mirror of
https://github.com/holub/mame
synced 2025-04-18 14:33:19 +03:00
Fixed merge of remote-tracking branch 'refs/remotes/mamedev/master'
- unwanted case-sensitive renaming
This commit is contained in:
parent
6795ffe793
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72f834349a
16
3rdparty/sdl2/BUGS.txt
vendored
16
3rdparty/sdl2/BUGS.txt
vendored
@ -1,16 +0,0 @@
|
||||
|
||||
Bugs are now managed in the SDL bug tracker, here:
|
||||
|
||||
http://bugzilla.libsdl.org/
|
||||
|
||||
You may report bugs there, and search to see if a given issue has already
|
||||
been reported, discussed, and maybe even fixed.
|
||||
|
||||
|
||||
You may also find help on the SDL mailing list. Subscription information:
|
||||
|
||||
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
|
||||
|
||||
Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
|
||||
bugs discussed on the mailing list may be forgotten or missed.
|
||||
|
20
3rdparty/sdl2/COPYING.txt
vendored
20
3rdparty/sdl2/COPYING.txt
vendored
@ -1,20 +0,0 @@
|
||||
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2016 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.
|
||||
|
13
3rdparty/sdl2/README-SDL.txt
vendored
13
3rdparty/sdl2/README-SDL.txt
vendored
@ -1,13 +0,0 @@
|
||||
|
||||
Please distribute this file with the SDL runtime environment:
|
||||
|
||||
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
|
||||
designed to make it easy to write multi-media software, such as games and
|
||||
emulators.
|
||||
|
||||
The Simple DirectMedia Layer library source code is available from:
|
||||
http://www.libsdl.org/
|
||||
|
||||
This library is distributed under the terms of the zlib license:
|
||||
http://www.zlib.net/zlib_license.html
|
||||
|
21
3rdparty/sdl2/README.txt
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21
3rdparty/sdl2/README.txt
vendored
@ -1,21 +0,0 @@
|
||||
|
||||
Simple DirectMedia Layer
|
||||
|
||||
(SDL)
|
||||
|
||||
Version 2.0
|
||||
|
||||
---
|
||||
http://www.libsdl.org/
|
||||
|
||||
Simple DirectMedia Layer is a cross-platform development library designed
|
||||
to provide low level access to audio, keyboard, mouse, joystick, and graphics
|
||||
hardware via OpenGL and Direct3D. It is used by video playback software,
|
||||
emulators, and popular games including Valve's award winning catalog
|
||||
and many Humble Bundle games.
|
||||
|
||||
More extensive documentation is available in the docs directory, starting
|
||||
with README.md
|
||||
|
||||
Enjoy!
|
||||
Sam Lantinga (slouken@libsdl.org)
|
199
3rdparty/sdl2/WhatsNew.txt
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199
3rdparty/sdl2/WhatsNew.txt
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@ -1,199 +0,0 @@
|
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|
||||
This is a list of major changes in SDL's version history.
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.4:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
|
||||
* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
|
||||
* Added an API to queue audio instead of using the audio callback:
|
||||
SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
|
||||
* Added events for audio device hot plug support:
|
||||
SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
|
||||
* Added SDL_PointInRect()
|
||||
* Added SDL_HasAVX2() to detect CPUs with AVX2 support
|
||||
* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
|
||||
* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
|
||||
* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
|
||||
* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
|
||||
* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
|
||||
* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
|
||||
* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
|
||||
* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
|
||||
* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
|
||||
* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
|
||||
* Added a Vivante video driver that is used on various SoC platforms
|
||||
* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
|
||||
* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
|
||||
* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
|
||||
* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
|
||||
* Improved support for WAV and BMP files with unusual chunks in them
|
||||
* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
|
||||
* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
|
||||
* Added SDL_GetDisplayDPI() to get the DPI information for a display
|
||||
* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
|
||||
* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
|
||||
* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
|
||||
|
||||
Windows:
|
||||
* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
|
||||
* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
|
||||
* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
|
||||
* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
|
||||
* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
|
||||
* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
|
||||
* SDL_SysWMinfo now contains the window HDC
|
||||
* Added support for Unicode command line options
|
||||
* Prevent beeping when Alt-key combos are pressed
|
||||
* SDL_SetTextInputRect() re-positions the OS-rendered IME
|
||||
* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
|
||||
* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
|
||||
|
||||
Mac OS X:
|
||||
* Implemented drag-and-drop support
|
||||
* Improved joystick hot-plug detection
|
||||
* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
|
||||
* Fixed relative mouse mode when the application loses/regains focus
|
||||
* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
|
||||
* Fixed the refresh rate of display modes
|
||||
* SDL_SysWMInfo is now ARC-compatible
|
||||
* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
|
||||
|
||||
Linux:
|
||||
* Enabled building with Mir and Wayland support by default.
|
||||
* Added IBus IME support
|
||||
* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
|
||||
* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
|
||||
* Added support for multiple audio devices when using Pulseaudio
|
||||
* Fixed duplicate mouse events when using relative mouse motion
|
||||
|
||||
iOS:
|
||||
* Added support for iOS 8
|
||||
* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
|
||||
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
|
||||
* Added native resolution support for the iPhone 6 Plus
|
||||
* Added support for MFi game controllers
|
||||
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
|
||||
* Added sRGB OpenGL ES context support on iOS 7+
|
||||
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
|
||||
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
|
||||
* Fixed various rotation and orientation issues
|
||||
* Fixed memory leaks
|
||||
|
||||
Android:
|
||||
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
|
||||
* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
|
||||
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
|
||||
* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
|
||||
|
||||
Raspberry Pi:
|
||||
* Added support for the Raspberry Pi 2
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.3:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Mac OS X:
|
||||
* Fixed creating an OpenGL context by default on Mac OS X 10.6
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.2:
|
||||
---------------------------------------------------------------------------
|
||||
General:
|
||||
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
|
||||
* Added an API to load a database of game controller mappings from a file:
|
||||
SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
|
||||
* Added game controller mappings for the PS4 and OUYA controllers
|
||||
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
|
||||
* Added SDL_DetachThread()
|
||||
* Added SDL_HasAVX() to determine if the CPU has AVX features
|
||||
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
|
||||
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
|
||||
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
|
||||
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
|
||||
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
|
||||
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
|
||||
* testgl2 does not need to link with libGL anymore
|
||||
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
|
||||
* Added controllermap test program to visually map a game controller
|
||||
|
||||
Windows:
|
||||
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
|
||||
the driver or emulated through ANGLE)
|
||||
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
|
||||
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
|
||||
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
|
||||
|
||||
Mac OS X:
|
||||
* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
|
||||
|
||||
Linux:
|
||||
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
|
||||
* Added experimental Wayland and Mir support, disabled by default
|
||||
|
||||
Android:
|
||||
* Joystick support (minimum SDK version required to build SDL is now 12,
|
||||
the required runtime version remains at 10, but on such devices joystick
|
||||
support won't be available).
|
||||
* Hotplugging support for joysticks
|
||||
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
|
||||
|
||||
|
||||
---------------------------------------------------------------------------
|
||||
2.0.1:
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
General:
|
||||
* Added an API to get common filesystem paths in SDL_filesystem.h:
|
||||
SDL_GetBasePath(), SDL_GetPrefPath()
|
||||
* Added an API to do optimized YV12 and IYUV texture updates:
|
||||
SDL_UpdateYUVTexture()
|
||||
* Added an API to get the amount of RAM on the system:
|
||||
SDL_GetSystemRAM()
|
||||
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
|
||||
SDL_TICKS_PASSED()
|
||||
* Dramatically improved OpenGL ES 2.0 rendering performance
|
||||
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
|
||||
|
||||
Windows:
|
||||
* Created a static library configuration for the Visual Studio 2010 project
|
||||
* Added a hint to create the Direct3D device with support for multi-threading:
|
||||
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
|
||||
* Added a function to get the D3D9 adapter index for a display:
|
||||
SDL_Direct3D9GetAdapterIndex()
|
||||
* Added a function to get the D3D9 device for a D3D9 renderer:
|
||||
SDL_RenderGetD3D9Device()
|
||||
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
|
||||
* Fixed crash when using two XInput controllers at the same time
|
||||
* Fixed detecting a mixture of XInput and DirectInput controllers
|
||||
* Fixed clearing a D3D render target larger than the window
|
||||
* Improved support for format specifiers in SDL_snprintf()
|
||||
|
||||
Mac OS X:
|
||||
* Added support for retina displays:
|
||||
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
|
||||
* Fixed mouse warping in fullscreen mode
|
||||
* Right mouse click is emulated by holding the Ctrl key while left clicking
|
||||
|
||||
Linux:
|
||||
* Fixed float audio support with the PulseAudio driver
|
||||
* Fixed missing line endpoints in the OpenGL renderer on some drivers
|
||||
* X11 symbols are no longer defined to avoid collisions when linking statically
|
||||
|
||||
iOS:
|
||||
* Fixed status bar visibility on iOS 7
|
||||
* Flipped the accelerometer Y axis to match expected values
|
||||
|
||||
Android:
|
||||
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
|
||||
* Moved EGL initialization to native code
|
||||
* Fixed the accelerometer axis rotation relative to the device rotation
|
||||
* Fixed race conditions when handling the EGL context on pause/resume
|
||||
* Touch devices are available for enumeration immediately after init
|
||||
|
||||
Raspberry Pi:
|
||||
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
|
464
3rdparty/sdl2/docs/README-android.md
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464
3rdparty/sdl2/docs/README-android.md
vendored
@ -1,464 +0,0 @@
|
||||
Android
|
||||
================================================================================
|
||||
|
||||
Requirements:
|
||||
|
||||
Android SDK (version 12 or later)
|
||||
http://developer.android.com/sdk/index.html
|
||||
|
||||
Android NDK r7 or later
|
||||
http://developer.android.com/tools/sdk/ndk/index.html
|
||||
|
||||
Minimum API level supported by SDL: 10 (Android 2.3.3)
|
||||
Joystick support is available for API level >=12 devices.
|
||||
|
||||
================================================================================
|
||||
How the port works
|
||||
================================================================================
|
||||
|
||||
- Android applications are Java-based, optionally with parts written in C
|
||||
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
|
||||
the SDL library
|
||||
- This means that your application C code must be placed inside an Android
|
||||
Java project, along with some C support code that communicates with Java
|
||||
- This eventually produces a standard Android .apk package
|
||||
|
||||
The Android Java code implements an "Activity" and can be found in:
|
||||
android-project/src/org/libsdl/app/SDLActivity.java
|
||||
|
||||
The Java code loads your game code, the SDL shared library, and
|
||||
dispatches to native functions implemented in the SDL library:
|
||||
src/core/android/SDL_android.c
|
||||
|
||||
Your project must include some glue code that starts your main() routine:
|
||||
src/main/android/SDL_android_main.c
|
||||
|
||||
|
||||
================================================================================
|
||||
Building an app
|
||||
================================================================================
|
||||
|
||||
For simple projects you can use the script located at build-scripts/androidbuild.sh
|
||||
|
||||
There's two ways of using it:
|
||||
|
||||
androidbuild.sh com.yourcompany.yourapp < sources.list
|
||||
androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
|
||||
|
||||
sources.list should be a text file with a source file name in each line
|
||||
Filenames should be specified relative to the current directory, for example if
|
||||
you are in the build-scripts directory and want to create the testgles.c test, you'll
|
||||
run:
|
||||
|
||||
./androidbuild.sh org.libsdl.testgles ../test/testgles.c
|
||||
|
||||
One limitation of this script is that all sources provided will be aggregated into
|
||||
a single directory, thus all your source files should have a unique name.
|
||||
|
||||
Once the project is complete the script will tell you where the debug APK is located.
|
||||
If you want to create a signed release APK, you can use the project created by this
|
||||
utility to generate it.
|
||||
|
||||
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
|
||||
done in the build directory for the app!
|
||||
|
||||
|
||||
For more complex projects, follow these instructions:
|
||||
|
||||
1. Copy the android-project directory wherever you want to keep your projects
|
||||
and rename it to the name of your project.
|
||||
2. Move or symlink this SDL directory into the <project>/jni directory
|
||||
3. Edit <project>/jni/src/Android.mk to include your source files
|
||||
4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
|
||||
|
||||
If you want to use the Eclipse IDE, skip to the Eclipse section below.
|
||||
|
||||
5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
|
||||
|
||||
sdk.dir=PATH_TO_ANDROID_SDK
|
||||
|
||||
6. Run 'ant debug' in android/project. This compiles the .java and eventually
|
||||
creates a .apk with the native code embedded
|
||||
7. 'ant debug install' will push the apk to the device or emulator (if connected)
|
||||
|
||||
Here's an explanation of the files in the Android project, so you can customize them:
|
||||
|
||||
android-project/
|
||||
AndroidManifest.xml - package manifest. Among others, it contains the class name
|
||||
of the main Activity and the package name of the application.
|
||||
build.properties - empty
|
||||
build.xml - build description file, used by ant. The actual application name
|
||||
is specified here.
|
||||
default.properties - holds the target ABI for the application, android-10 and up
|
||||
project.properties - holds the target ABI for the application, android-10 and up
|
||||
local.properties - holds the SDK path, you should change this to the path to your SDK
|
||||
jni/ - directory holding native code
|
||||
jni/Android.mk - Android makefile that can call recursively the Android.mk files
|
||||
in all subdirectories
|
||||
jni/SDL/ - (symlink to) directory holding the SDL library files
|
||||
jni/SDL/Android.mk - Android makefile for creating the SDL shared library
|
||||
jni/src/ - directory holding your C/C++ source
|
||||
jni/src/Android.mk - Android makefile that you should customize to include your
|
||||
source code and any library references
|
||||
res/ - directory holding resources for your application
|
||||
res/drawable-* - directories holding icons for different phone hardware. Could be
|
||||
one dir called "drawable".
|
||||
res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
|
||||
We don't need it because we use the SDL video output.
|
||||
res/values/strings.xml - strings used in your application, including the application name
|
||||
shown on the phone.
|
||||
src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
|
||||
to SDL. Be very careful changing this, as the SDL library relies
|
||||
on this implementation.
|
||||
|
||||
|
||||
================================================================================
|
||||
Build an app with static linking of libSDL
|
||||
================================================================================
|
||||
|
||||
This build uses the Android NDK module system.
|
||||
|
||||
Instructions:
|
||||
1. Copy the android-project directory wherever you want to keep your projects
|
||||
and rename it to the name of your project.
|
||||
2. Rename <project>/jni/src/Android_static.mk to <project>/jni/src/Android.mk
|
||||
(overwrite the existing one)
|
||||
3. Edit <project>/jni/src/Android.mk to include your source files
|
||||
4. create and export an environment variable named NDK_MODULE_PATH that points
|
||||
to the parent directory of this SDL directory. e.g.:
|
||||
|
||||
export NDK_MODULE_PATH="$PWD"/..
|
||||
|
||||
5. Edit <project>/src/org/libsdl/app/SDLActivity.java and remove the call to
|
||||
System.loadLibrary("SDL2").
|
||||
6. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
|
||||
|
||||
|
||||
================================================================================
|
||||
Customizing your application name
|
||||
================================================================================
|
||||
|
||||
To customize your application name, edit AndroidManifest.xml and replace
|
||||
"org.libsdl.app" with an identifier for your product package.
|
||||
|
||||
Then create a Java class extending SDLActivity and place it in a directory
|
||||
under src matching your package, e.g.
|
||||
|
||||
src/com/gamemaker/game/MyGame.java
|
||||
|
||||
Here's an example of a minimal class file:
|
||||
|
||||
--- MyGame.java --------------------------
|
||||
package com.gamemaker.game;
|
||||
|
||||
import org.libsdl.app.SDLActivity;
|
||||
|
||||
/**
|
||||
* A sample wrapper class that just calls SDLActivity
|
||||
*/
|
||||
|
||||
public class MyGame extends SDLActivity { }
|
||||
|
||||
------------------------------------------
|
||||
|
||||
Then replace "SDLActivity" in AndroidManifest.xml with the name of your
|
||||
class, .e.g. "MyGame"
|
||||
|
||||
================================================================================
|
||||
Customizing your application icon
|
||||
================================================================================
|
||||
|
||||
Conceptually changing your icon is just replacing the "ic_launcher.png" files in
|
||||
the drawable directories under the res directory. There are four directories for
|
||||
different screen sizes. These can be replaced with one dir called "drawable",
|
||||
containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
|
||||
|
||||
You may need to change the name of your icon in AndroidManifest.xml to match
|
||||
this icon filename.
|
||||
|
||||
================================================================================
|
||||
Loading assets
|
||||
================================================================================
|
||||
|
||||
Any files you put in the "assets" directory of your android-project directory
|
||||
will get bundled into the application package and you can load them using the
|
||||
standard functions in SDL_rwops.h.
|
||||
|
||||
There are also a few Android specific functions that allow you to get other
|
||||
useful paths for saving and loading data:
|
||||
* SDL_AndroidGetInternalStoragePath()
|
||||
* SDL_AndroidGetExternalStorageState()
|
||||
* SDL_AndroidGetExternalStoragePath()
|
||||
|
||||
See SDL_system.h for more details on these functions.
|
||||
|
||||
The asset packaging system will, by default, compress certain file extensions.
|
||||
SDL includes two asset file access mechanisms, the preferred one is the so
|
||||
called "File Descriptor" method, which is faster and doesn't involve the Dalvik
|
||||
GC, but given this method does not work on compressed assets, there is also the
|
||||
"Input Stream" method, which is automatically used as a fall back by SDL. You
|
||||
may want to keep this fact in mind when building your APK, specially when large
|
||||
files are involved.
|
||||
For more information on which extensions get compressed by default and how to
|
||||
disable this behaviour, see for example:
|
||||
|
||||
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
|
||||
|
||||
================================================================================
|
||||
Pause / Resume behaviour
|
||||
================================================================================
|
||||
|
||||
If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
|
||||
the event loop will block itself when the app is paused (ie, when the user
|
||||
returns to the main Android dashboard). Blocking is better in terms of battery
|
||||
use, and it allows your app to spring back to life instantaneously after resume
|
||||
(versus polling for a resume message).
|
||||
|
||||
Upon resume, SDL will attempt to restore the GL context automatically.
|
||||
In modern devices (Android 3.0 and up) this will most likely succeed and your
|
||||
app can continue to operate as it was.
|
||||
|
||||
However, there's a chance (on older hardware, or on systems under heavy load),
|
||||
where the GL context can not be restored. In that case you have to listen for
|
||||
a specific message, (which is not yet implemented!) and restore your textures
|
||||
manually or quit the app (which is actually the kind of behaviour you'll see
|
||||
under iOS, if the OS can not restore your GL context it will just kill your app)
|
||||
|
||||
================================================================================
|
||||
Threads and the Java VM
|
||||
================================================================================
|
||||
|
||||
For a quick tour on how Linux native threads interoperate with the Java VM, take
|
||||
a look here: http://developer.android.com/guide/practices/jni.html
|
||||
|
||||
If you want to use threads in your SDL app, it's strongly recommended that you
|
||||
do so by creating them using SDL functions. This way, the required attach/detach
|
||||
handling is managed by SDL automagically. If you have threads created by other
|
||||
means and they make calls to SDL functions, make sure that you call
|
||||
Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
|
||||
your thread automatically anyway (when you make an SDL call), but it'll never
|
||||
detach it.
|
||||
|
||||
================================================================================
|
||||
Using STL
|
||||
================================================================================
|
||||
|
||||
You can use STL in your project by creating an Application.mk file in the jni
|
||||
folder and adding the following line:
|
||||
|
||||
APP_STL := stlport_static
|
||||
|
||||
For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
|
||||
|
||||
================================================================================
|
||||
Additional documentation
|
||||
================================================================================
|
||||
|
||||
The documentation in the NDK docs directory is very helpful in understanding the
|
||||
build process and how to work with native code on the Android platform.
|
||||
|
||||
The best place to start is with docs/OVERVIEW.TXT
|
||||
|
||||
|
||||
================================================================================
|
||||
Using Eclipse
|
||||
================================================================================
|
||||
|
||||
First make sure that you've installed Eclipse and the Android extensions as described here:
|
||||
http://developer.android.com/tools/sdk/eclipse-adt.html
|
||||
|
||||
Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
|
||||
* File -> New -> Other
|
||||
* Select the Android -> Android Project wizard and click Next
|
||||
* Enter the name you'd like your project to have
|
||||
* Select "Create project from existing source" and browse for your project directory
|
||||
* Make sure the Build Target is set to Android 3.1 (API 12)
|
||||
* Click Finish
|
||||
|
||||
|
||||
================================================================================
|
||||
Using the emulator
|
||||
================================================================================
|
||||
|
||||
There are some good tips and tricks for getting the most out of the
|
||||
emulator here: http://developer.android.com/tools/devices/emulator.html
|
||||
|
||||
Especially useful is the info on setting up OpenGL ES 2.0 emulation.
|
||||
|
||||
Notice that this software emulator is incredibly slow and needs a lot of disk space.
|
||||
Using a real device works better.
|
||||
|
||||
================================================================================
|
||||
Troubleshooting
|
||||
================================================================================
|
||||
|
||||
You can create and run an emulator from the Eclipse IDE:
|
||||
* Window -> Android SDK and AVD Manager
|
||||
|
||||
You can see if adb can see any devices with the following command:
|
||||
|
||||
adb devices
|
||||
|
||||
You can see the output of log messages on the default device with:
|
||||
|
||||
adb logcat
|
||||
|
||||
You can push files to the device with:
|
||||
|
||||
adb push local_file remote_path_and_file
|
||||
|
||||
You can push files to the SD Card at /sdcard, for example:
|
||||
|
||||
adb push moose.dat /sdcard/moose.dat
|
||||
|
||||
You can see the files on the SD card with a shell command:
|
||||
|
||||
adb shell ls /sdcard/
|
||||
|
||||
You can start a command shell on the default device with:
|
||||
|
||||
adb shell
|
||||
|
||||
You can remove the library files of your project (and not the SDL lib files) with:
|
||||
|
||||
ndk-build clean
|
||||
|
||||
You can do a build with the following command:
|
||||
|
||||
ndk-build
|
||||
|
||||
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
|
||||
|
||||
ndk-build V=1
|
||||
|
||||
If your application crashes in native code, you can use addr2line to convert the
|
||||
addresses in the stack trace to lines in your code.
|
||||
|
||||
For example, if your crash looks like this:
|
||||
|
||||
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
|
||||
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
|
||||
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
|
||||
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
|
||||
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
|
||||
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
|
||||
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
|
||||
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
|
||||
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
|
||||
|
||||
You can see that there's a crash in the C library being called from the main code.
|
||||
I run addr2line with the debug version of my code:
|
||||
|
||||
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
|
||||
|
||||
and then paste in the number after "pc" in the call stack, from the line that I care about:
|
||||
000014bc
|
||||
|
||||
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
|
||||
|
||||
You can add logging to your code to help show what's happening:
|
||||
|
||||
#include <android/log.h>
|
||||
|
||||
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
|
||||
|
||||
If you need to build without optimization turned on, you can create a file called
|
||||
"Application.mk" in the jni directory, with the following line in it:
|
||||
|
||||
APP_OPTIM := debug
|
||||
|
||||
|
||||
================================================================================
|
||||
Memory debugging
|
||||
================================================================================
|
||||
|
||||
The best (and slowest) way to debug memory issues on Android is valgrind.
|
||||
Valgrind has support for Android out of the box, just grab code using:
|
||||
|
||||
svn co svn://svn.valgrind.org/valgrind/trunk valgrind
|
||||
|
||||
... and follow the instructions in the file README.android to build it.
|
||||
|
||||
One thing I needed to do on Mac OS X was change the path to the toolchain,
|
||||
and add ranlib to the environment variables:
|
||||
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
|
||||
|
||||
Once valgrind is built, you can create a wrapper script to launch your
|
||||
application with it, changing org.libsdl.app to your package identifier:
|
||||
|
||||
--- start_valgrind_app -------------------
|
||||
#!/system/bin/sh
|
||||
export TMPDIR=/data/data/org.libsdl.app
|
||||
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
|
||||
------------------------------------------
|
||||
|
||||
Then push it to the device:
|
||||
|
||||
adb push start_valgrind_app /data/local
|
||||
|
||||
and make it executable:
|
||||
|
||||
adb shell chmod 755 /data/local/start_valgrind_app
|
||||
|
||||
and tell Android to use the script to launch your application:
|
||||
|
||||
adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
|
||||
|
||||
If the setprop command says "could not set property", it's likely that
|
||||
your package name is too long and you should make it shorter by changing
|
||||
AndroidManifest.xml and the path to your class file in android-project/src
|
||||
|
||||
You can then launch your application normally and waaaaaaaiiittt for it.
|
||||
You can monitor the startup process with the logcat command above, and
|
||||
when it's done (or even while it's running) you can grab the valgrind
|
||||
output file:
|
||||
|
||||
adb pull /sdcard/valgrind.log
|
||||
|
||||
When you're done instrumenting with valgrind, you can disable the wrapper:
|
||||
|
||||
adb shell setprop wrap.org.libsdl.app ""
|
||||
|
||||
================================================================================
|
||||
Why is API level 10 the minimum required?
|
||||
================================================================================
|
||||
|
||||
API level 10 is the minimum required level at runtime (that is, on the device)
|
||||
because SDL requires some functionality for running not
|
||||
available on older devices. Since the incorporation of joystick support into SDL,
|
||||
the minimum SDK required to *build* SDL is version 12. Devices running API levels
|
||||
10-11 are still supported, only with the joystick functionality disabled.
|
||||
|
||||
Support for native OpenGL ES and ES2 applications was introduced in the NDK for
|
||||
API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
|
||||
has since then been obsoleted, with the recommendation to developers to bump the
|
||||
required API level to 10.
|
||||
As of this writing, according to http://developer.android.com/about/dashboards/index.html
|
||||
about 90% of the Android devices accessing Google Play support API level 10 or
|
||||
higher (March 2013).
|
||||
|
||||
================================================================================
|
||||
A note regarding the use of the "dirty rectangles" rendering technique
|
||||
================================================================================
|
||||
|
||||
If your app uses a variation of the "dirty rectangles" rendering technique,
|
||||
where you only update a portion of the screen on each frame, you may notice a
|
||||
variety of visual glitches on Android, that are not present on other platforms.
|
||||
This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
|
||||
contexts, in particular the use of the eglSwapBuffers function. As stated in the
|
||||
documentation for the function "The contents of ancillary buffers are always
|
||||
undefined after calling eglSwapBuffers".
|
||||
Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
|
||||
is not possible for SDL as it requires EGL 1.4, available only on the API level
|
||||
17+, so the only workaround available on this platform is to redraw the entire
|
||||
screen each frame.
|
||||
|
||||
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
|
||||
|
||||
================================================================================
|
||||
Known issues
|
||||
================================================================================
|
||||
|
||||
- The number of buttons reported for each joystick is hardcoded to be 36, which
|
||||
is the current maximum number of buttons Android can report.
|
||||
|
32
3rdparty/sdl2/docs/README-cmake.md
vendored
32
3rdparty/sdl2/docs/README-cmake.md
vendored
@ -1,32 +0,0 @@
|
||||
CMake
|
||||
================================================================================
|
||||
(www.cmake.org)
|
||||
|
||||
SDL's build system was traditionally based on autotools. Over time, this
|
||||
approach has suffered from several issues across the different supported
|
||||
platforms.
|
||||
To solve these problems, a new build system based on CMake is under development.
|
||||
It works in parallel to the legacy system, so users can experiment with it
|
||||
without complication.
|
||||
While still experimental, the build system should be usable on the following
|
||||
platforms:
|
||||
|
||||
* FreeBSD
|
||||
* Linux
|
||||
* VS.NET 2010
|
||||
* MinGW and Msys
|
||||
* OS X with support for XCode
|
||||
|
||||
|
||||
================================================================================
|
||||
Usage
|
||||
================================================================================
|
||||
|
||||
Assuming the source for SDL is located at ~/sdl
|
||||
|
||||
cd ~
|
||||
mkdir build
|
||||
cd build
|
||||
cmake ../sdl
|
||||
|
||||
This will build the static and dynamic versions of SDL in the ~/build directory.
|
107
3rdparty/sdl2/docs/README-directfb.md
vendored
107
3rdparty/sdl2/docs/README-directfb.md
vendored
@ -1,107 +0,0 @@
|
||||
DirectFB
|
||||
========
|
||||
|
||||
Supports:
|
||||
|
||||
- Hardware YUV overlays
|
||||
- OpenGL - software only
|
||||
- 2D/3D accelerations (depends on directfb driver)
|
||||
- multiple displays
|
||||
- windows
|
||||
|
||||
What you need:
|
||||
|
||||
* DirectFB 1.0.1, 1.2.x, 1.3.0
|
||||
* Kernel-Framebuffer support: required: vesafb, radeonfb ....
|
||||
* Mesa 7.0.x - optional for OpenGL
|
||||
|
||||
/etc/directfbrc
|
||||
|
||||
This file should contain the following lines to make
|
||||
your joystick work and avoid crashes:
|
||||
------------------------
|
||||
disable-module=joystick
|
||||
disable-module=cle266
|
||||
disable-module=cyber5k
|
||||
no-linux-input-grab
|
||||
------------------------
|
||||
|
||||
To disable to use x11 backend when DISPLAY variable is found use
|
||||
|
||||
export SDL_DIRECTFB_X11_CHECK=0
|
||||
|
||||
To disable the use of linux input devices, i.e. multimice/multikeyboard support,
|
||||
use
|
||||
|
||||
export SDL_DIRECTFB_LINUX_INPUT=0
|
||||
|
||||
To use hardware accelerated YUV-overlays for YUV-textures, use:
|
||||
|
||||
export SDL_DIRECTFB_YUV_DIRECT=1
|
||||
|
||||
This is disabled by default. It will only support one
|
||||
YUV texture, namely the first. Every other YUV texture will be
|
||||
rendered in software.
|
||||
|
||||
In addition, you may use (directfb-1.2.x)
|
||||
|
||||
export SDL_DIRECTFB_YUV_UNDERLAY=1
|
||||
|
||||
to make the YUV texture an underlay. This will make the cursor to
|
||||
be shown.
|
||||
|
||||
Simple Window Manager
|
||||
=====================
|
||||
|
||||
The driver has support for a very, very basic window manager you may
|
||||
want to use when running with "wm=default". Use
|
||||
|
||||
export SDL_DIRECTFB_WM=1
|
||||
|
||||
to enable basic window borders. In order to have the window title rendered,
|
||||
you need to have the following font installed:
|
||||
|
||||
/usr/share/fonts/truetype/freefont/FreeSans.ttf
|
||||
|
||||
OpenGL Support
|
||||
==============
|
||||
|
||||
The following instructions will give you *software* OpenGL. However this
|
||||
works at least on all directfb supported platforms.
|
||||
|
||||
As of this writing 20100802 you need to pull Mesa from git and do the following:
|
||||
|
||||
------------------------
|
||||
git clone git://anongit.freedesktop.org/git/mesa/mesa
|
||||
cd mesa
|
||||
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
|
||||
------------------------
|
||||
|
||||
Edit configs/linux-directfb so that the Directories-section looks like
|
||||
------------------------
|
||||
# Directories
|
||||
SRC_DIRS = mesa glu
|
||||
GLU_DIRS = sgi
|
||||
DRIVER_DIRS = directfb
|
||||
PROGRAM_DIRS =
|
||||
------------------------
|
||||
|
||||
make linux-directfb
|
||||
make
|
||||
|
||||
echo Installing - please enter sudo pw.
|
||||
|
||||
sudo make install INSTALL_DIR=/usr/local/dfb_GL
|
||||
cd src/mesa/drivers/directfb
|
||||
make
|
||||
sudo make install INSTALL_DIR=/usr/local/dfb_GL
|
||||
------------------------
|
||||
|
||||
To run the SDL - testprograms:
|
||||
|
||||
export SDL_VIDEODRIVER=directfb
|
||||
export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
|
||||
export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
|
||||
|
||||
./testgl
|
||||
|
130
3rdparty/sdl2/docs/README-dynapi.md
vendored
130
3rdparty/sdl2/docs/README-dynapi.md
vendored
@ -1,130 +0,0 @@
|
||||
Dynamic API
|
||||
================================================================================
|
||||
Originally posted by Ryan at:
|
||||
https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
|
||||
|
||||
Background:
|
||||
|
||||
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
|
||||
but developers are shipping their own SDL2 with individual Steam games.
|
||||
These games might stop getting updates, but a newer SDL2 might be needed later.
|
||||
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
|
||||
ever needed, and these fixes won't make it to a game shipping its own SDL.
|
||||
- Even if we replace the SDL2 in those games with a compatible one, that is to
|
||||
say, edit a developer's Steam depot (yuck!), there are developers that are
|
||||
statically linking SDL2 that we can't do this for. We can't even force the
|
||||
dynamic loader to ignore their SDL2 in this case, of course.
|
||||
- If you don't ship an SDL2 with the game in some form, people that disabled the
|
||||
Steam Runtime, or just tried to run the game from the command line instead of
|
||||
Steam might find themselves unable to run the game, due to a missing dependency.
|
||||
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
|
||||
generic Linux boxes that may or may not have SDL2 installed, you have to ship
|
||||
the library or risk a total failure to launch. So now, you might have to have
|
||||
a non-Steam build plus a Steam build (that is, one with and one without SDL2
|
||||
included), which is inconvenient if you could have had one universal build
|
||||
that works everywhere.
|
||||
- We like the zlib license, but the biggest complaint from the open source
|
||||
community about the license change is the static linking. The LGPL forced this
|
||||
as a legal, not technical issue, but zlib doesn't care. Even those that aren't
|
||||
concerned about the GNU freedoms found themselves solving the same problems:
|
||||
swapping in a newer SDL to an older game often times can save the day.
|
||||
Static linking stops this dead.
|
||||
|
||||
So here's what we did:
|
||||
|
||||
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
|
||||
now looks like:
|
||||
|
||||
UInt32 SDL_Init(Uint32 flags)
|
||||
{
|
||||
return jump_table.SDL_Init(flags);
|
||||
}
|
||||
|
||||
Except that is all done with a bunch of macro magic so we don't have to maintain
|
||||
every one of these.
|
||||
|
||||
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
|
||||
SDL_Init() that you've been calling all this time. But at startup, it looks more
|
||||
like this:
|
||||
|
||||
Uint32 SDL_Init_DEFAULT(Uint32 flags)
|
||||
{
|
||||
SDL_InitDynamicAPI();
|
||||
return jump_table.SDL_Init(flags);
|
||||
}
|
||||
|
||||
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
|
||||
pointers, which means that this _DEFAULT function never gets called again.
|
||||
First call to any SDL function sets the whole thing up.
|
||||
|
||||
So you might be asking, what was the value in that? Isn't this what the operating
|
||||
system's dynamic loader was supposed to do for us? Yes, but now we've got this
|
||||
level of indirection, we can do things like this:
|
||||
|
||||
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
|
||||
./MyGameThatIsStaticallyLinkedToSDL2
|
||||
|
||||
And now, this game that is staticallly linked to SDL, can still be overridden
|
||||
with a newer, or better, SDL. The statically linked one will only be used as
|
||||
far as calling into the jump table in this case. But in cases where no override
|
||||
is desired, the statically linked version will provide its own jump table,
|
||||
and everyone is happy.
|
||||
|
||||
So now:
|
||||
- Developers can statically link SDL, and users can still replace it.
|
||||
(We'd still rather you ship a shared library, though!)
|
||||
- Developers can ship an SDL with their game, Valve can override it for, say,
|
||||
new features on SteamOS, or distros can override it for their own needs,
|
||||
but it'll also just work in the default case.
|
||||
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
|
||||
and it'll do the right thing.
|
||||
- End users (and Valve) can update a game's SDL in almost any case,
|
||||
to keep abandoned games running on newer platforms.
|
||||
- Everyone develops with SDL exactly as they have been doing all along.
|
||||
Same headers, same ABI. Just get the latest version to enable this magic.
|
||||
|
||||
|
||||
A little more about SDL_InitDynamicAPI():
|
||||
|
||||
Internally, InitAPI does some locking to make sure everything waits until a
|
||||
single thread initializes everything (although even SDL_CreateThread() goes
|
||||
through here before spinning a thread, too), and then decides if it should use
|
||||
an external SDL library. If not, it sets up the jump table using the current
|
||||
SDL's function pointers (which might be statically linked into a program, or in
|
||||
a shared library of its own). If so, it loads that library and looks for and
|
||||
calls a single function:
|
||||
|
||||
SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
|
||||
|
||||
That function takes a version number (more on that in a moment), the address of
|
||||
the jump table, and the size, in bytes, of the table.
|
||||
Now, we've got policy here: this table's layout never changes; new stuff gets
|
||||
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
|
||||
the needed functions if tablesize <= sizeof its own jump table. If tablesize is
|
||||
bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
|
||||
if it's smaller, we know we can provide the entire API that the caller needs.
|
||||
|
||||
The version variable is a failsafe switch.
|
||||
Right now it's always 1. This number changes when there are major API changes
|
||||
(so we know if the tablesize might be smaller, or entries in it have changed).
|
||||
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
|
||||
inconceivable to have a small dispatch library that only supplies this one
|
||||
function and loads different, otherwise-incompatible SDL libraries and has the
|
||||
right one initialize the jump table based on the version. For something that
|
||||
must generically catch lots of different versions of SDL over time, like the
|
||||
Steam Client, this isn't a bad option.
|
||||
|
||||
Finally, I'm sure some people are reading this and thinking,
|
||||
"I don't want that overhead in my project!"
|
||||
To which I would point out that the extra function call through the jump table
|
||||
probably wouldn't even show up in a profile, but lucky you: this can all be
|
||||
disabled. You can build SDL without this if you absolutely must, but we would
|
||||
encourage you not to do that. However, on heavily locked down platforms like
|
||||
iOS, or maybe when debugging, it makes sense to disable it. The way this is
|
||||
designed in SDL, you just have to change one #define, and the entire system
|
||||
vaporizes out, and SDL functions exactly like it always did. Most of it is
|
||||
macro magic, so the system is contained to one C file and a few headers.
|
||||
However, this is on by default and you have to edit a header file to turn it
|
||||
off. Our hopes is that if we make it easy to disable, but not too easy,
|
||||
everyone will ultimately be able to get what they want, but we've gently
|
||||
nudged everyone towards what we think is the best solution.
|
37
3rdparty/sdl2/docs/README-emscripten.md
vendored
37
3rdparty/sdl2/docs/README-emscripten.md
vendored
@ -1,37 +0,0 @@
|
||||
Emscripten
|
||||
================================================================================
|
||||
|
||||
Build:
|
||||
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2"
|
||||
$ emmake make
|
||||
|
||||
Or with cmake:
|
||||
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emcmake cmake ..
|
||||
$ emmake make
|
||||
|
||||
To build one of the tests:
|
||||
|
||||
$ cd test/
|
||||
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
|
||||
|
||||
Uses GLES2 renderer or software
|
||||
|
||||
tests: https://dl.dropboxusercontent.com/u/17360362/SDL2-em/index.html
|
||||
|
||||
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
|
||||
|
||||
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure
|
||||
build as usual...
|
||||
|
||||
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
|
||||
build as usual...
|
71
3rdparty/sdl2/docs/README-gesture.md
vendored
71
3rdparty/sdl2/docs/README-gesture.md
vendored
@ -1,71 +0,0 @@
|
||||
Dollar Gestures
|
||||
===========================================================================
|
||||
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
|
||||
|
||||
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
|
||||
|
||||
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
|
||||
|
||||
Recording:
|
||||
----------
|
||||
To begin recording on a touch device call:
|
||||
SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
|
||||
|
||||
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
|
||||
A SDL_DOLLARRECORD event is a dgesture with the following fields:
|
||||
|
||||
* event.dgesture.touchId - the Id of the touch used to record the gesture.
|
||||
* event.dgesture.gestureId - the unique id of the recorded gesture.
|
||||
|
||||
|
||||
Performing:
|
||||
-----------
|
||||
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
|
||||
|
||||
* event.dgesture.touchId - the Id of the touch which performed the gesture.
|
||||
* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
|
||||
* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
|
||||
* event.dgesture.numFingers - the number of fingers used to draw the stroke.
|
||||
|
||||
Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
|
||||
|
||||
|
||||
|
||||
Saving:
|
||||
-------
|
||||
To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
|
||||
|
||||
To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
|
||||
|
||||
Both functions return the number of gestures successfully saved.
|
||||
|
||||
|
||||
Loading:
|
||||
--------
|
||||
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
|
||||
|
||||
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
|
||||
|
||||
|
||||
|
||||
===========================================================================
|
||||
Multi Gestures
|
||||
===========================================================================
|
||||
SDL provides simple support for pinch/rotate/swipe gestures.
|
||||
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
|
||||
|
||||
* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
|
||||
* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
|
||||
* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
|
||||
* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
|
||||
* event.mgesture.dDist - the amount that the fingers pinched during this motion.
|
||||
* event.mgesture.numFingers - the number of fingers used in the gesture.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Notes
|
||||
===========================================================================
|
||||
For a complete example see test/testgesture.c
|
||||
|
||||
Please direct questions/comments to:
|
||||
jim.tla+sdl_touch@gmail.com
|
25
3rdparty/sdl2/docs/README-hg.md
vendored
25
3rdparty/sdl2/docs/README-hg.md
vendored
@ -1,25 +0,0 @@
|
||||
Mercurial
|
||||
=========
|
||||
|
||||
The latest development version of SDL is available via Mercurial.
|
||||
Mercurial allows you to get up-to-the-minute fixes and enhancements;
|
||||
as a developer works on a source tree, you can use "hg" to mirror that
|
||||
source tree instead of waiting for an official release. Please look
|
||||
at the Mercurial website ( http://mercurial.selenic.com/ ) for more
|
||||
information on using hg, where you can also download software for
|
||||
Mac OS X, Windows, and Unix systems.
|
||||
|
||||
hg clone http://hg.libsdl.org/SDL
|
||||
|
||||
If you are building SDL with an IDE, you will need to copy the file
|
||||
include/SDL_config.h.default to include/SDL_config.h before building.
|
||||
|
||||
If you are building SDL via configure, you will need to run autogen.sh
|
||||
before running configure.
|
||||
|
||||
There is a web interface to the subversion repository at:
|
||||
http://hg.libsdl.org/SDL/
|
||||
|
||||
There is an RSS feed available at that URL, for those that want to
|
||||
track commits in real time.
|
||||
|
266
3rdparty/sdl2/docs/README-ios.md
vendored
266
3rdparty/sdl2/docs/README-ios.md
vendored
@ -1,266 +0,0 @@
|
||||
iOS
|
||||
======
|
||||
|
||||
==============================================================================
|
||||
Building the Simple DirectMedia Layer for iOS 5.1+
|
||||
==============================================================================
|
||||
|
||||
Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
|
||||
|
||||
Instructions:
|
||||
1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
|
||||
2. Select your desired target, and hit build.
|
||||
|
||||
There are three build targets:
|
||||
- libSDL.a:
|
||||
Build SDL as a statically linked library
|
||||
- testsdl:
|
||||
Build a test program (there are known test failures which are fine)
|
||||
- Template:
|
||||
Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
|
||||
|
||||
|
||||
==============================================================================
|
||||
Build SDL for iOS from the command line
|
||||
==============================================================================
|
||||
|
||||
1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
|
||||
2. ./iosbuild.sh
|
||||
|
||||
If everything goes fine, you should see a build/ios directory, inside there's
|
||||
two directories "lib" and "include".
|
||||
"include" contains a copy of the SDL headers that you'll need for your project,
|
||||
make sure to configure XCode to look for headers there.
|
||||
"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
|
||||
to your XCode project. These libraries contain three architectures in them,
|
||||
armv6 for legacy devices, armv7, and i386 (for the simulator).
|
||||
By default, iosbuild.sh will autodetect the SDK version you have installed using
|
||||
xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
|
||||
by setting the MIN_OS_VERSION variable, ie:
|
||||
|
||||
MIN_OS_VERSION=4.2 ./iosbuild.sh
|
||||
|
||||
==============================================================================
|
||||
Using the Simple DirectMedia Layer for iOS
|
||||
==============================================================================
|
||||
|
||||
FIXME: This needs to be updated for the latest methods
|
||||
|
||||
Here is the easiest method:
|
||||
1. Build the SDL library (libSDL2.a) and the iPhone SDL Application template.
|
||||
2. Install the iPhone SDL Application template by copying it to one of Xcode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/Xcode/Project Templates/" and placing it there.
|
||||
3. Start a new project using the template. The project should be immediately ready for use with SDL.
|
||||
|
||||
Here is a more manual method:
|
||||
1. Create a new iOS view based application.
|
||||
2. Build the SDL static library (libSDL2.a) for iOS and include them in your project. Xcode will ignore the library that is not currently of the correct architecture, hence your app will work both on iOS and in the iOS Simulator.
|
||||
3. Include the SDL header files in your project.
|
||||
4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iOS produces its user interface programmatically.
|
||||
5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell Xcode not to use the project prefix file, as it includes Objective-C code.
|
||||
|
||||
==============================================================================
|
||||
Notes -- Retina / High-DPI and window sizes
|
||||
==============================================================================
|
||||
|
||||
Window and display mode sizes in SDL are in "screen coordinates" (or "points",
|
||||
in Apple's terminology) rather than in pixels. On iOS this means that a window
|
||||
created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
|
||||
rather than a size in pixels of 750 x 1334. All iOS apps are expected to
|
||||
size their content based on screen coordinates / points rather than pixels,
|
||||
as this allows different iOS devices to have different pixel densities
|
||||
(Retina versus non-Retina screens, etc.) without apps caring too much.
|
||||
|
||||
By default SDL will not use the full pixel density of the screen on
|
||||
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
|
||||
creating your window to enable high-dpi support.
|
||||
|
||||
When high-dpi support is enabled, SDL_GetWindowSize and display mode sizes
|
||||
will still be in "screen coordinates" rather than pixels, but the window will
|
||||
have a much greater pixel density when the device supports it, and the
|
||||
SDL_GL_GetDrawableSize or SDL_GetRendererOutputSize functions (depending on
|
||||
whether raw OpenGL or the SDL_Render API is used) can be queried to determine
|
||||
the size in pixels of the drawable screen framebuffer.
|
||||
|
||||
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
|
||||
sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
|
||||
orthographic projection matrix using the size in screen coordinates
|
||||
(SDL_GetWindowSize) can be used in order to display content at the same scale
|
||||
no matter whether a Retina device is used or not.
|
||||
|
||||
==============================================================================
|
||||
Notes -- Application events
|
||||
==============================================================================
|
||||
|
||||
On iOS the application goes through a fixed life cycle and you will get
|
||||
notifications of state changes via application events. When these events
|
||||
are delivered you must handle them in an event callback because the OS may
|
||||
not give you any processing time after the events are delivered.
|
||||
|
||||
e.g.
|
||||
|
||||
int HandleAppEvents(void *userdata, SDL_Event *event)
|
||||
{
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_APP_TERMINATING:
|
||||
/* Terminate the app.
|
||||
Shut everything down before returning from this function.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_LOWMEMORY:
|
||||
/* You will get this when your app is paused and iOS wants more memory.
|
||||
Release as much memory as possible.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_WILLENTERBACKGROUND:
|
||||
/* Prepare your app to go into the background. Stop loops, etc.
|
||||
This gets called when the user hits the home button, or gets a call.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_DIDENTERBACKGROUND:
|
||||
/* This will get called if the user accepted whatever sent your app to the background.
|
||||
If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
|
||||
When you get this, you have 5 seconds to save all your state or the app will be terminated.
|
||||
Your app is NOT active at this point.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_WILLENTERFOREGROUND:
|
||||
/* This call happens when your app is coming back to the foreground.
|
||||
Restore all your state here.
|
||||
*/
|
||||
return 0;
|
||||
case SDL_APP_DIDENTERFOREGROUND:
|
||||
/* Restart your loops here.
|
||||
Your app is interactive and getting CPU again.
|
||||
*/
|
||||
return 0;
|
||||
default:
|
||||
/* No special processing, add it to the event queue */
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
SDL_SetEventFilter(HandleAppEvents, NULL);
|
||||
|
||||
... run your main loop
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
==============================================================================
|
||||
Notes -- Accelerometer as Joystick
|
||||
==============================================================================
|
||||
|
||||
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
|
||||
|
||||
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
|
||||
|
||||
==============================================================================
|
||||
Notes -- OpenGL ES
|
||||
==============================================================================
|
||||
|
||||
Your SDL application for iOS uses OpenGL ES for video by default.
|
||||
|
||||
OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
|
||||
|
||||
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
|
||||
|
||||
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
|
||||
|
||||
OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
|
||||
|
||||
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow is called.
|
||||
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow is called.
|
||||
- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
|
||||
|
||||
The above objects can be obtained via SDL_GetWindowWMInfo (in SDL_syswm.h).
|
||||
|
||||
==============================================================================
|
||||
Notes -- Keyboard
|
||||
==============================================================================
|
||||
|
||||
The SDL keyboard API has been extended to support on-screen keyboards:
|
||||
|
||||
void SDL_StartTextInput()
|
||||
-- enables text events and reveals the onscreen keyboard.
|
||||
|
||||
void SDL_StopTextInput()
|
||||
-- disables text events and hides the onscreen keyboard.
|
||||
|
||||
SDL_bool SDL_IsTextInputActive()
|
||||
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
|
||||
|
||||
|
||||
==============================================================================
|
||||
Notes -- Reading and Writing files
|
||||
==============================================================================
|
||||
|
||||
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
|
||||
|
||||
Once your application is installed its directory tree looks like:
|
||||
|
||||
MySDLApp Home/
|
||||
MySDLApp.app
|
||||
Documents/
|
||||
Library/
|
||||
Preferences/
|
||||
tmp/
|
||||
|
||||
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
|
||||
|
||||
More information on this subject is available here:
|
||||
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
|
||||
|
||||
==============================================================================
|
||||
Notes -- iPhone SDL limitations
|
||||
==============================================================================
|
||||
|
||||
Windows:
|
||||
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS).
|
||||
|
||||
Textures:
|
||||
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
|
||||
|
||||
Loading Shared Objects:
|
||||
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
|
||||
|
||||
==============================================================================
|
||||
Game Center
|
||||
==============================================================================
|
||||
|
||||
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
|
||||
|
||||
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
|
||||
|
||||
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
|
||||
|
||||
e.g.
|
||||
|
||||
extern "C"
|
||||
void ShowFrame(void*)
|
||||
{
|
||||
... do event handling, frame logic and rendering ...
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
... initialize game ...
|
||||
|
||||
#if __IPHONEOS__
|
||||
// Initialize the Game Center for scoring and matchmaking
|
||||
InitGameCenter();
|
||||
|
||||
// Set up the game to run in the window animation callback on iOS
|
||||
// so that Game Center and so forth works correctly.
|
||||
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
|
||||
#else
|
||||
while ( running ) {
|
||||
ShowFrame(0);
|
||||
DelayFrame();
|
||||
}
|
||||
#endif
|
||||
return 0;
|
||||
}
|
82
3rdparty/sdl2/docs/README-linux.md
vendored
82
3rdparty/sdl2/docs/README-linux.md
vendored
@ -1,82 +0,0 @@
|
||||
Linux
|
||||
================================================================================
|
||||
|
||||
By default SDL will only link against glibc, the rest of the features will be
|
||||
enabled dynamically at runtime depending on the available features on the target
|
||||
system. So, for example if you built SDL with Xinerama support and the target
|
||||
system does not have the Xinerama libraries installed, it will be disabled
|
||||
at runtime, and you won't get a missing library error, at least with the
|
||||
default configuration parameters.
|
||||
|
||||
|
||||
================================================================================
|
||||
Build Dependencies
|
||||
================================================================================
|
||||
|
||||
Ubuntu 13.04, all available features enabled:
|
||||
|
||||
sudo apt-get install build-essential mercurial make cmake autoconf automake \
|
||||
libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
|
||||
libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
|
||||
libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
|
||||
libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev
|
||||
|
||||
Ubuntu 14.04 can also add "libwayland-dev libmirclient-dev libxkbcommon-dev"
|
||||
to that command line for Wayland and Mir support.
|
||||
|
||||
NOTES:
|
||||
- This includes all the audio targets except arts, because Ubuntu pulled the
|
||||
artsc0-dev package, but in theory SDL still supports it.
|
||||
- DirectFB isn't included because the configure script (currently) fails to find
|
||||
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
|
||||
configure script to include DirectFB support. Send patches. :)
|
||||
|
||||
|
||||
================================================================================
|
||||
Joystick does not work
|
||||
================================================================================
|
||||
|
||||
If you compiled or are using a version of SDL with udev support (and you should!)
|
||||
there's a few issues that may cause SDL to fail to detect your joystick. To
|
||||
debug this, start by installing the evtest utility. On Ubuntu/Debian:
|
||||
|
||||
sudo apt-get install evtest
|
||||
|
||||
Then run:
|
||||
|
||||
sudo evtest
|
||||
|
||||
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
|
||||
Now run:
|
||||
|
||||
cat /dev/input/event/XX
|
||||
|
||||
If you get a permission error, you need to set a udev rule to change the mode of
|
||||
your device (see below)
|
||||
|
||||
Also, try:
|
||||
|
||||
sudo udevadm info --query=all --name=input/eventXX
|
||||
|
||||
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
|
||||
you need to set up an udev rule to force this variable.
|
||||
|
||||
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
|
||||
like:
|
||||
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
|
||||
You can set up similar rules for your device by changing the values listed in
|
||||
idProduct and idVendor. To obtain these values, try:
|
||||
|
||||
sudo udevadm info -a --name=input/eventXX | grep idVendor
|
||||
sudo udevadm info -a --name=input/eventXX | grep idProduct
|
||||
|
||||
If multiple values come up for each of these, the one you want is the first one of each.
|
||||
|
||||
On other systems which ship with an older udev (such as CentOS), you may need
|
||||
to set up a rule such as:
|
||||
|
||||
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
|
230
3rdparty/sdl2/docs/README-macosx.md
vendored
230
3rdparty/sdl2/docs/README-macosx.md
vendored
@ -1,230 +0,0 @@
|
||||
Mac OS X
|
||||
==============================================================================
|
||||
|
||||
These instructions are for people using Apple's Mac OS X (pronounced
|
||||
"ten").
|
||||
|
||||
From the developer's point of view, OS X is a sort of hybrid Mac and
|
||||
Unix system, and you have the option of using either traditional
|
||||
command line tools or Apple's IDE Xcode.
|
||||
|
||||
To build SDL using the command line, use the standard configure and make
|
||||
process:
|
||||
|
||||
./configure
|
||||
make
|
||||
sudo make install
|
||||
|
||||
You can also build SDL as a Universal library (a single binary for both
|
||||
32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
|
||||
the gcc-fat.sh script in build-scripts:
|
||||
|
||||
mkdir mybuild
|
||||
cd mybuild
|
||||
CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++fat.sh ../configure
|
||||
make
|
||||
sudo make install
|
||||
|
||||
This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
|
||||
ABI compatibility on x86_64 architectures. For best compatibility you
|
||||
should compile your application the same way.
|
||||
|
||||
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
|
||||
(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
|
||||
been officially dropped as of SDL 2.0.2.
|
||||
|
||||
To use the library once it's built, you essential have two possibilities:
|
||||
use the traditional autoconf/automake/make method, or use Xcode.
|
||||
|
||||
==============================================================================
|
||||
Caveats for using SDL with Mac OS X
|
||||
==============================================================================
|
||||
|
||||
Some things you have to be aware of when using SDL on Mac OS X:
|
||||
|
||||
- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
|
||||
SDL will not register its own. This means that SDL will not terminate using
|
||||
SDL_Quit if it receives a termination request, it will terminate like a
|
||||
normal app, and it will not send a SDL_DROPFILE when you request to open a
|
||||
file with the app. To solve these issues, put the following code in your
|
||||
NSApplicationDelegate implementation:
|
||||
|
||||
|
||||
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
|
||||
{
|
||||
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_QUIT;
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
return NSTerminateCancel;
|
||||
}
|
||||
|
||||
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
|
||||
{
|
||||
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
|
||||
SDL_Event event;
|
||||
event.type = SDL_DROPFILE;
|
||||
event.drop.file = SDL_strdup([filename UTF8String]);
|
||||
return (SDL_PushEvent(&event) > 0);
|
||||
}
|
||||
|
||||
return NO;
|
||||
}
|
||||
|
||||
==============================================================================
|
||||
Using the Simple DirectMedia Layer with a traditional Makefile
|
||||
==============================================================================
|
||||
|
||||
An existing autoconf/automake build system for your SDL app has good chances
|
||||
to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
|
||||
that you can distribute to users, you need to put the generated binary into a
|
||||
so called "bundle", which basically is a fancy folder with a name like
|
||||
"MyCoolGame.app".
|
||||
|
||||
To get this build automatically, add something like the following rule to
|
||||
your Makefile.am:
|
||||
|
||||
bundle_contents = APP_NAME.app/Contents
|
||||
APP_NAME_bundle: EXE_NAME
|
||||
mkdir -p $(bundle_contents)/MacOS
|
||||
mkdir -p $(bundle_contents)/Resources
|
||||
echo "APPL????" > $(bundle_contents)/PkgInfo
|
||||
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
|
||||
|
||||
You should replace EXE_NAME with the name of the executable. APP_NAME is what
|
||||
will be visible to the user in the Finder. Usually it will be the same
|
||||
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
|
||||
usually is "TestGame". You might also want to use @PACKAGE@ to use the package
|
||||
name as specified in your configure.in file.
|
||||
|
||||
If your project builds more than one application, you will have to do a bit
|
||||
more. For each of your target applications, you need a separate rule.
|
||||
|
||||
If you want the created bundles to be installed, you may want to add this
|
||||
rule to your Makefile.am:
|
||||
|
||||
install-exec-hook: APP_NAME_bundle
|
||||
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
|
||||
mkdir -p $(DESTDIR)$(prefix)/Applications/
|
||||
cp -r $< /$(DESTDIR)$(prefix)Applications/
|
||||
|
||||
This rule takes the Bundle created by the rule from step 3 and installs them
|
||||
into $(DESTDIR)$(prefix)/Applications/.
|
||||
|
||||
Again, if you want to install multiple applications, you will have to augment
|
||||
the make rule accordingly.
|
||||
|
||||
|
||||
But beware! That is only part of the story! With the above, you end up with
|
||||
a bare bone .app bundle, which is double clickable from the Finder. But
|
||||
there are some more things you should do before shipping your product...
|
||||
|
||||
1) The bundle right now probably is dynamically linked against SDL. That
|
||||
means that when you copy it to another computer, *it will not run*,
|
||||
unless you also install SDL on that other computer. A good solution
|
||||
for this dilemma is to static link against SDL. On OS X, you can
|
||||
achieve that by linking against the libraries listed by
|
||||
sdl-config --static-libs
|
||||
instead of those listed by
|
||||
sdl-config --libs
|
||||
Depending on how exactly SDL is integrated into your build systems, the
|
||||
way to achieve that varies, so I won't describe it here in detail
|
||||
2) Add an 'Info.plist' to your application. That is a special XML file which
|
||||
contains some meta-information about your application (like some copyright
|
||||
information, the version of your app, the name of an optional icon file,
|
||||
and other things). Part of that information is displayed by the Finder
|
||||
when you click on the .app, or if you look at the "Get Info" window.
|
||||
More information about Info.plist files can be found on Apple's homepage.
|
||||
|
||||
|
||||
As a final remark, let me add that I use some of the techniques (and some
|
||||
variations of them) in Exult and ScummVM; both are available in source on
|
||||
the net, so feel free to take a peek at them for inspiration!
|
||||
|
||||
|
||||
==============================================================================
|
||||
Using the Simple DirectMedia Layer with Xcode
|
||||
==============================================================================
|
||||
|
||||
These instructions are for using Apple's Xcode IDE to build SDL applications.
|
||||
|
||||
- First steps
|
||||
|
||||
The first thing to do is to unpack the Xcode.tar.gz archive in the
|
||||
top level SDL directory (where the Xcode.tar.gz archive resides).
|
||||
Because Stuffit Expander will unpack the archive into a subdirectory,
|
||||
you should unpack the archive manually from the command line:
|
||||
cd [path_to_SDL_source]
|
||||
tar zxf Xcode.tar.gz
|
||||
This will create a new folder called Xcode, which you can browse
|
||||
normally from the Finder.
|
||||
|
||||
- Building the Framework
|
||||
|
||||
The SDL Library is packaged as a framework bundle, an organized
|
||||
relocatable folder hierarchy of executable code, interface headers,
|
||||
and additional resources. For practical purposes, you can think of a
|
||||
framework as a more user and system-friendly shared library, whose library
|
||||
file behaves more or less like a standard UNIX shared library.
|
||||
|
||||
To build the framework, simply open the framework project and build it.
|
||||
By default, the framework bundle "SDL.framework" is installed in
|
||||
/Library/Frameworks. Therefore, the testers and project stationary expect
|
||||
it to be located there. However, it will function the same in any of the
|
||||
following locations:
|
||||
|
||||
~/Library/Frameworks
|
||||
/Local/Library/Frameworks
|
||||
/System/Library/Frameworks
|
||||
|
||||
- Build Options
|
||||
There are two "Build Styles" (See the "Targets" tab) for SDL.
|
||||
"Deployment" should be used if you aren't tweaking the SDL library.
|
||||
"Development" should be used to debug SDL apps or the library itself.
|
||||
|
||||
- Building the Testers
|
||||
Open the SDLTest project and build away!
|
||||
|
||||
- Using the Project Stationary
|
||||
Copy the stationary to the indicated folders to access it from
|
||||
the "New Project" and "Add target" menus. What could be easier?
|
||||
|
||||
- Setting up a new project by hand
|
||||
Some of you won't want to use the Stationary so I'll give some tips:
|
||||
* Create a new "Cocoa Application"
|
||||
* Add src/main/macosx/SDLMain.m , .h and .nib to your project
|
||||
* Remove "main.c" from your project
|
||||
* Remove "MainMenu.nib" from your project
|
||||
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
|
||||
* Add "$(HOME)/Library/Frameworks" to the frameworks search path
|
||||
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
|
||||
* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
|
||||
* Add your files
|
||||
* Clean and build
|
||||
|
||||
- Building from command line
|
||||
Use pbxbuild in the same directory as your .pbproj file
|
||||
|
||||
- Running your app
|
||||
You can send command line args to your app by either invoking it from
|
||||
the command line (in *.app/Contents/MacOS) or by entering them in the
|
||||
"Executables" panel of the target settings.
|
||||
|
||||
- Implementation Notes
|
||||
Some things that may be of interest about how it all works...
|
||||
* Working directory
|
||||
As defined in the SDL_main.m file, the working directory of your SDL app
|
||||
is by default set to its parent. You may wish to change this to better
|
||||
suit your needs.
|
||||
* You have a Cocoa App!
|
||||
Your SDL app is essentially a Cocoa application. When your app
|
||||
starts up and the libraries finish loading, a Cocoa procedure is called,
|
||||
which sets up the working directory and calls your main() method.
|
||||
You are free to modify your Cocoa app with generally no consequence
|
||||
to SDL. You cannot, however, easily change the SDL window itself.
|
||||
Functionality may be added in the future to help this.
|
||||
|
||||
|
||||
Known bugs are listed in the file "BUGS"
|
103
3rdparty/sdl2/docs/README-nacl.md
vendored
103
3rdparty/sdl2/docs/README-nacl.md
vendored
@ -1,103 +0,0 @@
|
||||
Native Client
|
||||
================================================================================
|
||||
|
||||
Requirements:
|
||||
|
||||
* Native Client SDK (https://developer.chrome.com/native-client),
|
||||
(tested with Pepper version 33 or higher).
|
||||
|
||||
The SDL backend for Chrome's Native Client has been tested only with the PNaCl
|
||||
toolchain, which generates binaries designed to run on ARM and x86_32/64
|
||||
platforms. This does not mean it won't work with the other toolchains!
|
||||
|
||||
================================================================================
|
||||
Building SDL for NaCl
|
||||
================================================================================
|
||||
|
||||
Set up the right environment variables (see naclbuild.sh), then configure SDL with:
|
||||
|
||||
configure --host=pnacl --prefix some/install/destination
|
||||
|
||||
Then "make".
|
||||
|
||||
As an example of how to create a deployable app a Makefile project is provided
|
||||
in test/nacl/Makefile, which includes some monkey patching of the common.mk file
|
||||
provided by NaCl, without which linking properly to SDL won't work (the search
|
||||
path can't be modified externally, so the linker won't find SDL's binaries unless
|
||||
you dump them into the SDK path, which is inconvenient).
|
||||
Also provided in test/nacl is the required support file, such as index.html,
|
||||
manifest.json, etc.
|
||||
SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
|
||||
This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
|
||||
hiding the asynchronous nature of the browser behind the scenes...which is not the
|
||||
same as making it disappear!
|
||||
|
||||
|
||||
================================================================================
|
||||
Running tests
|
||||
================================================================================
|
||||
|
||||
Due to the nature of NaCl programs, building and running SDL tests is not as
|
||||
straightforward as one would hope. The script naclbuild.sh in build-scripts
|
||||
automates the process and should serve as a guide for users of SDL trying to build
|
||||
their own applications.
|
||||
|
||||
Basic usage:
|
||||
|
||||
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
|
||||
|
||||
This will build testgles2.c by default.
|
||||
|
||||
If you want to build a different test, for example testrendercopyex.c:
|
||||
|
||||
SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
|
||||
|
||||
Once the build finishes, you have to serve the contents with a web server (the
|
||||
script will give you instructions on how to do that with Python).
|
||||
|
||||
================================================================================
|
||||
RWops and nacl_io
|
||||
================================================================================
|
||||
|
||||
SDL_RWops work transparently with nacl_io. Two functions control the mount points:
|
||||
|
||||
int mount(const char* source, const char* target,
|
||||
const char* filesystemtype,
|
||||
unsigned long mountflags, const void *data);
|
||||
int umount(const char *target);
|
||||
|
||||
For convenience, SDL will by default mount an httpfs tree at / before calling
|
||||
the app's main function. Such setting can be overridden by calling:
|
||||
|
||||
umount("/");
|
||||
|
||||
And then mounting a different filesystem at /
|
||||
|
||||
It's important to consider that the asynchronous nature of file operations on a
|
||||
browser is hidden from the application, effectively providing the developer with
|
||||
a set of blocking file operations just like you get in a regular desktop
|
||||
environment, which eases the job of porting to Native Client, but also introduces
|
||||
a set of challenges of its own, in particular when big file sizes and slow
|
||||
connections are involved.
|
||||
|
||||
For more information on how nacl_io and mount points work, see:
|
||||
|
||||
https://developer.chrome.com/native-client/devguide/coding/nacl_io
|
||||
https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h
|
||||
|
||||
To be able to save into the directory "/save/" (like backup of game) :
|
||||
|
||||
mount("", "/save", "html5fs", 0, "type=PERSISTENT");
|
||||
|
||||
And add to manifest.json :
|
||||
|
||||
"permissions": [
|
||||
"unlimitedStorage"
|
||||
]
|
||||
|
||||
================================================================================
|
||||
TODO - Known Issues
|
||||
================================================================================
|
||||
* Testing of all systems with a real application (something other than SDL's tests)
|
||||
* Key events don't seem to work properly
|
||||
|
17
3rdparty/sdl2/docs/README-pandora.md
vendored
17
3rdparty/sdl2/docs/README-pandora.md
vendored
@ -1,17 +0,0 @@
|
||||
Pandora
|
||||
=====================================================================
|
||||
|
||||
( http://openpandora.org/ )
|
||||
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
|
||||
support to work on the pandora under the framebuffer. This driver do not have
|
||||
input support for now, so if you use it you will have to add your own control code.
|
||||
The video driver name is "pandora" so if you have problem running it from
|
||||
the framebuffer, try to set the following variable before starting your application :
|
||||
"export SDL_VIDEODRIVER=pandora"
|
||||
|
||||
- OpenGL ES support was added to the x11 driver, so it's working like the normal
|
||||
x11 driver one with OpenGLX support, with SDL input event's etc..
|
||||
|
||||
|
||||
David Carré (Cpasjuste)
|
||||
cpasjuste@gmail.com
|
8
3rdparty/sdl2/docs/README-platforms.md
vendored
8
3rdparty/sdl2/docs/README-platforms.md
vendored
@ -1,8 +0,0 @@
|
||||
Platforms
|
||||
=========
|
||||
|
||||
We maintain the list of supported platforms on our wiki now, and how to
|
||||
build and install SDL for those platforms:
|
||||
|
||||
https://wiki.libsdl.org/Installation
|
||||
|
64
3rdparty/sdl2/docs/README-porting.md
vendored
64
3rdparty/sdl2/docs/README-porting.md
vendored
@ -1,64 +0,0 @@
|
||||
Porting
|
||||
=======
|
||||
|
||||
* Porting To A New Platform
|
||||
|
||||
The first thing you have to do when porting to a new platform, is look at
|
||||
include/SDL_platform.h and create an entry there for your operating system.
|
||||
The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
|
||||
Ideally SDL_platform.h will be able to auto-detect the system it's building
|
||||
on based on C preprocessor symbols.
|
||||
|
||||
There are two basic ways of building SDL at the moment:
|
||||
|
||||
1. The "UNIX" way: ./configure; make; make install
|
||||
|
||||
If you have a GNUish system, then you might try this. Edit configure.in,
|
||||
take a look at the large section labelled:
|
||||
"Set up the configuration based on the host platform!"
|
||||
Add a section for your platform, and then re-run autogen.sh and build!
|
||||
|
||||
2. Using an IDE:
|
||||
|
||||
If you're using an IDE or other non-configure build system, you'll probably
|
||||
want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
|
||||
add a section for your platform, and create a custom SDL_config_{platform}.h,
|
||||
based on SDL_config.h.minimal and SDL_config.h.in
|
||||
|
||||
Add the top level include directory to the header search path, and then add
|
||||
the following sources to the project:
|
||||
src/*.c
|
||||
src/atomic/*.c
|
||||
src/audio/*.c
|
||||
src/cpuinfo/*.c
|
||||
src/events/*.c
|
||||
src/file/*.c
|
||||
src/haptic/*.c
|
||||
src/joystick/*.c
|
||||
src/power/*.c
|
||||
src/render/*.c
|
||||
src/stdlib/*.c
|
||||
src/thread/*.c
|
||||
src/timer/*.c
|
||||
src/video/*.c
|
||||
src/audio/disk/*.c
|
||||
src/audio/dummy/*.c
|
||||
src/filesystem/dummy/*.c
|
||||
src/video/dummy/*.c
|
||||
src/haptic/dummy/*.c
|
||||
src/joystick/dummy/*.c
|
||||
src/main/dummy/*.c
|
||||
src/thread/generic/*.c
|
||||
src/timer/dummy/*.c
|
||||
src/loadso/dummy/*.c
|
||||
|
||||
|
||||
Once you have a working library without any drivers, you can go back to each
|
||||
of the major subsystems and start implementing drivers for your platform.
|
||||
|
||||
If you have any questions, don't hesitate to ask on the SDL mailing list:
|
||||
http://www.libsdl.org/mailing-list.php
|
||||
|
||||
Enjoy!
|
||||
Sam Lantinga (slouken@libsdl.org)
|
||||
|
19
3rdparty/sdl2/docs/README-psp.md
vendored
19
3rdparty/sdl2/docs/README-psp.md
vendored
@ -1,19 +0,0 @@
|
||||
PSP
|
||||
======
|
||||
SDL port for the Sony PSP contributed by
|
||||
Captian Lex
|
||||
|
||||
Credit to
|
||||
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
|
||||
Geecko for his PSP GU lib "Glib2d"
|
||||
|
||||
Building
|
||||
--------
|
||||
To build for the PSP, make sure psp-config is in the path and run:
|
||||
make -f Makefile.psp
|
||||
|
||||
|
||||
|
||||
To Do
|
||||
------
|
||||
PSP Screen Keyboard
|
178
3rdparty/sdl2/docs/README-raspberrypi.md
vendored
178
3rdparty/sdl2/docs/README-raspberrypi.md
vendored
@ -1,178 +0,0 @@
|
||||
Raspberry Pi
|
||||
================================================================================
|
||||
|
||||
Requirements:
|
||||
|
||||
Raspbian (other Linux distros may work as well).
|
||||
|
||||
================================================================================
|
||||
Features
|
||||
================================================================================
|
||||
|
||||
* Works without X11
|
||||
* Hardware accelerated OpenGL ES 2.x
|
||||
* Sound via ALSA
|
||||
* Input (mouse/keyboard/joystick) via EVDEV
|
||||
* Hotplugging of input devices via UDEV
|
||||
|
||||
|
||||
================================================================================
|
||||
Raspbian Build Dependencies
|
||||
================================================================================
|
||||
|
||||
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
|
||||
|
||||
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
|
||||
OpenGL ES 2.x, it usually comes pre installed, but in any case:
|
||||
|
||||
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
|
||||
|
||||
================================================================================
|
||||
Cross compiling from x86 Linux
|
||||
================================================================================
|
||||
|
||||
To cross compile SDL for Raspbian from your desktop machine, you'll need a
|
||||
Raspbian system root and the cross compilation tools. We'll assume these tools
|
||||
will be placed in /opt/rpi-tools
|
||||
|
||||
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
|
||||
|
||||
You'll also need a Rasbian binary image.
|
||||
Get it from: http://downloads.raspberrypi.org/raspbian_latest
|
||||
After unzipping, you'll get file with a name like: <date>-wheezy-raspbian.img
|
||||
Let's assume the sysroot will be built in /opt/rpi-sysroot.
|
||||
|
||||
export SYSROOT=/opt/rpi-sysroot
|
||||
sudo kpartx -a -v <path_to_raspbian_image>.img
|
||||
sudo mount -o loop /dev/mapper/loop0p2 /mnt
|
||||
sudo cp -r /mnt $SYSROOT
|
||||
sudo apt-get install qemu binfmt-support qemu-user-static
|
||||
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
|
||||
sudo mount --bind /dev $SYSROOT/dev
|
||||
sudo mount --bind /proc $SYSROOT/proc
|
||||
sudo mount --bind /sys $SYSROOT/sys
|
||||
|
||||
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
|
||||
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
|
||||
|
||||
sudo chroot $SYSROOT
|
||||
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
|
||||
exit
|
||||
sudo umount $SYSROOT/dev
|
||||
sudo umount $SYSROOT/proc
|
||||
sudo umount $SYSROOT/sys
|
||||
sudo umount /mnt
|
||||
|
||||
There's one more fix required, as the libdl.so symlink uses an absolute path
|
||||
which doesn't quite work in our setup.
|
||||
|
||||
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
|
||||
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
|
||||
|
||||
The final step is compiling SDL itself.
|
||||
|
||||
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
|
||||
cd <SDL SOURCE>
|
||||
mkdir -p build;cd build
|
||||
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
|
||||
make
|
||||
make install
|
||||
|
||||
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
|
||||
|
||||
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
|
||||
|
||||
================================================================================
|
||||
Apps don't work or poor video/audio performance
|
||||
================================================================================
|
||||
|
||||
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
|
||||
update the RPi's firmware. Note that doing so will fix these problems, but it
|
||||
will also render the CMA - Dynamic Memory Split functionality useless.
|
||||
|
||||
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
|
||||
low in general, specially if a 1080p TV is hooked up.
|
||||
|
||||
See here how to configure this setting: http://elinux.org/RPiconfig
|
||||
|
||||
Using a fixed gpu_mem=128 is the best option (specially if you updated the
|
||||
firmware, using CMA probably won't work, at least it's the current case).
|
||||
|
||||
================================================================================
|
||||
No input
|
||||
================================================================================
|
||||
|
||||
Make sure you belong to the "input" group.
|
||||
|
||||
sudo usermod -aG input `whoami`
|
||||
|
||||
================================================================================
|
||||
No HDMI Audio
|
||||
================================================================================
|
||||
|
||||
If you notice that ALSA works but there's no audio over HDMI, try adding:
|
||||
|
||||
hdmi_drive=2
|
||||
|
||||
to your config.txt file and reboot.
|
||||
|
||||
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
|
||||
|
||||
================================================================================
|
||||
Text Input API support
|
||||
================================================================================
|
||||
|
||||
The Text Input API is supported, with translation of scan codes done via the
|
||||
kernel symbol tables. For this to work, SDL needs access to a valid console.
|
||||
If you notice there's no SDL_TEXTINPUT message being emitted, double check that
|
||||
your app has read access to one of the following:
|
||||
|
||||
* /proc/self/fd/0
|
||||
* /dev/tty
|
||||
* /dev/tty[0...6]
|
||||
* /dev/vc/0
|
||||
* /dev/console
|
||||
|
||||
This is usually not a problem if you run from the physical terminal (as opposed
|
||||
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
|
||||
quick workaround is to run your app as root or add yourself to the tty group,
|
||||
then re login to the system.
|
||||
|
||||
sudo usermod -aG tty `whoami`
|
||||
|
||||
The keyboard layout used by SDL is the same as the one the kernel uses.
|
||||
To configure the layout on Raspbian:
|
||||
|
||||
sudo dpkg-reconfigure keyboard-configuration
|
||||
|
||||
To configure the locale, which controls which keys are interpreted as letters,
|
||||
this determining the CAPS LOCK behavior:
|
||||
|
||||
sudo dpkg-reconfigure locales
|
||||
|
||||
================================================================================
|
||||
OpenGL problems
|
||||
================================================================================
|
||||
|
||||
If you have desktop OpenGL headers installed at build time in your RPi or cross
|
||||
compilation environment, support for it will be built in. However, the chipset
|
||||
does not actually have support for it, which causes issues in certain SDL apps
|
||||
since the presence of OpenGL support supersedes the ES/ES2 variants.
|
||||
The workaround is to disable OpenGL at configuration time:
|
||||
|
||||
./configure --disable-video-opengl
|
||||
|
||||
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
|
||||
environment variable:
|
||||
|
||||
export SDL_RENDER_DRIVER=opengles2
|
||||
|
||||
================================================================================
|
||||
Notes
|
||||
================================================================================
|
||||
|
||||
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
|
||||
leaking into the console only if it has root privileges. Launching apps locally
|
||||
does not suffer from this issue.
|
||||
|
||||
|
86
3rdparty/sdl2/docs/README-touch.md
vendored
86
3rdparty/sdl2/docs/README-touch.md
vendored
@ -1,86 +0,0 @@
|
||||
Touch
|
||||
===========================================================================
|
||||
System Specific Notes
|
||||
===========================================================================
|
||||
Linux:
|
||||
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
|
||||
|
||||
Mac:
|
||||
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
|
||||
|
||||
iPhone:
|
||||
Works out of box.
|
||||
|
||||
Windows:
|
||||
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
|
||||
|
||||
===========================================================================
|
||||
Events
|
||||
===========================================================================
|
||||
SDL_FINGERDOWN:
|
||||
Sent when a finger (or stylus) is placed on a touch device.
|
||||
Fields:
|
||||
* event.tfinger.touchId - the Id of the touch device.
|
||||
* event.tfinger.fingerId - the Id of the finger which just went down.
|
||||
* event.tfinger.x - the x coordinate of the touch (0..1)
|
||||
* event.tfinger.y - the y coordinate of the touch (0..1)
|
||||
* event.tfinger.pressure - the pressure of the touch (0..1)
|
||||
|
||||
SDL_FINGERMOTION:
|
||||
Sent when a finger (or stylus) is moved on the touch device.
|
||||
Fields:
|
||||
Same as SDL_FINGERDOWN but with additional:
|
||||
* event.tfinger.dx - change in x coordinate during this motion event.
|
||||
* event.tfinger.dy - change in y coordinate during this motion event.
|
||||
|
||||
SDL_FINGERUP:
|
||||
Sent when a finger (or stylus) is lifted from the touch device.
|
||||
Fields:
|
||||
Same as SDL_FINGERDOWN.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Functions
|
||||
===========================================================================
|
||||
SDL provides the ability to access the underlying Finger structures.
|
||||
These structures should _never_ be modified.
|
||||
|
||||
The following functions are included from SDL_touch.h
|
||||
|
||||
To get a SDL_TouchID call SDL_GetTouchDevice(index).
|
||||
This returns a SDL_TouchID.
|
||||
IMPORTANT: If the touch has been removed, or there is no touch with the given ID, SDL_GetTouchID will return 0. Be sure to check for this!
|
||||
|
||||
The number of touch devices can be queried with SDL_GetNumTouchDevices().
|
||||
|
||||
A SDL_TouchID may be used to get pointers to SDL_Finger.
|
||||
|
||||
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
|
||||
|
||||
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
|
||||
|
||||
float x = event.tfinger.x;
|
||||
float y = event.tfinger.y;
|
||||
|
||||
|
||||
|
||||
To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
|
||||
This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
|
||||
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
|
||||
As a result, be very careful to check for NULL return values.
|
||||
|
||||
A SDL_Finger has the following fields:
|
||||
* x,y,pressure:
|
||||
The current coordinates of the touch.
|
||||
* pressure:
|
||||
The pressure of the touch.
|
||||
|
||||
|
||||
===========================================================================
|
||||
Notes
|
||||
===========================================================================
|
||||
For a complete example see test/testgesture.c
|
||||
|
||||
Please direct questions/comments to:
|
||||
jim.tla+sdl_touch@gmail.com
|
||||
(original author, API was changed since)
|
10
3rdparty/sdl2/docs/README-wince.md
vendored
10
3rdparty/sdl2/docs/README-wince.md
vendored
@ -1,10 +0,0 @@
|
||||
WinCE
|
||||
=====
|
||||
|
||||
Windows CE is no longer supported by SDL.
|
||||
|
||||
We have left the CE support in SDL 1.2 for those that must have it, and we
|
||||
have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
|
||||
|
||||
--ryan.
|
||||
|
41
3rdparty/sdl2/docs/README-windows.md
vendored
41
3rdparty/sdl2/docs/README-windows.md
vendored
@ -1,41 +0,0 @@
|
||||
Windows
|
||||
================================================================================
|
||||
|
||||
================================================================================
|
||||
OpenGL ES 2.x support
|
||||
================================================================================
|
||||
|
||||
SDL has support for OpenGL ES 2.x under Windows via two alternative
|
||||
implementations.
|
||||
The most straightforward method consists in running your app in a system with
|
||||
a graphic card paired with a relatively recent (as of November of 2013) driver
|
||||
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|
||||
to ship said extension on Windows currently include nVidia and Intel.
|
||||
|
||||
The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
|
||||
If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
|
||||
extension is found, SDL will try to load the libEGL.dll library provided by
|
||||
ANGLE.
|
||||
To obtain the ANGLE binaries, you can either compile from source from
|
||||
https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
|
||||
a recent Chrome/Chromium install for Windows. The files you need are:
|
||||
|
||||
* libEGL.dll
|
||||
* libGLESv2.dll
|
||||
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
|
||||
or...
|
||||
* d3dcompiler_43.dll (supports Windows XP or later)
|
||||
|
||||
If you compile ANGLE from source, you can configure it so it does not need the
|
||||
d3dcompiler_* DLL at all (for details on this, see their documentation).
|
||||
However, by default SDL will try to preload the d3dcompiler_46.dll to
|
||||
comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
|
||||
support Windows XP) or to skip this step at all, you can use the
|
||||
SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
|
||||
|
||||
Known Bugs:
|
||||
|
||||
* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
|
||||
that there's a bug in the library which prevents the window contents from
|
||||
refreshing if this is set to anything other than the default value.
|
||||
|
468
3rdparty/sdl2/docs/README-winrt.md
vendored
468
3rdparty/sdl2/docs/README-winrt.md
vendored
@ -1,468 +0,0 @@
|
||||
WinRT
|
||||
=====
|
||||
|
||||
This port allows SDL applications to run on Microsoft's platforms that require
|
||||
use of "Windows Runtime", aka. "WinRT", APIs. WinRT apps are currently
|
||||
full-screen only, and run in what Microsoft sometimes refers to as their
|
||||
"Modern" (formerly, "Metro"), environment. For Windows 8.x, Microsoft may also
|
||||
refer to them as "Windows Store" apps, due to them being distributed,
|
||||
primarily, via a Microsoft-run online store (of the same name).
|
||||
|
||||
Some of the operating systems that include WinRT, are:
|
||||
|
||||
* Windows 10, via its Universal Windows Platform (UWP) APIs
|
||||
* Windows 8.x
|
||||
* Windows RT 8.x (aka. Windows 8.x for ARM processors)
|
||||
* Windows Phone 8.x
|
||||
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012
|
||||
- Free, "Community" or "Express" editions may be used, so long as they
|
||||
include support for either "Windows Store" or "Windows Phone" apps.
|
||||
"Express" versions marked as supporting "Windows Desktop" development
|
||||
typically do not include support for creating WinRT apps, to note.
|
||||
(The "Community" editions of Visual C++ do, however, support both
|
||||
desktop/Win32 and WinRT development).
|
||||
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
|
||||
or Windows Phone. 8.0-targetted apps will run on devices running 8.1
|
||||
editions of Windows, however they will not be able to take advantage of
|
||||
8.1-specific features.
|
||||
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
|
||||
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
|
||||
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
|
||||
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
|
||||
allows Visual C++ 2013 to load and build Windows 8.0 projects that were
|
||||
created with Visual C++ 2012, so long as Visual C++ 2012 is installed
|
||||
on the same machine. More details on targeting different versions of
|
||||
Windows can found at the following web pages:
|
||||
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
|
||||
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
|
||||
* A valid Microsoft account - This requirement is not imposed by SDL, but
|
||||
rather by Microsoft's Visual C++ toolchain. This is required to launch or
|
||||
debug apps.
|
||||
|
||||
|
||||
Status
|
||||
------
|
||||
|
||||
Here is a rough list of what works, and what doens't:
|
||||
|
||||
* What works:
|
||||
* compilation via Visual C++ 2012 through 2015
|
||||
* compile-time platform detection for SDL programs. The C/C++ #define,
|
||||
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
|
||||
* GPU-accelerated 2D rendering, via SDL_Renderer.
|
||||
* OpenGL ES 2, via the ANGLE library (included separately from SDL)
|
||||
* software rendering, via either SDL_Surface (optionally in conjunction with
|
||||
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
|
||||
SDL_Renderer APIs
|
||||
* threads
|
||||
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
|
||||
SDL_GetPerformanceFrequency(), etc.)
|
||||
* file I/O via SDL_RWops
|
||||
* mouse input (unsupported on Windows Phone)
|
||||
* audio, via a modified version of SDL's XAudio2 backend
|
||||
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
|
||||
anything outside of the app is not supported.
|
||||
* system path retrieval via SDL's filesystem APIs
|
||||
* game controllers. Support is provided via the SDL_Joystick and
|
||||
SDL_GameController APIs, and is backed by Microsoft's XInput API.
|
||||
* multi-touch input
|
||||
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
|
||||
appropriate.
|
||||
* window events
|
||||
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
|
||||
choose to render content directly via Direct3D, using SDL to manage the
|
||||
internal WinRT window, as well as input and audio. (Use
|
||||
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
|
||||
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
|
||||
|
||||
* What partially works:
|
||||
* keyboard input. Most of WinRT's documented virtual keys are supported, as
|
||||
well as many keys with documented hardware scancodes.
|
||||
* SDLmain. WinRT uses a different signature for each app's main() function.
|
||||
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
|
||||
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
|
||||
functions to be called.
|
||||
|
||||
* What doesn't work:
|
||||
* compilation with anything other than Visual C++
|
||||
* programmatically-created custom cursors. These don't appear to be supported
|
||||
by WinRT. Different OS-provided cursors can, however, be created via
|
||||
SDL_CreateSystemCursor() (unsupported on Windows Phone)
|
||||
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
|
||||
supported by WinRT itself.
|
||||
* joysticks and game controllers that aren't supported by Microsoft's XInput
|
||||
API.
|
||||
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
|
||||
off on Windows Phone result either in Direct3D not drawing anything, or it
|
||||
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
|
||||
turned-on on Windows Phone. This limitation is not present in non-Phone
|
||||
WinRT (such as Windows 8.x), where turning off VSync appears to work.
|
||||
* probably anything else that's not listed as supported
|
||||
|
||||
|
||||
|
||||
Upgrade Notes
|
||||
-------------
|
||||
|
||||
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
|
||||
|
||||
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
|
||||
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
|
||||
that these changes only apply to SDL-based WinRT apps, and not to apps for
|
||||
any other platform.
|
||||
|
||||
1. SDL_GetPrefPath() would return an invalid path, one in which the path's
|
||||
directory had not been created. Attempts to create files there
|
||||
(via fopen(), for example), would fail, unless that directory was
|
||||
explicitly created beforehand.
|
||||
|
||||
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
|
||||
a WinRT 'Roaming' folder, the contents of which get automatically
|
||||
synchronized across multiple devices. This process can occur while an
|
||||
application runs, and can cause existing save-data to be overwritten
|
||||
at unexpected times, with data from other devices. (Windows Phone apps
|
||||
written with SDL 2.0.3 did not utilize a Roaming folder, due to API
|
||||
restrictions in Windows Phone 8.0).
|
||||
|
||||
|
||||
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
|
||||
|
||||
1. making sure that SDL_GetPrefPath() returns a directory in which data
|
||||
can be written to immediately, without first needing to create directories.
|
||||
|
||||
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
|
||||
contents of which do not automatically get synchronized across devices
|
||||
(and which require less work to use safely, in terms of data integrity).
|
||||
|
||||
Apps that wish to get their Roaming folder's path can do so either by using
|
||||
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
|
||||
UCS-2/wide-char string), or directly through the WinRT class,
|
||||
Windows.Storage.ApplicationData.
|
||||
|
||||
|
||||
|
||||
Setup, High-Level Steps
|
||||
-----------------------
|
||||
|
||||
The steps for setting up a project for an SDL/WinRT app looks like the
|
||||
following, at a high-level:
|
||||
|
||||
1. create a new Visual C++ project using Microsoft's template for a,
|
||||
"Direct3D App".
|
||||
2. remove most of the files from the project.
|
||||
3. make your app's project directly reference SDL/WinRT's own Visual C++
|
||||
project file, via use of Visual C++'s "References" dialog. This will setup
|
||||
the linker, and will copy SDL's .dll files to your app's final output.
|
||||
4. adjust your app's build settings, at minimum, telling it where to find SDL's
|
||||
header files.
|
||||
5. add a file that contains a WinRT-appropriate main function.
|
||||
6. add SDL-specific app code.
|
||||
7. build and run your app.
|
||||
|
||||
|
||||
Setup, Detailed Steps
|
||||
---------------------
|
||||
|
||||
### 1. Create a new project ###
|
||||
|
||||
Create a new project using one of Visual C++'s templates for a plain, non-XAML,
|
||||
"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
|
||||
don't see one of these templates, in Visual C++'s 'New Project' dialog, try
|
||||
using the textbox titled, 'Search Installed Templates' to look for one.
|
||||
|
||||
|
||||
### 2. Remove unneeded files from the project ###
|
||||
|
||||
In the new project, delete any file that has one of the following extensions:
|
||||
|
||||
- .cpp
|
||||
- .h
|
||||
- .hlsl
|
||||
|
||||
When you are done, you should be left with a few files, each of which will be a
|
||||
necessary part of your app's project. These files will consist of:
|
||||
|
||||
- an .appxmanifest file, which contains metadata on your WinRT app. This is
|
||||
similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
|
||||
- a few .png files, one of which is a splash screen (displayed when your app
|
||||
launches), others are app icons.
|
||||
- a .pfx file, used for code signing purposes.
|
||||
|
||||
|
||||
### 3. Add references to SDL's project files ###
|
||||
|
||||
SDL/WinRT can be built in multiple variations, spanning across three different
|
||||
CPU architectures (x86, x64, and ARM) and two different configurations
|
||||
(Debug and Release). WinRT and Visual C++ do not currently provide a means
|
||||
for combining multiple variations of one library into a single file.
|
||||
Furthermore, it does not provide an easy means for copying pre-built .dll files
|
||||
into your app's final output (via Post-Build steps, for example). It does,
|
||||
however, provide a system whereby an app can reference the MSVC projects of
|
||||
libraries such that, when the app is built:
|
||||
|
||||
1. each library gets built for the appropriate CPU architecture(s) and WinRT
|
||||
platform(s).
|
||||
2. each library's output, such as .dll files, get copied to the app's build
|
||||
output.
|
||||
|
||||
To set this up for SDL/WinRT, you'll need to run through the following steps:
|
||||
|
||||
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
|
||||
"Solution Explorer")
|
||||
2. right click on your app's solution.
|
||||
3. navigate to "Add", then to "Existing Project..."
|
||||
4. find SDL/WinRT's Visual C++ project file and open it. Different project
|
||||
files exist for different WinRT platforms. All of them are in SDL's
|
||||
source distribution, in the following directories:
|
||||
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
|
||||
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
|
||||
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
|
||||
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
|
||||
5. once the project has been added, right-click on your app's project and
|
||||
select, "References..."
|
||||
6. click on the button titled, "Add New Reference..."
|
||||
7. check the box next to SDL
|
||||
8. click OK to close the dialog
|
||||
9. SDL will now show up in the list of references. Click OK to close that
|
||||
dialog.
|
||||
|
||||
Your project is now linked to SDL's project, insofar that when the app is
|
||||
built, SDL will be built as well, with its build output getting included with
|
||||
your app.
|
||||
|
||||
|
||||
### 4. Adjust Your App's Build Settings ###
|
||||
|
||||
Some build settings need to be changed in your app's project. This guide will
|
||||
outline the following:
|
||||
|
||||
- making sure that the compiler knows where to find SDL's header files
|
||||
- **Optional for C++, but NECESSARY for compiling C code:** telling the
|
||||
compiler not to use Microsoft's C++ extensions for WinRT development.
|
||||
- **Optional:** telling the compiler not generate errors due to missing
|
||||
precompiled header files.
|
||||
|
||||
To change these settings:
|
||||
|
||||
1. right-click on the project
|
||||
2. choose "Properties"
|
||||
3. in the drop-down box next to "Configuration", choose, "All Configurations"
|
||||
4. in the drop-down box next to "Platform", choose, "All Platforms"
|
||||
5. in the left-hand list, expand the "C/C++" section
|
||||
6. select "General"
|
||||
7. edit the "Additional Include Directories" setting, and add a path to SDL's
|
||||
"include" directory
|
||||
8. **Optional: to enable compilation of C code:** change the setting for
|
||||
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
|
||||
working with a completely C++ based project, this step can usually be
|
||||
omitted.
|
||||
9. **Optional: to disable precompiled headers (which can produce
|
||||
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
|
||||
list, select "Precompiled Headers", then change the setting for "Precompiled
|
||||
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
|
||||
10. close the dialog, saving settings, by clicking the "OK" button
|
||||
|
||||
|
||||
### 5. Add a WinRT-appropriate main function to the app. ###
|
||||
|
||||
C/C++-based WinRT apps do contain a `main` function that the OS will invoke when
|
||||
the app starts launching. The parameters of WinRT main functions are different
|
||||
than those found on other platforms, Win32 included. SDL/WinRT provides a
|
||||
platform-appropriate main function that will perform these actions, setup key
|
||||
portions of the app, then invoke a classic, C/C++-style main function (that take
|
||||
in "argc" and "argv" parameters). The code for this file is contained inside
|
||||
SDL's source distribution, under `src/main/winrt/SDL_winrt_main_NonXAML.cpp`.
|
||||
You'll need to add this file, or a copy of it, to your app's project, and make
|
||||
sure it gets compiled using a Microsoft-specific set of C++ extensions called
|
||||
C++/CX.
|
||||
|
||||
**NOTE: C++/CX compilation is currently required in at least one file of your
|
||||
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
|
||||
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
|
||||
|
||||
To include `SDL_winrt_main_NonXAML.cpp`:
|
||||
|
||||
1. right-click on your project (again, in Visual C++'s Solution Explorer),
|
||||
navigate to "Add", then choose "Existing Item...".
|
||||
2. open `SDL_winrt_main_NonXAML.cpp`, which is found inside SDL's source
|
||||
distribution, under `src/main/winrt/`. Make sure that the open-file dialog
|
||||
closes, either by double-clicking on the file, or single-clicking on it and
|
||||
then clicking Add.
|
||||
3. right-click on the file (as listed in your project), then click on
|
||||
"Properties...".
|
||||
4. in the drop-down box next to "Configuration", choose, "All Configurations"
|
||||
5. in the drop-down box next to "Platform", choose, "All Platforms"
|
||||
6. in the left-hand list, click on "C/C++"
|
||||
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
|
||||
8. click the OK button. This will close the dialog.
|
||||
|
||||
|
||||
### 6. Add app code and assets ###
|
||||
|
||||
At this point, you can add in SDL-specific source code. Be sure to include a
|
||||
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
|
||||
should be able to create a single `SDL_Window` (WinRT apps can only have one
|
||||
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
|
||||
draw content. Events are received via SDL's usual event functions
|
||||
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
|
||||
you can start adding them to the project now. If not, or if you would like to
|
||||
make sure that you're setup correctly, some short and simple sample code is
|
||||
provided below.
|
||||
|
||||
|
||||
#### 6.A. ... when creating a new app ####
|
||||
|
||||
If you are creating a new app (rather than porting an existing SDL-based app),
|
||||
or if you would just like a simple app to test SDL/WinRT with before trying to
|
||||
get existing code working, some working SDL/WinRT code is provided below. To
|
||||
set this up:
|
||||
|
||||
1. right click on your app's project
|
||||
2. select Add, then New Item. An "Add New Item" dialog will show up.
|
||||
3. from the left-hand list, choose "Visual C++"
|
||||
4. from the middle/main list, choose "C++ File (.cpp)"
|
||||
5. near the bottom of the dialog, next to "Name:", type in a name for your
|
||||
source file, such as, "main.cpp".
|
||||
6. click on the Add button. This will close the dialog, add the new file to
|
||||
your project, and open the file in Visual C++'s text editor.
|
||||
7. Copy and paste the following code into the new file, then save it.
|
||||
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
SDL_Window * window = NULL;
|
||||
SDL_Renderer * renderer = NULL;
|
||||
SDL_Event evt;
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
while (1) {
|
||||
while (SDL_PollEvent(&evt)) {
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#### 6.B. Adding code and assets ####
|
||||
|
||||
If you have existing code and assets that you'd like to add, you should be able
|
||||
to add them now. The process for adding a set of files is as such.
|
||||
|
||||
1. right click on the app's project
|
||||
2. select Add, then click on "New Item..."
|
||||
3. open any source, header, or asset files as appropriate. Support for C and
|
||||
C++ is available.
|
||||
|
||||
Do note that WinRT only supports a subset of the APIs that are available to
|
||||
Win32-based apps. Many portions of the Win32 API and the C runtime are not
|
||||
available.
|
||||
|
||||
A list of unsupported C APIs can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
|
||||
|
||||
General information on using the C runtime in WinRT can be found at
|
||||
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
|
||||
|
||||
A list of supported Win32 APIs for WinRT apps can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
|
||||
the list of supported Win32 APIs for Windows Phone 8.0 is different.
|
||||
That list can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
|
||||
|
||||
|
||||
### 7. Build and run your app ###
|
||||
|
||||
Your app project should now be setup, and you should be ready to build your app.
|
||||
To run it on the local machine, open the Debug menu and choose "Start
|
||||
Debugging". This will build your app, then run your app full-screen. To switch
|
||||
out of your app, press the Windows key. Alternatively, you can choose to run
|
||||
your app in a window. To do this, before building and running your app, find
|
||||
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
|
||||
this by clicking on the arrow on the right side of the list, then click on
|
||||
Simulator. Once you do that, any time you build and run the app, the app will
|
||||
launch in window, rather than full-screen.
|
||||
|
||||
|
||||
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
|
||||
|
||||
**These instructions do not include Windows Phone, despite Windows Phone
|
||||
typically running on ARM processors.** They are specifically for devices
|
||||
that use the "Windows RT" operating system, which was a modified version of
|
||||
Windows 8.x that ran primarily on ARM-based tablet computers.
|
||||
|
||||
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
|
||||
|
||||
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
|
||||
debugs ARM-based apps via IP networks.
|
||||
- change a few options on the development machine, both to make sure it builds
|
||||
for ARM (rather than x86 or x64), and to make sure it knows how to find the
|
||||
Windows RT device (on the network).
|
||||
|
||||
Microsoft's Remote Debugger can be found at
|
||||
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
|
||||
that separate versions of this debugger exist for different versions of Visual
|
||||
C++, one each for MSVC 2015, 2013, and 2012.
|
||||
|
||||
To setup Visual C++ to launch your app on an ARM device:
|
||||
|
||||
1. make sure the Remote Debugger is running on your ARM device, and that it's on
|
||||
the same IP network as your development machine.
|
||||
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
|
||||
it, then change the value to "ARM".
|
||||
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
|
||||
do this:
|
||||
1. open the app project's properties
|
||||
2. select "Debugging"
|
||||
3. next to "Machine Name", enter the hostname or IP address of the ARM
|
||||
device
|
||||
4. if, and only if, you've turned off authentication in the Remote Debugger,
|
||||
then change the setting for "Require Authentication" to No
|
||||
5. click "OK"
|
||||
4. build and run the app (from Visual C++). The first time you do this, a
|
||||
prompt will show up on the ARM device, asking for a Microsoft Account. You
|
||||
do, unfortunately, need to log in here, and will need to follow the
|
||||
subsequent registration steps in order to launch the app. After you do so,
|
||||
if the app didn't already launch, try relaunching it again from within Visual
|
||||
C++.
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
|
||||
|
||||
Try adding the following to your linker flags. In MSVC, this can be done by
|
||||
right-clicking on the app project, navigating to Configuration Properties ->
|
||||
Linker -> Command Line, then adding them to the Additional Options
|
||||
section.
|
||||
|
||||
* For Release builds / MSVC-Configurations, add:
|
||||
|
||||
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
|
||||
|
||||
* For Debug builds / MSVC-Configurations, add:
|
||||
|
||||
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
|
||||
|
63
3rdparty/sdl2/docs/README.md
vendored
63
3rdparty/sdl2/docs/README.md
vendored
@ -1,63 +0,0 @@
|
||||
Simple DirectMedia Layer {#mainpage}
|
||||
========================
|
||||
|
||||
(SDL)
|
||||
|
||||
Version 2.0
|
||||
|
||||
---
|
||||
http://www.libsdl.org/
|
||||
|
||||
Simple DirectMedia Layer is a cross-platform development library designed
|
||||
to provide low level access to audio, keyboard, mouse, joystick, and graphics
|
||||
hardware via OpenGL and Direct3D. It is used by video playback software,
|
||||
emulators, and popular games including Valve's award winning catalog
|
||||
and many Humble Bundle games.
|
||||
|
||||
SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
|
||||
Support for other platforms may be found in the source code.
|
||||
|
||||
SDL is written in C, works natively with C++, and there are bindings
|
||||
available for several other languages, including C# and Python.
|
||||
|
||||
This library is distributed under the zlib license, which can be found
|
||||
in the file "COPYING.txt".
|
||||
|
||||
The best way to learn how to use SDL is to check out the header files in
|
||||
the "include" subdirectory and the programs in the "test" subdirectory.
|
||||
The header files and test programs are well commented and always up to date.
|
||||
|
||||
More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
|
||||
|
||||
- [Android](README-android.md)
|
||||
- [CMake](README-cmake.md)
|
||||
- [DirectFB](README-directfb.md)
|
||||
- [DynAPI](README-dynapi.md)
|
||||
- [Emscripten](README-emscripten.md)
|
||||
- [Gesture](README-gesture.md)
|
||||
- [Mercurial](README-hg.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [OS X](README-macosx.md)
|
||||
- [Native Client](README-nacl.md)
|
||||
- [Pandora](README-pandora.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
- [Porting information](README-porting.md)
|
||||
- [PSP](README-psp.md)
|
||||
- [Raspberry Pi](README-raspberrypi.md)
|
||||
- [Touch](README-touch.md)
|
||||
- [WinCE](README-wince.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
|
||||
If you need help with the library, or just want to discuss SDL related
|
||||
issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php)
|
||||
|
||||
If you want to report bugs or contribute patches, please submit them to
|
||||
[bugzilla](http://bugzilla.libsdl.org/)
|
||||
|
||||
Enjoy!
|
||||
|
||||
|
||||
Sam Lantinga <mailto:slouken@libsdl.org>
|
||||
|
1560
3rdparty/sdl2/docs/doxyfile
vendored
1560
3rdparty/sdl2/docs/doxyfile
vendored
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user