README.Porting
author Sam Lantinga <slouken@libsdl.org>
Wed, 03 Oct 2012 20:49:16 -0700
changeset 6555 f2c03c06d987
parent 1946 103760c3a5dc
child 6987 7084af936d82
permissions -rw-r--r--
Fixed bug 1614 - SDL for Android does not implement TextInput API

Andrey Isakov 2012-10-03 08:30:25 PDT

I've found out in the process of porting one OS project to Android/SDL2 that
there is no support for TextInput events/APIs on Android.
So I implemented some kind of initial support of that feature, and at the very
least it seems to work fine with latin chars input with soft and hardware
keyboards on my Moto Milestone2. I've also tried playing around with more
complex IMEs, like japanese, logging the process and it seemed to work too. I'm
not sure since the app itself I am working on does not have support for
non-latin input.

The main point of the patch is to place a fake input view in the region
specified by SDL_SetTextInputRect and create a custom InputConnection for it.
The reason to make it a separate view is to support Android's pan&scan on input
feature properly. For details please refer to
http://android-developers.blogspot.com/2009/04/updating-applications-for-on-screen.html
Even though the manual states that SetTextInputRect is used to determine the
IME variants position, I thought this would be a proper use for this too.
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* Porting To A New Platform
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  The first thing you have to do when porting to a new platform, is look at
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include/SDL_platform.h and create an entry there for your operating system.
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The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
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Ideally SDL_platform.h will be able to auto-detect the system it's building
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on based on C preprocessor symbols.
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There are two basic ways of building SDL at the moment:
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1. The "UNIX" way:  ./configure; make; make install
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   If you have a GNUish system, then you might try this.  Edit configure.in,
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   take a look at the large section labelled:
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	"Set up the configuration based on the target platform!"
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   Add a section for your platform, and then re-run autogen.sh and build!
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2. Using an IDE:
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   If you're using an IDE or other non-configure build system, you'll probably
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   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
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   add a section for your platform, and create a custom SDL_config_{platform}.h,
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   based on SDL_config.h.minimal and SDL_config.h.in
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   Add the top level include directory to the header search path, and then add
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   the following sources to the project:
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	src/*.c
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	src/audio/*.c
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	src/cdrom/*.c
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	src/cpuinfo/*.c
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	src/events/*.c
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	src/file/*.c
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	src/joystick/*.c
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	src/stdlib/*.c
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	src/thread/*.c
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	src/timer/*.c
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	src/video/*.c
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	src/audio/disk/*.c
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	src/audio/dummy/*.c
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	src/video/dummy/*.c
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	src/joystick/dummy/*.c
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	src/cdrom/dummy/*.c
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	src/thread/generic/*.c
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	src/timer/dummy/*.c
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	src/loadso/dummy/*.c
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Once you have a working library without any drivers, you can go back to each
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of the major subsystems and start implementing drivers for your platform.
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If you have any questions, don't hesitate to ask on the SDL mailing list:
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	http://www.libsdl.org/mailing-list.php
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Enjoy!
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	Sam Lantinga				(slouken@libsdl.org)
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