author Ryan C. Gordon <>
Thu, 09 Apr 2015 22:28:37 -0400
changeset 9541 cf8fab52e33b
parent 8855 127fb2272098
child 10052 541e2b6818a7
permissions -rw-r--r--
Merged Alex Szpakowski's iOS-improvement branch to default.

Fixes Bugzilla #2798.
Fixes Bugzilla #2212.
Fixes Bugzilla #2826.
Fixes Bugzilla #2661.
Fixes Bugzilla #1885.
Fixes Bugzilla #1578.
Fixes Bugzilla #2751.


Notable changes, from Alex's notes:

- The SDL_WINDOW_ALLOW_HIGHDPI flag is now needed (along with SDL_GL_GetDrawableSize or SDL_GetRendererOutputSize) to use Retina / high DPI resolutions, bringing SDL’s Retina-related behavior on iOS in line with Mac OS X. Window dimensions and display modes are now in the “points” (non-high DPI) coordinate system rather than pixels, whereas SDL_GL_GetDrawableSize is in pixels.

- Reworked the custom extended launch screen code:
- It now hides after the first SDL_PumpEvents call rather than SDL_CreateWindow, and it fades out in a similar manner to the system launch screen behavior.
- It now mirrors the system launch screen behavior when deciding which image to display: it falls back to using the Launch Images dictionary in Info.plist if the iOS 8+ launch screen nib isn’t available, and if the Launch Images dictionary doesn’t exist it uses the old standard launch image names.
- The extended launch screen can now be disabled via the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h.


- Added access to a window view's renderbuffer and framebuffer to syswm.

- Added OpenGL ES debug labels for the Renderbuffer and Framebuffer Objects created with SDL_GL_CreateContext.

- Added support for sRGB OpenGL ES contexts on iOS 7+.

- Updated OpenGL ES contexts to support native-resolution rendering (when SDL_WINDOW_ALLOW_HIGHDPI is enabled) on the iPhone 6 Plus, i.e. 1080x1920 rather than 1242x2208.

- Updated SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext to be more robust.

- Updated SDL windows to display a UIView at all times, even when an OpenGL context is not active. This allows rotation, touch events, and other windowing-related events to work properly without an active OpenGL context. It also makes it easier to use SDL_GetWindowWMInfo after creating a SDL window.

- Updated the iOS-specific Objective-C code to use cleaner and more modern language features and APIs, including ARC instead of manual reference counting.

- Updated SDL_HINT_ORIENTATIONS to allow disabling custom orientations if the hint is set with no valid orientation names.

- Fixed several rotation and orientation bugs with windows and display modes, especially in iOS 8+.

- Fixed SDL_SetWindowFullscreen failing to update the status bar visibility on iOS 7+.

- Fixed the orientation of the offset applied to the window’s view when the onscreen keyboard is shown in iOS 8+.

- Fixed SDL_IsScreenKeyboardShown (patch by Phil Hassey.)

- Fixed several major memory leaks caused by missing autorelease pool blocks in the iOS-specific Objective-C code.

- Removed several dead code paths.

- The iOS 7 SDK (Xcode 5) or newer is now required to build SDL for iOS.
     1 <HTML>
     2 	<HEAD>
     3 		<TITLE>Using SDL with Microsoft Visual C++</TITLE>
     4 	</HEAD>
     5 	<BODY>
     6 		<H1>
     7 			Using SDL with Microsoft Visual C++
     8 		</H1>
     9 		<H3>
    10 			by <A HREF="">Lion Kimbro </A>and additions by <A HREF="">
    11 				James Turk</A>
    12 		</H3>
    13 		<p>
    14 			You can either use the precompiled libraries from <A HREF=""> the SDL Download web site </A>, or you can build SDL yourself.
    15 		</p>
    16 		<H3>
    17 			Building SDL
    18 		</H3>
    19 		<P>
    20 			Go into the VisualC directory and double-click on the Visual Studio solution for your version of Visual Studio, e.g. <CODE>SDL_VS2008.sln</CODE> This should open up the IDE.
    21 		</P>
    22 		<P>
    23 			There are different solution files for the various
    24 			versions of the IDE. Please use the appropiate version
    25 			2008, 2010, 2012 or 2013.
    26 		</P>
    27 		<P>
    28 			Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
    29 		</P>
    30 		<P>
    31 			This is done by right clicking on each project in turn (Projects are listed in 
    32 			the Workspace panel in the FileView tab), and selecting "Build".
    33 		</P>
    34 		<P>
    35 			You may get a few warnings, but you should not get any errors. You do have to 
    36 			have at least the DirectX 9 SDK installed, however. The latest 
    37 			version of DirectX can be downloaded from <A HREF="">Microsoft</A>.
    38 		</P>
    39 		<P>
    40 			Later, we will refer to the following .lib and .dll files that have just been 
    41 			generated:
    42 		</P>
    43 		<ul>
    44     <li> SDL2.dll</li>
    45     <li> SDL2.lib</li>
    46     <li> SDL2main.lib</li>
    47     </ul>
    48 		<P>
    49 			Search for these using the Windows Find (Windows-F) utility inside the VisualC directory.
    50 		</P>
    51 		<H3>
    52 			Creating a Project with SDL
    53 		</H3>
    54 		<P>
    55 			Create a project as a Win32 Application.
    56 		</P>
    57 		<P>
    58 			Create a C++ file for your project.
    59 		</P>
    60 		<P>
    61 			Set the C runtime to "Multi-threaded DLL" in the menu: <CODE>Project|Settings|C/C++ 
    62 				tab|Code Generation|Runtime Library </CODE>.
    63 		</P>
    64 		<P>
    65 			Add the SDL <CODE>include</CODE> directory to your list of includes in the 
    66 			menu: <CODE>Project|Settings|C/C++ tab|Preprocessor|Additional include directories </CODE>
    67 			.
    68 			<br>
    69 			<STRONG><FONT color="#009900">VC7 Specific: Instead of doing this I find it easier to 
    70 					add the include and library directories to the list that VC7 keeps. Do this by 
    71 					selecting Tools|Options|Projects|VC++ Directories and under the "Show 
    72 					Directories For:" dropbox select "Include Files", and click the "New Directory 
    73 					Icon" and add the [SDLROOT]\include directory (e.g. If you installed to 
    74 					c:\SDL\ add c:\SDL\include).&nbsp;Proceed to&nbsp;change the 
    75 					dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG>
    76 		</P>
    77 			<P>
    78 				The "include directory" I am referring to is the <CODE>include</CODE> folder 
    79 				within the main SDL directory (the one that this HTML file located within).
    80 			</P>
    81 			<P>
    82 				Now we're going to use the files that we had created earlier in the Build SDL 
    83 				step.
    84 			</P>
    85 			<P>
    86 				Copy the following files into your Project directory:
    87 			</P>
    88 			<ul>
    89      <li> SDL2.dll</li>
    90      </ul>
    91 			<P>
    92 				Add the following files to your project (It is not necessary to copy them to 
    93 				your project directory):
    94 			</P>
    95 			<ul>
    96      <li> SDL2.lib </li>
    97      <li> SDL2main.lib</li>
    98      </ul>
    99 			<P>
   100 				(To add them to your project, right click on your project, and select "Add 
   101 				files to project")
   102 			</P>
   103 		<P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more 
   104 					desireable to add them to the linker options: Project|Properties|Linker|Command 
   105 					Line and type the names of the libraries to link with in the "Additional 
   106 					Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build 
   107 					configuration (e.g. Release,Debug).</FONT></STRONG></P>
   108 		<H3>
   109 			SDL 101, First Day of Class
   110 		</H3>
   111 		<P>
   112 			Now create the basic body of your project. The body of your program should take 
   113 			the following form:
   114 			<PRE><CODE>
   115 #include "SDL.h"
   117 int main( int argc, char* argv[] )
   118 {
   119   // Body of the program goes here.
   120   return 0;
   121 }
   122 			</CODE></PRE>
   123 		<P></P>
   124 		<H3>
   125 			That's it!
   126 		</H3>
   127 		<P>
   128 			I hope that this document has helped you get through the most difficult part of 
   129 			using the SDL: installing it. Suggestions for improvements to this document 
   130 			should be sent to the writers of this document.
   131 		</P>
   132 		<P>
   133 			Thanks to Paulus Esterhazy (, for the work on VC++ port.
   134 		</P>
   135 		<P>
   136 			This document was originally called "VisualC.txt", and was written by <A HREF="">
   137 				Sam Lantinga</A>.
   138 		</P>
   139 		<P>
   140 			Later, it was converted to HTML and expanded into the document that you see 
   141 			today by <A HREF="">Lion Kimbro</A>.
   142 		</P>
   143 		<P>Minor Fixes and Visual C++ 7 Information (In Green) was added by <A HREF="">James Turk</A>
   144 		</P>
   145 	</BODY>
   146 </HTML>