Fixed doxygen warnings and markdown formatting.
authorPhilipp Wiesemann <philipp.wiesemann@arcor.de>
Tue, 12 Aug 2014 23:28:45 +0200
changeset 9055868b523403e0
parent 9054 18d34edc79ac
child 9056 ea1cf964841f
Fixed doxygen warnings and markdown formatting.
docs/README-android.md
docs/doxyfile
include/SDL_egl.h
include/SDL_opengles2.h
     1.1 --- a/docs/README-android.md	Mon Aug 11 17:25:53 2014 -0700
     1.2 +++ b/docs/README-android.md	Tue Aug 12 23:28:45 2014 +0200
     1.3 @@ -81,33 +81,33 @@
     1.4  
     1.5  Here's an explanation of the files in the Android project, so you can customize them:
     1.6  
     1.7 -android-project/
     1.8 -	AndroidManifest.xml	- package manifest. Among others, it contains the class name
     1.9 -				  of the main Activity and the package name of the application.
    1.10 -	build.properties	- empty
    1.11 -	build.xml		- build description file, used by ant. The actual application name
    1.12 -				  is specified here.
    1.13 -	default.properties	- holds the target ABI for the application, android-10 and up
    1.14 -	project.properties	- holds the target ABI for the application, android-10 and up
    1.15 -	local.properties	- holds the SDK path, you should change this to the path to your SDK
    1.16 -	jni/			- directory holding native code
    1.17 -	jni/Android.mk		- Android makefile that can call recursively the Android.mk files
    1.18 -				  in all subdirectories
    1.19 -	jni/SDL/		- (symlink to) directory holding the SDL library files
    1.20 -	jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
    1.21 -	jni/src/		- directory holding your C/C++ source
    1.22 -	jni/src/Android.mk	- Android makefile that you should customize to include your 
    1.23 +    android-project/
    1.24 +        AndroidManifest.xml	- package manifest. Among others, it contains the class name
    1.25 +        			  of the main Activity and the package name of the application.
    1.26 +        build.properties	- empty
    1.27 +        build.xml		- build description file, used by ant. The actual application name
    1.28 +        			  is specified here.
    1.29 +        default.properties	- holds the target ABI for the application, android-10 and up
    1.30 +        project.properties	- holds the target ABI for the application, android-10 and up
    1.31 +        local.properties	- holds the SDK path, you should change this to the path to your SDK
    1.32 +        jni/			- directory holding native code
    1.33 +        jni/Android.mk		- Android makefile that can call recursively the Android.mk files
    1.34 +        			  in all subdirectories
    1.35 +        jni/SDL/		- (symlink to) directory holding the SDL library files
    1.36 +        jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
    1.37 +        jni/src/		- directory holding your C/C++ source
    1.38 +        jni/src/Android.mk	- Android makefile that you should customize to include your 
    1.39                                    source code and any library references
    1.40 -	res/			- directory holding resources for your application
    1.41 -	res/drawable-*		- directories holding icons for different phone hardware. Could be
    1.42 -				  one dir called "drawable".
    1.43 -	res/layout/main.xml	- Usually contains a file main.xml, which declares the screen layout.
    1.44 -				  We don't need it because we use the SDL video output.
    1.45 -	res/values/strings.xml	- strings used in your application, including the application name
    1.46 -				  shown on the phone.
    1.47 -	src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
    1.48 -				  to SDL.  Be very careful changing this, as the SDL library relies
    1.49 -				  on this implementation.
    1.50 +        res/			- directory holding resources for your application
    1.51 +        res/drawable-*		- directories holding icons for different phone hardware. Could be
    1.52 +        			  one dir called "drawable".
    1.53 +        res/layout/main.xml	- Usually contains a file main.xml, which declares the screen layout.
    1.54 +        			  We don't need it because we use the SDL video output.
    1.55 +        res/values/strings.xml	- strings used in your application, including the application name
    1.56 +        			  shown on the phone.
    1.57 +        src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
    1.58 +        			  to SDL.  Be very careful changing this, as the SDL library relies
    1.59 +        			  on this implementation.
    1.60  
    1.61  
    1.62  ================================================================================
    1.63 @@ -141,6 +141,7 @@
    1.64  
    1.65  Then create a Java class extending SDLActivity and place it in a directory
    1.66  under src matching your package, e.g.
    1.67 +
    1.68  	src/com/gamemaker/game/MyGame.java
    1.69  
    1.70  Here's an example of a minimal class file:
    1.71 @@ -291,30 +292,39 @@
    1.72   * Window -> Android SDK and AVD Manager
    1.73  
    1.74  You can see if adb can see any devices with the following command:
    1.75 +
    1.76  	adb devices
    1.77  
    1.78  You can see the output of log messages on the default device with:
    1.79 +
    1.80  	adb logcat
    1.81  
    1.82  You can push files to the device with:
    1.83 +
    1.84  	adb push local_file remote_path_and_file
    1.85  
    1.86  You can push files to the SD Card at /sdcard, for example:
    1.87 +
    1.88  	adb push moose.dat /sdcard/moose.dat
    1.89  
    1.90  You can see the files on the SD card with a shell command:
    1.91 +
    1.92  	adb shell ls /sdcard/
    1.93  
    1.94  You can start a command shell on the default device with:
    1.95 +
    1.96  	adb shell
    1.97  
    1.98  You can remove the library files of your project (and not the SDL lib files) with:
    1.99 +
   1.100  	ndk-build clean
   1.101  
   1.102  You can do a build with the following command:
   1.103 +
   1.104  	ndk-build
   1.105  
   1.106  You can see the complete command line that ndk-build is using by passing V=1 on the command line:
   1.107 +
   1.108  	ndk-build V=1
   1.109  
   1.110  If your application crashes in native code, you can use addr2line to convert the
   1.111 @@ -334,7 +344,9 @@
   1.112  
   1.113  You can see that there's a crash in the C library being called from the main code.
   1.114  I run addr2line with the debug version of my code:
   1.115 +
   1.116  	arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
   1.117 +
   1.118  and then paste in the number after "pc" in the call stack, from the line that I care about:
   1.119  000014bc
   1.120  
   1.121 @@ -342,9 +354,9 @@
   1.122  
   1.123  You can add logging to your code to help show what's happening:
   1.124  
   1.125 -#include <android/log.h>
   1.126 -
   1.127 -	__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
   1.128 +    #include <android/log.h>
   1.129 +    
   1.130 +    __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
   1.131  
   1.132  If you need to build without optimization turned on, you can create a file called
   1.133  "Application.mk" in the jni directory, with the following line in it:
   1.134 @@ -357,7 +369,9 @@
   1.135  
   1.136  The best (and slowest) way to debug memory issues on Android is valgrind.
   1.137  Valgrind has support for Android out of the box, just grab code using:
   1.138 +
   1.139  	svn co svn://svn.valgrind.org/valgrind/trunk valgrind
   1.140 +
   1.141  ... and follow the instructions in the file README.android to build it.
   1.142  
   1.143  One thing I needed to do on Mac OS X was change the path to the toolchain,
   1.144 @@ -374,12 +388,15 @@
   1.145      ------------------------------------------
   1.146  
   1.147  Then push it to the device:
   1.148 +
   1.149  	adb push start_valgrind_app /data/local
   1.150  
   1.151  and make it executable:
   1.152 +
   1.153  	adb shell chmod 755 /data/local/start_valgrind_app
   1.154  
   1.155  and tell Android to use the script to launch your application:
   1.156 +
   1.157  	adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
   1.158  
   1.159  If the setprop command says "could not set property", it's likely that
   1.160 @@ -390,9 +407,11 @@
   1.161  You can monitor the startup process with the logcat command above, and
   1.162  when it's done (or even while it's running) you can grab the valgrind
   1.163  output file:
   1.164 +
   1.165  	adb pull /sdcard/valgrind.log
   1.166  
   1.167  When you're done instrumenting with valgrind, you can disable the wrapper:
   1.168 +
   1.169  	adb shell setprop wrap.org.libsdl.app ""
   1.170  
   1.171  ================================================================================
     2.1 --- a/docs/doxyfile	Mon Aug 11 17:25:53 2014 -0700
     2.2 +++ b/docs/doxyfile	Tue Aug 12 23:28:45 2014 +0200
     2.3 @@ -1510,7 +1510,7 @@
     2.4  # DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note 
     2.5  # that the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH.
     2.6  
     2.7 -DOT_GRAPH_MAX_NODES    = 50
     2.8 +DOT_GRAPH_MAX_NODES    = 60
     2.9  
    2.10  # The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the 
    2.11  # graphs generated by dot. A depth value of 3 means that only nodes reachable 
     3.1 --- a/include/SDL_egl.h	Mon Aug 11 17:25:53 2014 -0700
     3.2 +++ b/include/SDL_egl.h	Tue Aug 12 23:28:45 2014 +0200
     3.3 @@ -20,9 +20,9 @@
     3.4  */
     3.5  
     3.6  /**
     3.7 - *  \file SDL_opengles.h
     3.8 + *  \file SDL_egl.h
     3.9   *
    3.10 - *  This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
    3.11 + *  This is a simple file to encapsulate the EGL API headers.
    3.12   */
    3.13  #ifndef _MSC_VER
    3.14  
     4.1 --- a/include/SDL_opengles2.h	Mon Aug 11 17:25:53 2014 -0700
     4.2 +++ b/include/SDL_opengles2.h	Tue Aug 12 23:28:45 2014 +0200
     4.3 @@ -20,7 +20,7 @@
     4.4  */
     4.5  
     4.6  /**
     4.7 - *  \file SDL_opengles.h
     4.8 + *  \file SDL_opengles2.h
     4.9   *
    4.10   *  This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
    4.11   */