From e182cc3ea159f912e7cfe73e972f204d0cc99a3c Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Sun, 26 May 2013 11:06:17 -0700 Subject: [PATCH] Renamed documentation files to .txt and converted them to DOS line endings so they would open properly on all systems. Updated Makefile.in so "make dist" includes everything necessary for release. --- .DISABLED-hgeol | 57 - .indent.pro | 1 - BUGS => BUGS.txt | 35 +- COPYING => COPYING.txt | 40 +- CREDITS | 70 - CREDITS.txt | 33 + INSTALL => INSTALL.txt | 54 +- Makefile.in | 27 +- README-SDL.txt | 26 +- README.android => README-android.txt | 768 +- README.cmake => README-cmake.txt | 62 +- README.DirectFB => README-directfb.txt | 212 +- README.gesture => README-gesture.txt | 144 +- README.HG => README-hg.txt | 46 +- README.iOS => README-ios.txt | 444 +- README.MacOSX => README-macosx.txt | 372 +- README.pandora => README-pandora.txt | 32 +- README.Platforms => README-platforms.txt | 64 +- README.Porting => README-porting.txt | 122 +- README.psp => README-psp.txt | 34 +- README.touch => README-touch.txt | 168 +- README.WinCE => README-wince.txt | 18 +- README => README.txt | 78 +- SDL2.spec.in | 2 +- TODO => TODO.txt | 33 +- aclocal.m4 | 9313 ---------------------- autogen.sh | 1 - configure | 2 +- configure.in | 2 +- debian/docs | 6 +- 30 files changed, 1415 insertions(+), 10851 deletions(-) delete mode 100644 .DISABLED-hgeol delete mode 100644 .indent.pro rename BUGS => BUGS.txt (96%) rename COPYING => COPYING.txt (97%) delete mode 100644 CREDITS create mode 100644 CREDITS.txt rename INSTALL => INSTALL.txt (97%) rename README.android => README-android.txt (97%) rename README.cmake => README-cmake.txt (97%) rename README.DirectFB => README-directfb.txt (94%) rename README.gesture => README-gesture.txt (93%) rename README.HG => README-hg.txt (86%) rename README.iOS => README-ios.txt (97%) rename README.MacOSX => README-macosx.txt (97%) rename README.pandora => README-pandora.txt (97%) rename README.Platforms => README-platforms.txt (94%) rename README.Porting => README-porting.txt (96%) rename README.psp => README-psp.txt (89%) rename README.touch => README-touch.txt (97%) rename README.WinCE => README-wince.txt (95%) rename README => README.txt (93%) rename TODO => TODO.txt (79%) delete mode 100644 aclocal.m4 diff --git a/.DISABLED-hgeol b/.DISABLED-hgeol deleted file mode 100644 index b03b4cfb1..000000000 --- a/.DISABLED-hgeol +++ /dev/null @@ -1,57 +0,0 @@ -[patterns] -.hgeol = native -.hgignore = native -BUGS = native -CREDITS = native -INSTALL = native -NOTES = native -TODO = native -WhatsNew = native -**COPYING = native -**README = native -**doxyfile = native -**Doxyfile = native -**install-sh = LF -**mkinstalldirs = LF -**Makefile = LF -**Makefile.* = LF -test/automated/rwops/read = LF -**README.* = native -**.S = native -**.bmp = BIN -**.c = native -**.cc = native -**.cpp = native -**.csh = LF -**.dat = BIN -**.gdbinit = LF -build-scripts/config.guess = LF -**.h = native -**.htm = native -**.html = native -**.icns = BIN -**.in = LF -**.java = native -**.m = native -**.m4 = native -**.mk = LF -**.nib = BIN -**.pch = BIN -**.pdf = BIN -**.pl = native -**.plist = native -**.png = BIN -.indent.pro = LF -**.rc = native -**.rtf = BIN -**.sh = LF -**.sln = native -**.txt = native -**.vcp = native -**.vcproj = native -**.vcw = native -**.vcxproj = native -**.wav = BIN -**.xbm = BIN -**.xml = native -**.zip = BIN diff --git a/.indent.pro b/.indent.pro deleted file mode 100644 index d95d15d95..000000000 --- a/.indent.pro +++ /dev/null @@ -1 +0,0 @@ --i4 -nut -nsc -br -ce -cdw -npcs diff --git a/BUGS b/BUGS.txt similarity index 96% rename from BUGS rename to BUGS.txt index 218bf3d15..77d0e5edf 100644 --- a/BUGS +++ b/BUGS.txt @@ -1,18 +1,17 @@ - -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 at 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. - - + +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 at 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. + diff --git a/COPYING b/COPYING.txt similarity index 97% rename from COPYING rename to COPYING.txt index 397e7b45d..391424f79 100644 --- a/COPYING +++ b/COPYING.txt @@ -1,20 +1,20 @@ - -Simple DirectMedia Layer -Copyright (C) 1997-2013 Sam Lantinga - -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. - + +Simple DirectMedia Layer +Copyright (C) 1997-2013 Sam Lantinga + +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. + diff --git a/CREDITS b/CREDITS deleted file mode 100644 index 4bf1f96bf..000000000 --- a/CREDITS +++ /dev/null @@ -1,70 +0,0 @@ - -Simple DirectMedia Layer CREDITS -Thanks to everyone who made this possible, including: - -* Cliff Matthews, for giving me a reason to start this project. :) - -- Executor rocks! *grin* - -* The Linux Fund, C Magazine, Educational Technology Resources Inc., - Gareth Noyce, Jesse Pavel, Keith Kitchin, Jeremy Horvath, Thomas Nicholson, - Hans-Peter Gygax, the Eternal Lands Development Team, Lars Brubaker, - and Phoenix Kokido for financial contributions - -* Edgar "bobbens" Simo for his force feedback API development during the - Google Summer of Code 2008 - -* Aaron Wishnick for his work on audio resampling and pitch shifting during - the Google Summer of Code 2008 - -* Holmes Futrell for port of SDL to the iPhone and iPod Touch during the - Google Summer of Code 2008 - -* Szymon "Wilku" Wilczek for adding support for multiple mice and tablets - during the Google Summer of Code 2008 - -* Marty Leisner, Andrew, Will, Edgar Simo, Donny Viszneki, Andrea Mazzoleni, - Dmytro Bogovych, and Couriersud for helping find SDL 1.3 bugs in the great - SDL Bug Hunt of January 2009! - -* Donny Viszneki for helping fix SDL 1.3 bugs in the great SDL Bug Hunt of - January 2009! - -* Luke Benstead for OpenGL 3.0 support - -* Gaëtan de Menten for writing the PHP and SQL behind the SDL website - -* Tim Jones for the new look of the SDL website - -* Ryan Gordon for helping everybody out and keeping the dream alive. :) - -* Mattias Engdegård, for help with the Solaris port and lots of other help - -* Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the Mac OS X port - -* David Carré, for the Pandora port - -* Couriersud for the DirectFB driver - -* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation - -* Arne Claus, for the 2004 winning SDL logo, - and Shandy Brown, Jac, Alex Lyman, Mikkel Gjoel, #Guy, Jonas Hartmann, - Daniel Liljeberg, Ronald Sowa, DocD, Pekka Jaervinen, Patrick Avella, - Erkki Kontilla, Levon Gavalian, Hal Emerich, David Wiktorsson, - S. Schury and F. Hufsky, Ciska de Ruyver, Shredweat, Tyler Montbriand, - Martin Andersson, Merlyn Wysard, Fernando Ibanez, David Miller, - Andre Bommele, lovesby.com, Francisco Camenforte Torres, and David Igreja - for other logo entries. - -* Bob Pendleton and David Olofson for being long time contributors to - the SDL mailing list. - -* Everybody at Loki Software, Inc. for their great contributions! - - And a big hand to everyone else who gave me appreciation, advice, - and suggestions, especially the good folks on the SDL mailing list. - -THANKS! :) - - -- Sam Lantinga - diff --git a/CREDITS.txt b/CREDITS.txt new file mode 100644 index 000000000..b7d302ab8 --- /dev/null +++ b/CREDITS.txt @@ -0,0 +1,33 @@ + +Simple DirectMedia Layer CREDITS +Thanks to everyone who made this possible, including: + +* Cliff Matthews, for giving me a reason to start this project. :) + -- Executor rocks! *grin* + +* The Linux Fund, C Magazine, Educational Technology Resources Inc., + Gareth Noyce, Jesse Pavel, Keith Kitchin, Jeremy Horvath, Thomas Nicholson, + Hans-Peter Gygax, the Eternal Lands Development Team, Lars Brubaker, + and Phoenix Kokido for financial contributions + +* Edgar "bobbens" Simo for his force feedback API development during the + Google Summer of Code 2008 + +* Aaron Wishnick for his work on audio resampling and pitch shifting during + the Google Summer of Code 2008 + +* Holmes Futrell for port of SDL to the iPhone and iPod Touch during the + Google Summer of Code 2008 + +* Szymon "Wilku" Wilczek for adding support for multiple mice and tablets + during the Google Summer of Code 2008 + +* Marty Leisner, Andrew, Will, Edgar Simo, Donny Viszneki, Andrea Mazzoleni, + Dmytro Bogovych, and Couriersud for helping find SDL 1.3 bugs in the great + SDL Bug Hunt of January 2009! + +* Donny Viszneki for helping fix SDL 1.3 bugs in the great SDL Bug Hunt of + January 2009! + +* Luke Benstead for OpenGL 3.0 support + diff --git a/INSTALL b/INSTALL.txt similarity index 97% rename from INSTALL rename to INSTALL.txt index 66cbfdf76..4492a0763 100644 --- a/INSTALL +++ b/INSTALL.txt @@ -1,27 +1,27 @@ - -To compile and install SDL: - - 0. If you have downloaded this from the website, skip to the next step. - If you have checked this out from subversion, you'll need to run - ./autogen.sh to build the configure script. - - 1. Run './configure; make; make install' - - If you are compiling for Windows using gcc, read the FAQ at: - http://www.libsdl.org/faq.php?action=listentries&category=4#42 - - If you are compiling using Visual C++ on Win32, you should read - the file VisualC.html - - 2. Look at the example programs in ./test, and check out the online - documentation at http://wiki.libsdl.org/ - - 3. Join the SDL developer mailing list by sending E-mail to - sdl-request@libsdl.org - and put "subscribe" in the subject of the message. - - Or alternatively you can use the web interface: - http://www.libsdl.org/mailing-list.php - -That's it! -Sam Lantinga + +To compile and install SDL: + + 0. If you have downloaded this from the website, skip to the next step. + If you have checked this out from subversion, you'll need to run + ./autogen.sh to build the configure script. + + 1. Run './configure; make; make install' + + If you are compiling for Windows using gcc, read the FAQ at: + http://www.libsdl.org/faq.php?action=listentries&category=4#42 + + If you are compiling using Visual C++ on Win32, you should read + the file VisualC.html + + 2. Look at the example programs in ./test, and check out the online + documentation at http://wiki.libsdl.org/ + + 3. Join the SDL developer mailing list by sending E-mail to + sdl-request@libsdl.org + and put "subscribe" in the subject of the message. + + Or alternatively you can use the web interface: + http://www.libsdl.org/mailing-list.php + +That's it! +Sam Lantinga diff --git a/Makefile.in b/Makefile.in index dda6692e1..5793bc7bb 100644 --- a/Makefile.in +++ b/Makefile.in @@ -39,7 +39,7 @@ SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@ SDLTEST_TARGET = libSDL2_test.a SDLTEST_OBJECTS = @SDLTEST_OBJECTS@ -SRC_DIST = acinclude Android.mk autogen.sh BUGS build-scripts configure configure.in COPYING CREDITS debian include INSTALL Makefile.minimal Makefile.in README* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test TODO VisualC.html VisualC WhatsNew Xcode Xcode-iOS +SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake configure configure.in debian include Makefile.* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC WhatsNew Xcode Xcode-iOS GEN_DIST = SDL2.spec HDRS = \ @@ -47,7 +47,7 @@ HDRS = \ SDL_assert.h \ SDL_atomic.h \ SDL_audio.h \ - SDL_bits.h \ + SDL_bits.h \ SDL_blendmode.h \ SDL_clipboard.h \ SDL_cpuinfo.h \ @@ -216,26 +216,3 @@ dist $(distfile): rpm: $(distfile) rpmbuild -ta $? - -# Run indent on the source to standardize coding style -indent: - @echo "Running indent... modified files:" - @cd $(srcdir) && \ - find . \( \ - -name '*.h' -o \ - -name '*.c' -o \ - -name '*.cc' \) \ - -print | fgrep -v ./Xcode | \ - while read file; do \ - indent "$$file" -o "$$file.indent"; \ - if cmp "$$file" "$$file.indent" >/dev/null; then \ - rm -f "$$file.indent"; \ - else \ - echo "$$file"; \ - mv -f "$$file.indent" "$$file"; \ - fi; \ - done - -# Run indent and then commit modified files -commit: indent - hg commit diff --git a/README-SDL.txt b/README-SDL.txt index fade0b958..0630395e5 100644 --- a/README-SDL.txt +++ b/README-SDL.txt @@ -1,13 +1,13 @@ - -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 - + +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 + diff --git a/README.android b/README-android.txt similarity index 97% rename from README.android rename to README-android.txt index 1cebe15ba..a9da30085 100644 --- a/README.android +++ b/README-android.txt @@ -1,384 +1,384 @@ -================================================================================ -Simple DirectMedia Layer for Android -================================================================================ - -Requirements: - -Android SDK (version 10 or later) -http://developer.android.com/sdk/index.html - -Android NDK r7 or later -http://developer.android.com/sdk/ndk/index.html - -Minimum API level supported by SDL: 10 (Android 2.3.3) - -================================================================================ - 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/SDL_android.cpp - -Your project must include some glue code that starts your main() routine: -src/main/android/SDL_android_main.cpp - - -================================================================================ - Building an app -================================================================================ - -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 /jni directory -3. Edit /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 /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. - - -================================================================================ - 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/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 2.0 - * 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_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 required because SDL requires some functionality for running not -available on older devices and some for building which is not in older NDK/SDKs. - -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 -================================================================================ - -- TODO. I'm sure there's a bunch more stuff I haven't thought of +================================================================================ +Simple DirectMedia Layer for Android +================================================================================ + +Requirements: + +Android SDK (version 10 or later) +http://developer.android.com/sdk/index.html + +Android NDK r7 or later +http://developer.android.com/sdk/ndk/index.html + +inimum API level supported by SDL: 10 (Android 2.3.3) + +================================================================================ + 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/SDL_android.cpp + +Your project must include some glue code that starts your main() routine: +src/main/android/SDL_android_main.cpp + + +================================================================================ + Building an app +================================================================================ + +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 /jni directory +3. Edit /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 /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. + + +================================================================================ + 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/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 2.0 + * 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_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 required because SDL requires some functionality for running not +available on older devices and some for building which is not in older NDK/SDKs. + +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 +================================================================================ + +- TODO. I'm sure there's a bunch more stuff I haven't thought of diff --git a/README.cmake b/README-cmake.txt similarity index 97% rename from README.cmake rename to README-cmake.txt index 7f5ac80dd..63c762b53 100644 --- a/README.cmake +++ b/README-cmake.txt @@ -1,31 +1,31 @@ -================================================================================ -CMake build system for SDL (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. +================================================================================ +CMake build system for SDL (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. diff --git a/README.DirectFB b/README-directfb.txt similarity index 94% rename from README.DirectFB rename to README-directfb.txt index 9c16a7b67..b284775fc 100644 --- a/README.DirectFB +++ b/README-directfb.txt @@ -1,106 +1,106 @@ -SDL on 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 - +SDL on 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 .... +esa 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 + diff --git a/README.gesture b/README-gesture.txt similarity index 93% rename from README.gesture rename to README-gesture.txt index d52c4c5a2..336fb304a 100644 --- a/README.gesture +++ b/README-gesture.txt @@ -1,72 +1,72 @@ -=========================================================================== -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, src) where gestureId is the id of the gesture you want to save, and src is an SDL_RWops pointer to the file where the gesture will be stored. - -To save all currently loaded templates, call SDL_SaveAllDollarTemplates(src) where source 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 +=========================================================================== +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. + +ost 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, src) where gestureId is the id of the gesture you want to save, and src is an SDL_RWops pointer to the file where the gesture will be stored. + +To save all currently loaded templates, call SDL_SaveAllDollarTemplates(src) where source 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. + + + +=========================================================================== +ulti 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 diff --git a/README.HG b/README-hg.txt similarity index 86% rename from README.HG rename to README-hg.txt index 616307c6c..e007a81dd 100644 --- a/README.HG +++ b/README-hg.txt @@ -1,23 +1,23 @@ -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. - +The latest development version of SDL is available via Mercurial. +ercurial 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 +ac 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. + diff --git a/README.iOS b/README-ios.txt similarity index 97% rename from README.iOS rename to README-ios.txt index 60f3391dc..6567087b2 100644 --- a/README.iOS +++ b/README-ios.txt @@ -1,222 +1,222 @@ -============================================================================== -Building the Simple DirectMedia Layer for iPhone OS 2.0 -============================================================================== - -Requirements: Mac OS X v10.5 or later and the iPhone 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 libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template. -1. 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. -2. 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 iPhone view based application. -2. Build the SDL static libraries (libSDL.a and libSDLSimulator.a) for iPhone 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 iPhone and in the iPhone Simulator. -3. Include the SDL header files in your project. -4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone 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 -- 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 iPhone uses OpenGL ES for video by default. - -OpenGL ES for iPhone 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 1. - -============================================================================== -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 iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h. - -============================================================================== -Game Center -============================================================================== - -Game Center integration requires 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; -} +============================================================================== +Building the Simple DirectMedia Layer for iPhone OS 2.0 +============================================================================== + +Requirements: Mac OS X v10.5 or later and the iPhone 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: + +IN_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 libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template. +1. 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. +2. 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 iPhone view based application. +2. Build the SDL static libraries (libSDL.a and libSDLSimulator.a) for iPhone 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 iPhone and in the iPhone Simulator. +3. Include the SDL header files in your project. +4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone 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 -- 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 iPhone uses OpenGL ES for video by default. + +OpenGL ES for iPhone 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 1. + +============================================================================== +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: + +ySDLApp 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". + +ore 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 iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h. + +============================================================================== +Game Center +============================================================================== + +Game Center integration requires 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; +} diff --git a/README.MacOSX b/README-macosx.txt similarity index 97% rename from README.MacOSX rename to README-macosx.txt index 572a86b19..c5cc89b5b 100644 --- a/README.MacOSX +++ b/README-macosx.txt @@ -1,186 +1,186 @@ -============================================================================== -Using the Simple DirectMedia Layer with 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 -PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using -the fatbuild.sh script in build-scripts: - sh build-scripts/fatbuild.sh - sudo build-scripts/fatbuild.sh install -This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4 -ABI compatibility on Intel architectures. For best compatibility you -should compile your application the same way. A script which wraps -gcc to make this easy is provided in test/gcc-fat.sh - -To use the library once it's built, you essential have two possibilities: -use the traditional autoconf/automake/make method, or use Xcode. - -============================================================================== -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" +============================================================================== +Using the Simple DirectMedia Layer with 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 +PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using +the fatbuild.sh script in build-scripts: + sh build-scripts/fatbuild.sh + sudo build-scripts/fatbuild.sh install +This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4 +ABI compatibility on Intel architectures. For best compatibility you +should compile your application the same way. A script which wraps +gcc to make this easy is provided in test/gcc-fat.sh + +To use the library once it's built, you essential have two possibilities: +use the traditional autoconf/automake/make method, or use Xcode. + +============================================================================== +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" diff --git a/README.pandora b/README-pandora.txt similarity index 97% rename from README.pandora rename to README-pandora.txt index d522bc77a..f70ed6725 100644 --- a/README.pandora +++ b/README-pandora.txt @@ -1,16 +1,16 @@ -SDL 2.0 with open pandora console support ( 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 +SDL 2.0 with open pandora console support ( 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 diff --git a/README.Platforms b/README-platforms.txt similarity index 94% rename from README.Platforms rename to README-platforms.txt index 1e0e7a6aa..22343ccf3 100644 --- a/README.Platforms +++ b/README-platforms.txt @@ -1,32 +1,32 @@ - -This is a list of the platforms SDL supports, and who maintains them. - -Officially supported platforms -============================== -(code compiles, and thoroughly tested for release) -============================== -Windows XP -Windows Vista -Windows 7 -Mac OS X 10.4+ -Linux 2.6+ -iOS 3.1.3+ -Android 2.3.3+ - -Unofficially supported platforms -================================ -(code compiles, but not thoroughly tested) -================================ -FreeBSD -NetBSD -OpenBSD -Solaris - -Platforms supported by volunteers -================================= -Haiku - maintained by Axel Dörfler -PSP - maintained by 527721088@qq.com -Pandora - maintained by Scott Smith - -Platforms that need maintainers -=============================== + +This is a list of the platforms SDL supports, and who maintains them. + +Officially supported platforms +============================== +(code compiles, and thoroughly tested for release) +============================== +Windows XP +Windows Vista +Windows 7 +ac OS X 10.4+ +Linux 2.6+ +iOS 3.1.3+ +Android 2.3.3+ + +Unofficially supported platforms +================================ +(code compiles, but not thoroughly tested) +================================ +FreeBSD +NetBSD +OpenBSD +Solaris + +Platforms supported by volunteers +================================= +Haiku - maintained by Axel Dörfler +PSP - maintained by 527721088@qq.com +Pandora - maintained by Scott Smith + +Platforms that need maintainers +=============================== diff --git a/README.Porting b/README-porting.txt similarity index 96% rename from README.Porting rename to README-porting.txt index f8540b600..bea194a4a 100644 --- a/README.Porting +++ b/README-porting.txt @@ -1,61 +1,61 @@ - -* 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 target 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/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) - + +* 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 target 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/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) + diff --git a/README.psp b/README-psp.txt similarity index 89% rename from README.psp rename to README-psp.txt index 469febb9a..e9e32ea5c 100644 --- a/README.psp +++ b/README-psp.txt @@ -1,17 +1,17 @@ -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 \ No newline at end of file +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 diff --git a/README.touch b/README-touch.txt similarity index 97% rename from README.touch rename to README-touch.txt index d099bb107..f07c9110e 100644 --- a/README.touch +++ b/README-touch.txt @@ -1,84 +1,84 @@ -=========================================================================== -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) +=========================================================================== +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. + +ac: +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) diff --git a/README.WinCE b/README-wince.txt similarity index 95% rename from README.WinCE rename to README-wince.txt index 8e316d35d..eaacc4982 100644 --- a/README.WinCE +++ b/README-wince.txt @@ -1,9 +1,9 @@ - -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 -will accept patches that support more modern Windows Mobile platforms for -SDL 2.0. - ---ryan. - + +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 +will accept patches that support more modern Windows Mobile platforms for +SDL 2.0. + +--ryan. + diff --git a/README b/README.txt similarity index 93% rename from README rename to README.txt index 65a07551a..104cea58e 100644 --- a/README +++ b/README.txt @@ -1,39 +1,39 @@ - - Simple DirectMedia Layer - - (SDL) - - Version 2.0 - ---- -http://www.libsdl.org/ - -This is the Simple DirectMedia Layer, a general API that provides low -level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, -and 2D framebuffer across multiple platforms. - -The current version supports Windows, Mac OS X, Linux, FreeBSD, -NetBSD, OpenBSD, BSD/OS, Solaris, iOS, and Android. The code contains -support for other operating systems but those are not officially supported. - -SDL is written in C, but works with C++ natively, and has bindings to -several other languages, including Ada, C#, Eiffel, Erlang, Euphoria, -Go, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP, -Pike, Pliant, Python, Ruby, and Smalltalk. - -This library is distributed under the zlib license, which can be found -in the file "COPYING". - -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: - http://wiki.libsdl.org/ - -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 - -Enjoy! - Sam Lantinga (slouken@libsdl.org) - + + Simple DirectMedia Layer + + (SDL) + + Version 2.0 + +--- +http://www.libsdl.org/ + +This is the Simple DirectMedia Layer, a general API that provides low +level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, +and 2D framebuffer across multiple platforms. + +The current version supports Windows, Mac OS X, Linux, FreeBSD, +NetBSD, OpenBSD, BSD/OS, Solaris, iOS, and Android. The code contains +support for other operating systems but those are not officially supported. + +SDL is written in C, but works with C++ natively, and has bindings to +several other languages, including Ada, C#, Eiffel, Erlang, Euphoria, +Go, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP, +Pike, Pliant, Python, Ruby, and Smalltalk. + +This library is distributed under the zlib license, which can be found +in the file "COPYING". + +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. +ore documentation and FAQs are available online at: + http://wiki.libsdl.org/ + +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 + +Enjoy! + Sam Lantinga (slouken@libsdl.org) + diff --git a/SDL2.spec.in b/SDL2.spec.in index ad0d57f76..2a5c47924 100644 --- a/SDL2.spec.in +++ b/SDL2.spec.in @@ -63,7 +63,7 @@ rm -rf $RPM_BUILD_ROOT %files %{__defattr} -%doc README-SDL.txt COPYING CREDITS BUGS +%doc README-SDL.txt COPYING.txt CREDITS.txt BUGS.txt %{_libdir}/lib*.%{__soext}.* %files devel diff --git a/TODO b/TODO.txt similarity index 79% rename from TODO rename to TODO.txt index 3db10b850..14c47d0eb 100644 --- a/TODO +++ b/TODO.txt @@ -1,18 +1,15 @@ -2.0 release checklist: - * http://wiki.libsdl.org/moin.cgi/Roadmap - - * See why windows are being rearranged. Is the shield window not up? - * Make sure you can create and show a fullscreen window in one step - * Write automated test case for multi-draw APIs - * Implement assertion code on iPhone - * Add __WINDOWS__ in addition to __WIN32__ - * Write test for fullscreen gamma to check X11 colormap handling - - * Check 1.2 revisions: - 3554 - Need to resolve semantics for locking keys on different platforms - 4874 - Do we want screen rotation? At what level? - 4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98 - 4484, 4485 - Verify that SDL's Windows keyboard handling works correctly - 4865 - See if this is still needed (mouse coordinate clamping) - 4866 - See if this is still needed (blocking window repositioning) - +Future work roadmap: + * http://wiki.libsdl.org/moin.cgi/Roadmap + + * See why windows are being rearranged. Is the shield window not up? + * Add __WINDOWS__ in addition to __WIN32__ + * Write test for fullscreen gamma to check X11 colormap handling + + * Check 1.2 revisions: + 3554 - Need to resolve semantics for locking keys on different platforms + 4874 - Do we want screen rotation? At what level? + 4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98 + 4484, 4485 - Verify that SDL's Windows keyboard handling works correctly + 4865 - See if this is still needed (mouse coordinate clamping) + 4866 - See if this is still needed (blocking window repositioning) + diff --git a/aclocal.m4 b/aclocal.m4 deleted file mode 100644 index 71c3d2be0..000000000 --- a/aclocal.m4 +++ /dev/null @@ -1,9313 +0,0 @@ -AC_DEFUN([AC_CHECK_DEFINE],[dnl - AC_CACHE_CHECK(for $1 in $2, ac_cv_define_$1, - AC_EGREP_CPP([YES_IS_DEFINED], [ -#include <$2> -#ifdef $1 -YES_IS_DEFINED -#endif - ], ac_cv_define_$1=yes, ac_cv_define_$1=no) - ) - if test "$ac_cv_define_$1" = "yes" ; then - AC_DEFINE([HAVE_$1],[],[Added by AC_CHECK_DEFINE]) - fi -])dnl -AC_DEFINE([HAVE_$1],[],[Added by AC_CHECK_DEFINE]) -############################################################################## -dnl Configure Paths for Alsa -dnl Some modifications by Richard Boulton -dnl Christopher Lansdown -dnl Jaroslav Kysela -dnl Last modification: alsa.m4,v 1.23 2004/01/16 18:14:22 tiwai Exp -dnl AM_PATH_ALSA([MINIMUM-VERSION [, ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]]) -dnl Test for libasound, and define ALSA_CFLAGS and ALSA_LIBS as appropriate. -dnl enables arguments --with-alsa-prefix= -dnl --with-alsa-enc-prefix= -dnl --disable-alsatest -dnl -dnl For backwards compatibility, if ACTION_IF_NOT_FOUND is not specified, -dnl and the alsa libraries are not found, a fatal AC_MSG_ERROR() will result. -dnl -AC_DEFUN([AM_PATH_ALSA], -[dnl Save the original CFLAGS, LDFLAGS, and LIBS -alsa_save_CFLAGS="$CFLAGS" -alsa_save_LDFLAGS="$LDFLAGS" -alsa_save_LIBS="$LIBS" -alsa_found=yes - -dnl -dnl Get the cflags and libraries for alsa -dnl -AC_ARG_WITH(alsa-prefix, -[ --with-alsa-prefix=PFX Prefix where Alsa library is installed(optional)], -[alsa_prefix="$withval"], [alsa_prefix=""]) - -AC_ARG_WITH(alsa-inc-prefix, -[ --with-alsa-inc-prefix=PFX Prefix where include libraries are (optional)], -[alsa_inc_prefix="$withval"], [alsa_inc_prefix=""]) - -dnl FIXME: this is not yet implemented -AC_ARG_ENABLE(alsatest, -[ --disable-alsatest Do not try to compile and run a test Alsa program], -[enable_alsatest="$enableval"], -[enable_alsatest=yes]) - -dnl Add any special include directories -AC_MSG_CHECKING(for ALSA CFLAGS) -if test "$alsa_inc_prefix" != "" ; 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Johnson -# Copyright (c) 2008 Matteo Frigo -# -# This program is free software: you can redistribute it and/or modify it -# under the terms of the GNU General Public License as published by the -# Free Software Foundation, either version 3 of the License, or (at your -# option) any later version. -# -# This program is distributed in the hope that it will be useful, but -# WITHOUT ANY WARRANTY; without even the implied warranty of -# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General -# Public License for more details. -# -# You should have received a copy of the GNU General Public License along -# with this program. If not, see . -# -# As a special exception, the respective Autoconf Macro's copyright owner -# gives unlimited permission to copy, distribute and modify the configure -# scripts that are the output of Autoconf when processing the Macro. 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then - _LT_TAGVAR(lt_prog_compiler_pic, $1)="-Xcompiler $_LT_TAGVAR(lt_prog_compiler_pic, $1)" - fi - ;; - esac - else - # PORTME Check for flag to pass linker flags through the system compiler. - case $host_os in - aix*) - _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' - if test "$host_cpu" = ia64; then - # AIX 5 now supports IA64 processor - _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' - else - _LT_TAGVAR(lt_prog_compiler_static, $1)='-bnso -bI:/lib/syscalls.exp' - fi - ;; - - mingw* | cygwin* | pw32* | os2* | cegcc*) - # This hack is so that the source file can tell whether it is being - # built for inclusion in a dll (and should export symbols for example). - m4_if([$1], [GCJ], [], - [_LT_TAGVAR(lt_prog_compiler_pic, $1)='-DDLL_EXPORT']) - ;; - - hpux9* | hpux10* | hpux11*) - _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' - # PIC is the default for IA64 HP-UX and 64-bit HP-UX, but - # not for PA HP-UX. - case $host_cpu in - hppa*64*|ia64*) - # +Z the default - ;; - *) - _LT_TAGVAR(lt_prog_compiler_pic, $1)='+Z' - ;; 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