author Sam Lantinga <>
Tue, 02 Apr 2013 07:57:37 -0700
changeset 7045 4be2c24b7de1
parent 6987 7084af936d82
permissions -rw-r--r--
Fixed bug 1780 - SDL_RWFromFile() sets an error on Android although a valid SDL_RWops pointer is returned.

Philipp Wiesemann

SDL_RWFromFile() sets an error to be queried with SDL_GetError() on Android although a valid SDL_RWops pointer is returned.

This happens if the fallback implemented in SDL_android.cpp is used to load compressed assets (see in section "Loading assets") and results in a message like " This file can not be opened as a file descriptor; it is probably compressed". I think this is confusing and not needed because the loading works as expected.

I attached a patch which changes SDL_android.cpp to not set an error if compressed assets are loaded. In this case also no Exception is queried and no additional string are created.
     2 * Porting To A New Platform
     4   The first thing you have to do when porting to a new platform, is look at
     5 include/SDL_platform.h and create an entry there for your operating system.
     6 The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
     7 Ideally SDL_platform.h will be able to auto-detect the system it's building
     8 on based on C preprocessor symbols.
    10 There are two basic ways of building SDL at the moment:
    12 1. The "UNIX" way:  ./configure; make; make install
    14    If you have a GNUish system, then you might try this.  Edit,
    15    take a look at the large section labelled:
    16 	"Set up the configuration based on the target platform!"
    17    Add a section for your platform, and then re-run and build!
    19 2. Using an IDE:
    21    If you're using an IDE or other non-configure build system, you'll probably
    22    want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
    23    add a section for your platform, and create a custom SDL_config_{platform}.h,
    24    based on SDL_config.h.minimal and
    26    Add the top level include directory to the header search path, and then add
    27    the following sources to the project:
    28 	src/*.c
    29 	src/atomic/*.c
    30 	src/audio/*.c
    31 	src/cpuinfo/*.c
    32 	src/events/*.c
    33 	src/file/*.c
    34 	src/haptic/*.c
    35 	src/joystick/*.c
    36 	src/power/*.c
    37 	src/render/*.c
    38 	src/stdlib/*.c
    39 	src/thread/*.c
    40 	src/timer/*.c
    41 	src/video/*.c
    42 	src/audio/disk/*.c
    43 	src/audio/dummy/*.c
    44 	src/video/dummy/*.c
    45 	src/haptic/dummy/*.c
    46 	src/joystick/dummy/*.c
    47 	src/main/dummy/*.c
    48 	src/thread/generic/*.c
    49 	src/timer/dummy/*.c
    50 	src/loadso/dummy/*.c
    53 Once you have a working library without any drivers, you can go back to each
    54 of the major subsystems and start implementing drivers for your platform.
    56 If you have any questions, don't hesitate to ask on the SDL mailing list:
    59 Enjoy!
    60 	Sam Lantinga				(