart
- [ ] `TiltGameManagerAutoStart` → Gyro Controller field = `GameManager`
- [ ] `TiltIndicator` (cube) exists
- [ ] `TiltIndicator` assigned to GyroTiltController → Visual Target
- [ ] Scene added to Build Profile
- [ ] Android Build Profile created and active
- [ ] Player Settings configured (Orientation, API Level)
- [ ] Phone connected via USB (for Build And Run)
- [ ] USB Debugging enabled on phone
---
## 🎓 NEXT STEPS / ENHANCEMENTS
Want to improve the game? Here are ideas:
### Easy Additions:
- Add UI buttons (requires setting up TextMeshPro)
- Add sound effects on tilt
- Change cube to arrow 3D model
- Add particle effects on successful tilt
### Medium Additions:
- Add difficulty levels (Easy/Medium/Hard)
- Add high score tracking (PlayerPrefs)
- Add different game modes
- Add vibration feedback on tilt
### Advanced Additions:
- Online leaderboards
- Multiple levels with increasing difficulty
- Power-ups (2x points, slow time, etc.)
- Tutorial sequence for first-time players
- Settings menu (adjust thresholds, smoothing)
---
## 📞 NEED HELP?
If you encounter issues not covered in Troubleshooting:
1. Check Unity Console for error messages
2. Verify all steps were followed exactly
3. Try on a different Android device
4. Rebuild after cleaning (delete Library folder)
---
**Created for Unity 6 (6000.2.8f1)**
**Works on Android 7.0+ and iOS 11+**
**Last Updated: 2025-11-15**
---
## 🎉 YOU'RE READY!
Follow the steps above and you'll have a fully working gyroscope tilt game.
**Estimated Setup Time:** 10-15 minutes
**Estimated Build Time:** 5-10 minutes (first build)
Have fun tilting! 📱🎮