Updates the SDL library to the latest standard bugfix release

This commit is contained in:
JeffR 2023-07-13 15:20:29 -05:00
parent cb766f2878
commit 083d2175ea
1280 changed files with 343926 additions and 179615 deletions

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@ -0,0 +1,97 @@
# Contributing to SDL
We appreciate your interest in contributing to SDL, this document will describe how to report bugs, contribute code or ideas or edit documentation.
**Table Of Contents**
- [Filing a GitHub issue](#filing-a-github-issue)
- [Reporting a bug](#reporting-a-bug)
- [Suggesting enhancements](#suggesting-enhancements)
- [Contributing code](#contributing-code)
- [Forking the project](#forking-the-project)
- [Following the style guide](#following-the-style-guide)
- [Running the tests](#running-the-tests)
- [Opening a pull request](#opening-a-pull-request)
- [Contributing to the documentation](#contributing-to-the-documentation)
- [Editing a function documentation](#editing-a-function-documentation)
- [Editing the wiki](#editing-the-wiki)
## Filing a GitHub issue
### Reporting a bug
If you think you have found a bug and would like to report it, here are the steps you should take:
- Before opening a new issue, ensure your bug has not already been reported on the [GitHub Issues page](https://github.com/libsdl-org/SDL/issues).
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
- Include details about your environment, such as your Operating System and SDL version.
- If possible, provide a small example that reproduces your bug.
### Suggesting enhancements
If you want to suggest changes for the project, here are the steps you should take:
- Check if the suggestion has already been made on:
- the [issue tracker](https://github.com/libsdl-org/SDL/issues);
- the [discourse forum](https://discourse.libsdl.org/);
- or if a [pull request](https://github.com/libsdl-org/SDL/pulls) already exists.
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
- Describe what change you would like to happen.
## Contributing code
This section will cover how the process of forking the project, making a change and opening a pull request.
### Forking the project
The first step consists in making a fork of the project, this is only necessary for the first contribution.
Head over to https://github.com/libsdl-org/SDL and click on the `Fork` button in the top right corner of your screen, you may leave the fields unchanged and click `Create Fork`.
You will be redirected to your fork of the repository, click the green `Code` button and copy the git clone link.
If you had already forked the repository, you may update it from the web page using the `Fetch upstream` button.
### Following the style guide
Code formatting is done using a custom `.clang-format` file, you can learn more about how to run it [here](https://clang.llvm.org/docs/ClangFormat.html).
Some legacy code may not be formatted, as such avoid formatting the whole file at once and only format around your changes.
For your commit message to be properly displayed on GitHub, it should contain:
- A short description of the commit of 50 characters or less on the first line.
- If necessary, add a blank line followed by a long description, each line should be 72 characters or less.
For example:
```
Fix crash in SDL_FooBar.
This addresses the issue #123456 by making sure Foo was successful
before calling Bar.
```
### Running the tests
Tests allow you to verify if your changes did not break any behaviour, here are the steps to follow:
- Before pushing, run the `testautomation` suite on your machine, there should be no more failing tests after your change than before.
- After pushing to your fork, Continuous Integration (GitHub Actions) will ensure compilation and tests still pass on other systems.
### Opening a pull request
- Head over to your fork's GitHub page.
- Click on the `Contribute` button and `Open Pull Request`.
- Fill out the pull request template.
- If any changes are requested, you can add new commits to your fork and they will be automatically added to the pull request.
## Contributing to the documentation
### Editing a function documentation
The wiki documentation for API functions is synchronised from the headers' doxygen comments. As such, all modifications to syntax; function parameters; return value; version; related functions should be done in the header directly.
### Editing the wiki
Other changes to the wiki should done directly from https://wiki.libsdl.org/

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@ -13,7 +13,7 @@ supported, but you can use the "android-project-ant" directory as a template.
Requirements
================================================================================
Android SDK (version 26 or later)
Android SDK (version 31 or later)
https://developer.android.com/sdk/index.html
Android NDK r15c or later
@ -26,9 +26,9 @@ 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
- 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
- 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
@ -68,14 +68,22 @@ Finally, a word of caution: re running androidbuild.sh wipes any changes you may
done in the build directory for the app!
For more complex projects, follow these 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 "<project>/app/jni" directory
3. Edit "<project>/app/jni/src/Android.mk" to include your source files
4a. If you want to use Android Studio, simply open your <project> directory and start building.
For more complex projects, follow these instructions:
1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).
(The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)
2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory
(This is needed as the source of SDL has to be compiled by the Android compiler)
3. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files.
(They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration)
4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building.
4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
@ -83,9 +91,9 @@ For more complex projects, follow these instructions:
If you already have a project that uses CMake, the instructions change somewhat:
1. Do points 1 and 2 from the instruction above.
2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build
and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to
adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
@ -132,15 +140,15 @@ Here's an example of a minimal class file:
--- MyGame.java --------------------------
package com.gamemaker.game;
import org.libsdl.app.SDLActivity;
import org.libsdl.app.SDLActivity;
/**
* A sample wrapper class that just calls 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
@ -179,7 +187,7 @@ 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/
@ -350,7 +358,7 @@ I get output from addr2line showing that it's in the quit function, in testsprit
You can add logging to your code to help show what's happening:
#include <android/log.h>
__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
@ -440,7 +448,7 @@ 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
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
@ -459,7 +467,7 @@ Two legitimate ways:
Activity by calling Activity.finish().
- Android OS can decide to terminate your application by calling onDestroy()
(see Activity life cycle). Your application will receive a SDL_QUIT event you
(see Activity life cycle). Your application will receive a SDL_QUIT event you
can handle to save things and quit.
Don't call exit() as it stops the activity badly.

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@ -1,40 +1,102 @@
CMake
================================================================================
# CMake
(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
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:
To solve these problems, a new build system based on CMake was introduced.
It is developed in parallel to the legacy autotools build system, so users
can experiment with it without complication.
The CMake build system is supported on the following platforms:
* FreeBSD
* Linux
* VS.NET 2010
* Microsoft Visual C
* MinGW and Msys
* macOS, iOS, and tvOS, with support for XCode
* Android
* Emscripten
* RiscOS
* Playstation Vita
## Building SDL
================================================================================
Usage
================================================================================
Assuming the source for SDL is located at `~/sdl`
```sh
cd ~
mkdir build
cd build
cmake ~/sdl
cmake --build .
```
Assuming the source for SDL is located at ~/sdl
This will build the static and dynamic versions of SDL in the `~/build` directory.
Installation can be done using:
cd ~
mkdir build
cd build
cmake ../sdl
```sh
cmake --install . # '--install' requires CMake 3.15, or newer
```
This will build the static and dynamic versions of SDL in the ~/build directory.
## Including SDL in your project
SDL can be included in your project in 2 major ways:
- using a system SDL library, provided by your (*nix) distribution or a package manager
- using a vendored SDL library: this is SDL copied or symlinked in a subfolder.
================================================================================
Usage, iOS/tvOS
================================================================================
The following CMake script supports both, depending on the value of `MYGAME_VENDORED`.
```cmake
cmake_minimum_required(VERSION 3.0)
project(mygame)
# Create an option to switch between a system sdl library and a vendored sdl library
option(MYGAME_VENDORED "Use vendored libraries" OFF)
if(MYGAME_VENDORED)
add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL)
else()
# 1. Look for a SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found
find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2)
# 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available
find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main)
endif()
# Create your game executable target as usual
add_executable(mygame WIN32 mygame.c)
# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
if(TARGET SDL2::SDL2main)
# It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static)
target_link_libraries(mygame PRIVATE SDL2::SDL2main)
endif()
# Link to the actual SDL2 library. SDL2::SDL2 is the shared SDL library, SDL2::SDL2-static is the static SDL libarary.
target_link_libraries(mygame PRIVATE SDL2::SDL2)
```
### A system SDL library
For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure).
The following components are available, to be used as an argument of `find_package`.
| Component name | Description |
|----------------|--------------------------------------------------------------------------------------------|
| SDL2 | The SDL2 shared library, available through the `SDL2::SDL2` target [^SDL_TARGET_EXCEPTION] |
| SDL2-static | The SDL2 static library, available through the `SDL2::SDL2-static` target |
| SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target |
| SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target |
### Using a vendored SDL
This only requires a copy of SDL in a subdirectory.
## CMake configuration options for platforms
### iOS/tvOS
CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built
using Xcode or Make, possibly among other build-systems.
@ -53,32 +115,49 @@ To use, set the following CMake variables when running CMake's configuration sta
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
### Examples (for iOS/tvOS):
#### Examples
- for iOS-Simulator, using the latest, installed SDK:
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
```bash
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
```
- for iOS-Device, using the latest, installed SDK, 64-bit only
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64`
```bash
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
```
- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"`
```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
```
- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64`
```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
```
- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
`cmake ~/sdl -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
```cmake
cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
```
- for tvOS-Simulator, using the latest, installed SDK:
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
```
- for tvOS-Device, using the latest, installed SDK:
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
```
[^SDL_TARGET_EXCEPTION]: `SDL2::SDL2` can be an ALIAS to a static `SDL2::SDL2-static` target for multiple reasons.

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@ -12,7 +12,7 @@ Supports:
What you need:
* DirectFB 1.0.1, 1.2.x, 1.3.0
* Kernel-Framebuffer support: required: vesafb, radeonfb ....
* Kernel-Framebuffer support: required: vesafb, radeonfb ....
* Mesa 7.0.x - optional for OpenGL
The `/etc/directfbrc` file should contain the following lines to make
@ -44,7 +44,7 @@ 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
This is disabled by default. It will only support one
YUV texture, namely the first. Every other YUV texture will be
rendered in software.
@ -84,7 +84,7 @@ 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
cd mesa
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
```
@ -92,10 +92,10 @@ Edit `configs/linux-directfb` so that the Directories-section looks like this:
```
# Directories
SRC_DIRS = mesa glu
SRC_DIRS = mesa glu
GLU_DIRS = sgi
DRIVER_DIRS = directfb
PROGRAM_DIRS =
PROGRAM_DIRS =
```
Then do the following:

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@ -4,29 +4,29 @@ Originally posted on Ryan's Google+ account.
Background:
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
but developers are shipping their own SDL2 with individual Steam games.
These games might stop getting updates, but a newer SDL2 might be needed later.
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
but developers are shipping their own SDL2 with individual Steam games.
These games might stop getting updates, but a newer SDL2 might be needed later.
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
ever needed, and these fixes won't make it to a game shipping its own SDL.
- Even if we replace the SDL2 in those games with a compatible one, that is to
say, edit a developer's Steam depot (yuck!), there are developers that are
statically linking SDL2 that we can't do this for. We can't even force the
- Even if we replace the SDL2 in those games with a compatible one, that is to
say, edit a developer's Steam depot (yuck!), there are developers that are
statically linking SDL2 that we can't do this for. We can't even force the
dynamic loader to ignore their SDL2 in this case, of course.
- If you don't ship an SDL2 with the game in some form, people that disabled the
Steam Runtime, or just tried to run the game from the command line instead of
Steam Runtime, or just tried to run the game from the command line instead of
Steam might find themselves unable to run the game, due to a missing dependency.
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
generic Linux boxes that may or may not have SDL2 installed, you have to ship
the library or risk a total failure to launch. So now, you might have to have
a non-Steam build plus a Steam build (that is, one with and one without SDL2
included), which is inconvenient if you could have had one universal build
generic Linux boxes that may or may not have SDL2 installed, you have to ship
the library or risk a total failure to launch. So now, you might have to have
a non-Steam build plus a Steam build (that is, one with and one without SDL2
included), which is inconvenient if you could have had one universal build
that works everywhere.
- We like the zlib license, but the biggest complaint from the open source
community about the license change is the static linking. The LGPL forced this
- We like the zlib license, but the biggest complaint from the open source
community about the license change is the static linking. The LGPL forced this
as a legal, not technical issue, but zlib doesn't care. Even those that aren't
concerned about the GNU freedoms found themselves solving the same problems:
swapping in a newer SDL to an older game often times can save the day.
concerned about the GNU freedoms found themselves solving the same problems:
swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead.
So here's what we did:
@ -45,7 +45,7 @@ Except that is all done with a bunch of macro magic so we don't have to maintain
every one of these.
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
SDL_Init() that you've been calling all this time. But at startup, it looks more
SDL_Init() that you've been calling all this time. But at startup, it looks more
like this:
```c
@ -56,12 +56,12 @@ Uint32 SDL_Init_DEFAULT(Uint32 flags)
}
```
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this `_DEFAULT` function never gets called again.
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this `_DEFAULT` function never gets called again.
First call to any SDL function sets the whole thing up.
So you might be asking, what was the value in that? Isn't this what the operating
system's dynamic loader was supposed to do for us? Yes, but now we've got this
system's dynamic loader was supposed to do for us? Yes, but now we've got this
level of indirection, we can do things like this:
```bash
@ -69,34 +69,34 @@ export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2
```
And now, this game that is statically linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as
And now, this game that is statically linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as
far as calling into the jump table in this case. But in cases where no override
is desired, the statically linked version will provide its own jump table,
is desired, the statically linked version will provide its own jump table,
and everyone is happy.
So now:
- Developers can statically link SDL, and users can still replace it.
- Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!)
- Developers can ship an SDL with their game, Valve can override it for, say,
new features on SteamOS, or distros can override it for their own needs,
- Developers can ship an SDL with their game, Valve can override it for, say,
new features on SteamOS, or distros can override it for their own needs,
but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case,
- End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms.
- Everyone develops with SDL exactly as they have been doing all along.
- Everyone develops with SDL exactly as they have been doing all along.
Same headers, same ABI. Just get the latest version to enable this magic.
A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes
Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes
through here before spinning a thread, too), and then decides if it should use
an external SDL library. If not, it sets up the jump table using the current
an external SDL library. If not, it sets up the jump table using the current
SDL's function pointers (which might be statically linked into a program, or in
a shared library of its own). If so, it loads that library and looks for and
a shared library of its own). If so, it loads that library and looks for and
calls a single function:
```c
@ -104,35 +104,35 @@ SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
```
That function takes a version number (more on that in a moment), the address of
the jump table, and the size, in bytes, of the table.
Now, we've got policy here: this table's layout never changes; new stuff gets
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
the jump table, and the size, in bytes, of the table.
Now, we've got policy here: this table's layout never changes; new stuff gets
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
the needed functions if tablesize <= sizeof its own jump table. If tablesize is
bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
if it's smaller, we know we can provide the entire API that the caller needs.
The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes
(so we know if the tablesize might be smaller, or entries in it have changed).
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
inconceivable to have a small dispatch library that only supplies this one
The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes
(so we know if the tablesize might be smaller, or entries in it have changed).
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
inconceivable to have a small dispatch library that only supplies this one
function and loads different, otherwise-incompatible SDL libraries and has the
right one initialize the jump table based on the version. For something that
must generically catch lots of different versions of SDL over time, like the
right one initialize the jump table based on the version. For something that
must generically catch lots of different versions of SDL over time, like the
Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking,
"I don't want that overhead in my project!"
"I don't want that overhead in my project!"
To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like
To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like
iOS, or maybe when debugging, it makes sense to disable it. The way this is
designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers.
However, this is on by default and you have to edit a header file to turn it
off. Our hopes is that if we make it easy to disable, but not too easy,
everyone will ultimately be able to get what they want, but we've gently
designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers.
However, this is on by default and you have to edit a header file to turn it
off. Our hopes is that if we make it easy to disable, but not too easy,
everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution.

View file

@ -1,5 +1,46 @@
Emscripten
================================================================================
# Emscripten
(This documentation is not very robust; we will update and expand this later.)
## A quick note about audio
Modern web browsers will not permit web pages to produce sound before the
user has interacted with them; this is for several reasons, not the least
of which being that no one likes when a random browser tab suddenly starts
making noise and the user has to scramble to figure out which and silence
it.
To solve this, most browsers will refuse to let a web app use the audio
subsystem at all before the user has interacted with (clicked on) the page
in a meaningful way. SDL-based apps also have to deal with this problem; if
the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
There are two reasonable ways to deal with this: if you are writing some
sort of media player thing, where the user expects there to be a volume
control when you mouseover the canvas, just default that control to a muted
state; if the user clicks on the control to unmute it, on this first click,
open the audio device. This allows the media to play at start, the user can
reasonably opt-in to listening, and you never get access denied to the audio
device.
Many games do not have this sort of UI, and are more rigid about starting
audio along with everything else at the start of the process. For these, your
best bet is to write a little Javascript that puts up a "Click here to play!"
UI, and upon the user clicking, remove that UI and then call the Emscripten
app's main() function. As far as the application knows, the audio device was
available to be opened as soon as the program started, and since this magic
happens in a little Javascript, you don't have to change your C/C++ code at
all to make it happen.
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
for some Javascript code to steal for this approach.
## Building SDL/emscripten
SDL currently requires at least Emscripten 2.0.32 to build. Newer versions
are likely to work, as well.
Build:

View file

@ -0,0 +1,155 @@
GDK
=====
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/).
Requirements
------------
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022))
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work.
Windows GDK Status
------
The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL.
* Additionally, the GDK port adds the following:
* Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.)
* GDK-specific setup:
* Initializing/uninitializing the game runtime, and initializing Xbox Live services
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue.
* An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
* What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file
## VisualC-GDK Solution
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
* SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64.
* SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs.
* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality.
* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live.
*NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this.
* tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality.
If you set one of the test programs as a startup project, you can run it directly from Visual Studio.
Windows GDK Setup, Detailed Steps
---------------------
These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below.
### 1. Add a Gaming.Desktop.x64 Configuration ###
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
### 2. Build SDL2 and SDL2main for GDK ###
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project.
*Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built.
### 3. Configuring Project Settings ###
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are
* Under Linker > Input > Additional Dependencies, you need the following:
* `SDL2.lib`
* `SDL2main.lib` (unless not using)
* `xgameruntime.lib`
* `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib`
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK.
### 4. Setting up SDL_main ###
Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
### 5. Required DLLs ###
The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory:
* Your SDL2.dll
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"
* XCurl.dll
You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory.
### 6. Setting up MicrosoftGame.config ###
You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description.
This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type.
For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center.
Then, you need to set the following values to the values from Partner Center:
* Identity tag - Name and Publisher attributes
* TitleId
* MSAAppId
### 7. Adding Required Logos
Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file.
### 8. Copying any Data Files ###
When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step.
### 9. Build and Run from Visual Studio ###
At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs.
If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. Switch the sandbox name with:
`XblPCSandbox SANDBOX.#`
3. (To switch back to the retail sandbox):
`XblPCSandbox RETAIL`
### 10. Packaging and Installing Locally
You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files.
To create the package:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory)
3. `mkdir Package` to create an output directory
4. To package the file into the `Package` directory, use:
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
5. To install the package, use:
`wdapp install PACKAGENAME.msixvc`
6. Once the package is installed, you can run it from the start menu.
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
Troubleshooting
---------------
#### Xbox Live Login does not work
As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values.
Furthermore, confirm that your PC is set to the correct sandbox.
#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing
Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it).

View file

@ -2,7 +2,7 @@ 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.
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.
@ -42,7 +42,7 @@ 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.
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.
@ -51,7 +51,7 @@ SDL_LoadDollarTemplates returns the number of templates successfully loaded.
===========================================================================
Multi Gestures
===========================================================================
SDL provides simple support for pinch/rotate/swipe 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.

View file

@ -1,10 +1,10 @@
iOS
======
Building the Simple DirectMedia Layer for iOS 5.1+
Building the Simple DirectMedia Layer for iOS 9.0+
==============================================================================
Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK.
Instructions:
@ -111,17 +111,17 @@ e.g.
return 1;
}
}
int main(int argc, char *argv[])
{
SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop
return 0;
}
Notes -- Accelerometer as Joystick
==============================================================================
@ -185,12 +185,44 @@ Once your application is installed its directory tree looks like:
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".
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 -- xcFramework
==============================================================================
The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform.
In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package.
The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL2.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac.
This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes.
In addition, on Apple platforms, main() cannot be in a dynamically loaded library. This means that iOS apps which used the statically-linked libSDL2.lib and now link with the xcframwork will need to define their own main() to call SDL_UIKitRunApp(), like this:
#ifndef SDL_MAIN_HANDLED
#ifdef main
#undef main
#endif
int
main(int argc, char *argv[])
{
return SDL_UIKitRunApp(argc, argv, SDL_main);
}
#endif /* !SDL_MAIN_HANDLED */
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected:
#include "SDL_main.h"
#include <SDL.h>
#include <SDL_main.h>
Notes -- iPhone SDL limitations
==============================================================================
@ -220,7 +252,7 @@ to your Info.plist:
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
Game Center
Game Center
==============================================================================
Game Center integration might require 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:
@ -236,15 +268,15 @@ e.g.
{
... 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);
@ -261,7 +293,7 @@ e.g.
Deploying to older versions of iOS
==============================================================================
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0
In order to do that you need to download an older version of Xcode:
https://developer.apple.com/download/more/?name=Xcode

View file

@ -5,22 +5,23 @@ By default SDL will only link against glibc, the rest of the features will be
enabled dynamically at runtime depending on the available features on the target
system. So, for example if you built SDL with XRandR support and the target
system does not have the XRandR libraries installed, it will be disabled
at runtime, and you won't get a missing library error, at least with the
at runtime, and you won't get a missing library error, at least with the
default configuration parameters.
Build Dependencies
--------------------------------------------------------------------------------
Ubuntu 20.04, all available features enabled:
Ubuntu 18.04, all available features enabled:
sudo apt-get install build-essential git make cmake autoconf automake \
libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \
libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \
libxss-dev libgl1-mesa-dev libdbus-1-dev \
libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \
libxkbcommon-dev libdrm-dev libgbm-dev
sudo apt-get install build-essential git make autoconf automake libtool \
pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \
libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \
libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
Ubuntu 22.04+ can also add `libpipewire-0.3-dev libdecor-0-dev` to that command line.
Fedora 35, all available features enabled:
@ -42,7 +43,7 @@ NOTES:
is missing, so it's safe to build in support even if the end user doesn't
have this library installed.
- DirectFB isn't included because the configure script (currently) fails to find
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
configure script to include DirectFB support. Send patches. :)
@ -54,42 +55,42 @@ there's a few issues that may cause SDL to fail to detect your joystick. To
debug this, start by installing the evtest utility. On Ubuntu/Debian:
sudo apt-get install evtest
Then run:
sudo evtest
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
Now run:
cat /dev/input/event/XX
If you get a permission error, you need to set a udev rule to change the mode of
your device (see below)
your device (see below)
Also, try:
sudo udevadm info --query=all --name=input/eventXX
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
you need to set up an udev rule to force this variable.
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
like:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
You can set up similar rules for your device by changing the values listed in
idProduct and idVendor. To obtain these values, try:
sudo udevadm info -a --name=input/eventXX | grep idVendor
sudo udevadm info -a --name=input/eventXX | grep idProduct
If multiple values come up for each of these, the one you want is the first one of each.
If multiple values come up for each of these, the one you want is the first one of each.
On other systems which ship with an older udev (such as CentOS), you may need
to set up a rule such as:
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"

View file

@ -43,13 +43,13 @@ make
sudo make install
```
This script builds SDL with 10.7 ABI compatibility on 64-bit Intel and 11.0
This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0
ABI compatibility on ARM64 architectures. For best compatibility you
should compile your application the same way.
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK.
Please note that building SDL requires at least Xcode 6 and the 10.9 SDK.
PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
32-bit Intel and macOS 10.6 runtime support has been officially dropped as
32-bit Intel and macOS 10.8 runtime support has been officially dropped as
of SDL 2.24.0.
To use the library once it's built, you essential have two possibilities:
@ -74,10 +74,10 @@ NSApplicationDelegate implementation:
event.type = SDL_QUIT;
SDL_PushEvent(&event);
}
return NSTerminateCancel;
}
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
@ -86,7 +86,7 @@ NSApplicationDelegate implementation:
event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0);
}
return NO;
}
```
@ -196,12 +196,12 @@ normally from the Finder.
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
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
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:
@ -253,7 +253,7 @@ Use `xcode-build` in the same directory as your .pbxproj file
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...

View file

@ -0,0 +1,28 @@
# Nintendo 3DS
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
- [Pierre Wendling](https://github.com/FtZPetruska)
Credits to:
- The awesome people who ported SDL to other homebrew platforms.
- The Devkitpro team for making all the tools necessary to achieve this.
## Building
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
```bash
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build
```
## Notes
- Currently only software rendering is supported.
- SDL2main should be used to ensure ROMFS is enabled.
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.

View file

@ -1,13 +1,13 @@
Native Client
================================================================================
Requirements:
Requirements:
* Native Client SDK (https://developer.chrome.com/native-client),
* Native Client SDK (https://developer.chrome.com/native-client),
(tested with Pepper version 33 or higher).
The SDL backend for Chrome's Native Client has been tested only with the PNaCl
toolchain, which generates binaries designed to run on ARM and x86_32/64
toolchain, which generates binaries designed to run on ARM and x86_32/64
platforms. This does not mean it won't work with the other toolchains!
================================================================================
@ -17,15 +17,15 @@ Building SDL for NaCl
Set up the right environment variables (see naclbuild.sh), then configure SDL with:
configure --host=pnacl --prefix some/install/destination
Then "make".
As an example of how to create a deployable app a Makefile project is provided
in test/nacl/Makefile, which includes some monkey patching of the common.mk file
provided by NaCl, without which linking properly to SDL won't work (the search
path can't be modified externally, so the linker won't find SDL's binaries unless
Then "make".
As an example of how to create a deployable app a Makefile project is provided
in test/nacl/Makefile, which includes some monkey patching of the common.mk file
provided by NaCl, without which linking properly to SDL won't work (the search
path can't be modified externally, so the linker won't find SDL's binaries unless
you dump them into the SDK path, which is inconvenient).
Also provided in test/nacl is the required support file, such as index.html,
Also provided in test/nacl is the required support file, such as index.html,
manifest.json, etc.
SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
@ -38,20 +38,20 @@ Running tests
================================================================================
Due to the nature of NaCl programs, building and running SDL tests is not as
straightforward as one would hope. The script naclbuild.sh in build-scripts
automates the process and should serve as a guide for users of SDL trying to build
straightforward as one would hope. The script naclbuild.sh in build-scripts
automates the process and should serve as a guide for users of SDL trying to build
their own applications.
Basic usage:
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
This will build testgles2.c by default.
If you want to build a different test, for example testrendercopyex.c:
SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
Once the build finishes, you have to serve the contents with a web server (the
script will give you instructions on how to do that with Python).
@ -60,28 +60,28 @@ RWops and nacl_io
================================================================================
SDL_RWops work transparently with nacl_io. Two functions control the mount points:
int mount(const char* source, const char* target,
const char* filesystemtype,
int mount(const char* source, const char* target,
const char* filesystemtype,
unsigned long mountflags, const void *data);
int umount(const char *target);
For convenience, SDL will by default mount an httpfs tree at / before calling
For convenience, SDL will by default mount an httpfs tree at / before calling
the app's main function. Such setting can be overridden by calling:
umount("/");
And then mounting a different filesystem at /
It's important to consider that the asynchronous nature of file operations on a
browser is hidden from the application, effectively providing the developer with
a set of blocking file operations just like you get in a regular desktop
environment, which eases the job of porting to Native Client, but also introduces
a set of challenges of its own, in particular when big file sizes and slow
a set of blocking file operations just like you get in a regular desktop
environment, which eases the job of porting to Native Client, but also introduces
a set of challenges of its own, in particular when big file sizes and slow
connections are involved.
For more information on how nacl_io and mount points work, see:
https://developer.chrome.com/native-client/devguide/coding/nacl_io
https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h

View file

@ -1,4 +1,4 @@
Pandora
Pandora
=====================================================================
( http://openpandora.org/ )

View file

@ -0,0 +1,51 @@
PS2
======
SDL2 port for the Sony Playstation 2 contributed by:
- Francisco Javier Trujillo Mata
Credit to
- The guys that ported SDL to PSP & Vita because I'm taking them as reference.
- David G. F. for helping me with several issues and tests.
## Building
To build SDL2 library for the PS2, make sure you have the latest PS2Dev status and run:
```bash
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake
cmake --build build
cmake --install build
```
## Hints
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30.
## Notes
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer.
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
It could be something similar as:
```c
.....
SDL_PS2_SKIP_IOP_RESET();
int main(int argc, char *argv[])
{
.....
```
For a release binary is recommendable to reset the IOP always.
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
## Getting PS2 Dev
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
## Running on PCSX2 Emulator
[PCSX2](https://github.com/PCSX2/pcsx2)
[More PCSX2 information](https://pcsx2.net/)
## To Do
- PS2 Screen Keyboard
- Dialogs
- Others

View file

@ -1,7 +1,7 @@
PSP
======
SDL2 port for the Sony PSP contributed by:
- Captian Lex
- Captian Lex
- Francisco Javier Trujillo Mata
- Wouter Wijsman
@ -33,4 +33,4 @@ cmake --install build
## To Do
- PSP Screen Keyboard
- Dialogs
- Dialogs

View file

@ -20,9 +20,9 @@ Raspbian Build Dependencies
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
OpenGL ES 2.x, it usually comes pre-installed, but in any case:
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
@ -45,7 +45,7 @@ will be placed in /opt/rpi-tools
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
You'll also need a Raspbian binary image.
Get it from: http://downloads.raspberrypi.org/raspbian_latest
Get it from: http://downloads.raspberrypi.org/raspbian_latest
After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
Let's assume the sysroot will be built in /opt/rpi-sysroot.
@ -69,8 +69,8 @@ edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
sudo umount $SYSROOT/proc
sudo umount $SYSROOT/sys
sudo umount /mnt
There's one more fix required, as the libdl.so symlink uses an absolute path
There's one more fix required, as the libdl.so symlink uses an absolute path
which doesn't quite work in our setup.
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
@ -86,13 +86,13 @@ The final step is compiling SDL itself.
make install
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
Apps don't work or poor video/audio performance
-----------------------------------------------
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
update the RPi's firmware. Note that doing so will fix these problems, but it
will also render the CMA - Dynamic Memory Split functionality useless.
@ -101,7 +101,7 @@ low in general, specially if a 1080p TV is hooked up.
See here how to configure this setting: http://elinux.org/RPiconfig
Using a fixed gpu_mem=128 is the best option (specially if you updated the
Using a fixed gpu_mem=128 is the best option (specially if you updated the
firmware, using CMA probably won't work, at least it's the current case).
No input
@ -115,9 +115,9 @@ No HDMI Audio
-------------
If you notice that ALSA works but there's no audio over HDMI, try adding:
hdmi_drive=2
to your config.txt file and reboot.
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
@ -129,7 +129,7 @@ The Text Input API is supported, with translation of scan codes done via the
kernel symbol tables. For this to work, SDL needs access to a valid console.
If you notice there's no SDL_TEXTINPUT message being emitted, double check that
your app has read access to one of the following:
* /proc/self/fd/0
* /dev/tty
* /dev/tty[0...6]
@ -137,17 +137,17 @@ your app has read access to one of the following:
* /dev/console
This is usually not a problem if you run from the physical terminal (as opposed
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
to running from a pseudo terminal, such as via SSH). If running from a PTS, a
quick workaround is to run your app as root or add yourself to the tty group,
then re-login to the system.
sudo usermod -aG tty `whoami`
The keyboard layout used by SDL is the same as the one the kernel uses.
To configure the layout on Raspbian:
sudo dpkg-reconfigure keyboard-configuration
To configure the locale, which controls which keys are interpreted as letters,
this determining the CAPS LOCK behavior:
@ -157,9 +157,9 @@ this determining the CAPS LOCK behavior:
OpenGL problems
---------------
If you have desktop OpenGL headers installed at build time in your RPi or cross
compilation environment, support for it will be built in. However, the chipset
does not actually have support for it, which causes issues in certain SDL apps
If you have desktop OpenGL headers installed at build time in your RPi or cross
compilation environment, support for it will be built in. However, the chipset
does not actually have support for it, which causes issues in certain SDL apps
since the presence of OpenGL support supersedes the ES/ES2 variants.
The workaround is to disable OpenGL at configuration time:
@ -176,5 +176,5 @@ Notes
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
leaking into the console only if it has root privileges. Launching apps locally
does not suffer from this issue.

View file

@ -8,7 +8,7 @@ The linux touch system is currently based off event streams, and proc/bus/device
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:
iPhone:
Works out of box.
Windows:

View file

@ -17,10 +17,10 @@ _Editor's note: I've been able to successfully build SDL using Visual Studio 201
2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog,
all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with
the `Platform Toolset`.
If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`.
3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
panel in the _FileView_ tab), and selecting `Build`.
You may get a few warnings, but you should not get any errors.
@ -90,17 +90,17 @@ Here's a sample SDL snippet to verify everything is setup in your IDE:
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
```
```
### That's it!
I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
### Credits

View file

@ -20,13 +20,13 @@ To build for the PSVita, make sure you have vitasdk and cmake installed and run:
Notes
-----
* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
These renderers support 720p and 1080i resolutions. These can be specified with:
These renderers support 720p and 1080i resolutions. These can be specified with:
`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK.
They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);`
anytime before video subsystem initialization.
* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
* By default SDL emits mouse events for touch events on every touchscreen.
* By default SDL emits mouse events for touch events on every touchscreen.
Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
Individual touchscreens can be disabled with:
`SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);`

View file

@ -34,7 +34,7 @@ from a recent Chrome/Chromium install for Windows. The files you need are:
- libGLESv2.dll
- d3dcompiler_46.dll (supports Windows Vista or later, better shader
compiler) *or* d3dcompiler_43.dll (supports Windows XP or later)
If you compile ANGLE from source, you can configure it so it does not need the
d3dcompiler_* DLL at all (for details on this, see their documentation).
However, by default SDL will try to preload the d3dcompiler_46.dll to
@ -48,7 +48,7 @@ Known Bugs:
- SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
that there's a bug in the library which prevents the window contents from
refreshing if this is set to anything other than the default value.
## Vulkan Surface Support
Support for creating Vulkan surfaces is configured on by default. To disable

View file

@ -5,49 +5,23 @@ This port allows SDL applications to run on Microsoft's platforms that require
use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
Some of the operating systems that include WinRT, are:
* Windows 10, via its Universal Windows Platform (UWP) APIs
* Windows 8.x
* Windows RT 8.x (aka. Windows 8.x for ARM processors)
* Windows Phone 8.x
In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in
modern times this port is focused on UWP apps, which run on Windows 10,
and modern Xbox consoles.
Requirements
------------
* Microsoft Visual C++ (aka Visual Studio), either 2017, 2015, 2013, or 2012
* Microsoft Visual C++ (aka Visual Studio) 2019.
- Free, "Community" or "Express" editions may be used, so long as they
include support for either "Windows Store" or "Windows Phone" apps.
include support for either "Windows Store" or "Windows Phone" apps.
"Express" versions marked as supporting "Windows Desktop" development
typically do not include support for creating WinRT apps, to note.
(The "Community" editions of Visual C++ do, however, support both
desktop/Win32 and WinRT development).
- Visual Studio 2017 can be used, however it is recommended that you install
the Visual C++ 2015 build tools. These build tools can be installed
using VS 2017's installer. Be sure to also install the workload for
"Universal Windows Platform development", its optional component, the
"C++ Universal Windows Platform tools", and for UWP / Windows 10
development, the "Windows 10 SDK (10.0.10240.0)". Please note that
targeting UWP / Windows 10 apps from development machine(s) running
earlier versions of Windows, such as Windows 7, is not always supported
by Visual Studio, and you may get error(s) when attempting to do so.
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
or Windows Phone. 8.0-targeted apps will run on devices running 8.1
editions of Windows, however they will not be able to take advantage of
8.1-specific features.
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
allows Visual C++ 2013 to load and build Windows 8.0 projects that were
created with Visual C++ 2012, so long as Visual C++ 2012 is installed
on the same machine. More details on targeting different versions of
Windows can found at the following web pages:
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
* A valid Microsoft account - This requirement is not imposed by SDL, but
rather by Microsoft's Visual C++ toolchain. This is required to launch or
rather by Microsoft's Visual C++ toolchain. This is required to launch or
debug apps.
@ -57,7 +31,7 @@ Status
Here is a rough list of what works, and what doesn't:
* What works:
* compilation via Visual C++ 2012 through 2015
* compilation via Visual C++ 2019.
* compile-time platform detection for SDL programs. The C/C++ #define,
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
* GPU-accelerated 2D rendering, via SDL_Renderer.
@ -70,8 +44,8 @@ Here is a rough list of what works, and what doesn't:
SDL_GetPerformanceFrequency(), etc.)
* file I/O via SDL_RWops
* mouse input (unsupported on Windows Phone)
* audio, via SDL's WASAPI backend (if you want to record, your app must
have "Microphone" capabilities enabled in its manifest, and the user must
* audio, via SDL's WASAPI backend (if you want to record, your app must
have "Microphone" capabilities enabled in its manifest, and the user must
not have blocked access. Otherwise, capture devices will fail to work,
presenting as a device disconnect shortly after opening it.)
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
@ -81,7 +55,7 @@ Here is a rough list of what works, and what doesn't:
SDL_GameController APIs, and is backed by Microsoft's XInput API. Please
note, however, that Windows limits game-controller support in UWP apps to,
"Xbox compatible controllers" (many controllers that work in Win32 apps,
do not work in UWP, due to restrictions in UWP itself.)
do not work in UWP, due to restrictions in UWP itself.)
* multi-touch input
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
appropriate.
@ -225,7 +199,7 @@ libraries such that, when the app is built:
1. each library gets built for the appropriate CPU architecture(s) and WinRT
platform(s).
2. each library's output, such as .dll files, get copied to the app's build
2. each library's output, such as .dll files, get copied to the app's build
output.
To set this up for SDL/WinRT, you'll need to run through the following steps:
@ -234,13 +208,8 @@ To set this up for SDL/WinRT, you'll need to run through the following steps:
"Solution Explorer")
2. right click on your app's solution.
3. navigate to "Add", then to "Existing Project..."
4. find SDL/WinRT's Visual C++ project file and open it. Different project
files exist for different WinRT platforms. All of them are in SDL's
source distribution, in the following directories:
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
4. find SDL/WinRT's Visual C++ project file and open it, in the `VisualC-WinRT`
directory.
5. once the project has been added, right-click on your app's project and
select, "References..."
6. click on the button titled, "Add New Reference..."
@ -276,12 +245,12 @@ To change these settings:
7. edit the "Additional Include Directories" setting, and add a path to SDL's
"include" directory
8. **Optional: to enable compilation of C code:** change the setting for
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
working with a completely C++ based project, this step can usually be
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
working with a completely C++ based project, this step can usually be
omitted.
9. **Optional: to disable precompiled headers (which can produce
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
list, select "Precompiled Headers", then change the setting for "Precompiled
9. **Optional: to disable precompiled headers (which can produce
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
list, select "Precompiled Headers", then change the setting for "Precompiled
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
10. close the dialog, saving settings, by clicking the "OK" button
@ -298,7 +267,7 @@ A few files should be included directly in your app's MSVC project, specifically
To include these files for C/C++ projects:
1. right-click on your project (again, in Visual C++'s Solution Explorer),
1. right-click on your project (again, in Visual C++'s Solution Explorer),
navigate to "Add", then choose "Existing Item...".
2. navigate to the directory containing SDL's source code, then into its
subdirectory, 'src/main/winrt/'. Select, then add, the following files:
@ -313,8 +282,8 @@ To include these files for C/C++ projects:
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
8. click the OK button. This will close the dialog.
**NOTE: C++/CX compilation is currently required in at least one file of your
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
**NOTE: C++/CX compilation is currently required in at least one file of your
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
@ -324,37 +293,37 @@ first <PropertyGroup> block in your Visual Studio project file.
### 6. Add app code and assets ###
At this point, you can add in SDL-specific source code. Be sure to include a
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
should be able to create a single `SDL_Window` (WinRT apps can only have one
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
draw content. Events are received via SDL's usual event functions
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
you can start adding them to the project now. If not, or if you would like to
make sure that you're setup correctly, some short and simple sample code is
At this point, you can add in SDL-specific source code. Be sure to include a
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
should be able to create a single `SDL_Window` (WinRT apps can only have one
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
draw content. Events are received via SDL's usual event functions
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
you can start adding them to the project now. If not, or if you would like to
make sure that you're setup correctly, some short and simple sample code is
provided below.
#### 6.A. ... when creating a new app ####
If you are creating a new app (rather than porting an existing SDL-based app),
or if you would just like a simple app to test SDL/WinRT with before trying to
get existing code working, some working SDL/WinRT code is provided below. To
If you are creating a new app (rather than porting an existing SDL-based app),
or if you would just like a simple app to test SDL/WinRT with before trying to
get existing code working, some working SDL/WinRT code is provided below. To
set this up:
1. right click on your app's project
2. select Add, then New Item. An "Add New Item" dialog will show up.
3. from the left-hand list, choose "Visual C++"
4. from the middle/main list, choose "C++ File (.cpp)"
5. near the bottom of the dialog, next to "Name:", type in a name for your
5. near the bottom of the dialog, next to "Name:", type in a name for your
source file, such as, "main.cpp".
6. click on the Add button. This will close the dialog, add the new file to
6. click on the Add button. This will close the dialog, add the new file to
your project, and open the file in Visual C++'s text editor.
7. Copy and paste the following code into the new file, then save it.
```c
#include <SDL.h>
int main(int argc, char **argv)
{
SDL_DisplayMode mode;
@ -362,7 +331,7 @@ int main(int argc, char **argv)
SDL_Renderer * renderer = NULL;
SDL_Event evt;
SDL_bool keep_going = SDL_TRUE;
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
return 1;
} else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
@ -370,14 +339,14 @@ int main(int argc, char **argv)
} else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
return 1;
}
while (keep_going) {
while (SDL_PollEvent(&evt)) {
if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
keep_going = SDL_FALSE;
}
}
}
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
@ -390,41 +359,41 @@ int main(int argc, char **argv)
#### 6.B. Adding code and assets ####
If you have existing code and assets that you'd like to add, you should be able
If you have existing code and assets that you'd like to add, you should be able
to add them now. The process for adding a set of files is as such.
1. right click on the app's project
2. select Add, then click on "New Item..."
3. open any source, header, or asset files as appropriate. Support for C and
3. open any source, header, or asset files as appropriate. Support for C and
C++ is available.
Do note that WinRT only supports a subset of the APIs that are available to
Win32-based apps. Many portions of the Win32 API and the C runtime are not
Do note that WinRT only supports a subset of the APIs that are available to
Win32-based apps. Many portions of the Win32 API and the C runtime are not
available.
A list of unsupported C APIs can be found at
A list of unsupported C APIs can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
General information on using the C runtime in WinRT can be found at
General information on using the C runtime in WinRT can be found at
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
A list of supported Win32 APIs for WinRT apps can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
the list of supported Win32 APIs for Windows Phone 8.0 is different.
That list can be found at
A list of supported Win32 APIs for WinRT apps can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
the list of supported Win32 APIs for Windows Phone 8.0 is different.
That list can be found at
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
### 7. Build and run your app ###
Your app project should now be setup, and you should be ready to build your app.
To run it on the local machine, open the Debug menu and choose "Start
Debugging". This will build your app, then run your app full-screen. To switch
out of your app, press the Windows key. Alternatively, you can choose to run
your app in a window. To do this, before building and running your app, find
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
this by clicking on the arrow on the right side of the list, then click on
Simulator. Once you do that, any time you build and run the app, the app will
Your app project should now be setup, and you should be ready to build your app.
To run it on the local machine, open the Debug menu and choose "Start
Debugging". This will build your app, then run your app full-screen. To switch
out of your app, press the Windows key. Alternatively, you can choose to run
your app in a window. To do this, before building and running your app, find
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
this by clicking on the arrow on the right side of the list, then click on
Simulator. Once you do that, any time you build and run the app, the app will
launch in window, rather than full-screen.
@ -437,37 +406,37 @@ Windows 8.x that ran primarily on ARM-based tablet computers.
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
debugs ARM-based apps via IP networks.
- change a few options on the development machine, both to make sure it builds
for ARM (rather than x86 or x64), and to make sure it knows how to find the
- change a few options on the development machine, both to make sure it builds
for ARM (rather than x86 or x64), and to make sure it knows how to find the
Windows RT device (on the network).
Microsoft's Remote Debugger can be found at
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
that separate versions of this debugger exist for different versions of Visual
Microsoft's Remote Debugger can be found at
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
that separate versions of this debugger exist for different versions of Visual
C++, one each for MSVC 2015, 2013, and 2012.
To setup Visual C++ to launch your app on an ARM device:
1. make sure the Remote Debugger is running on your ARM device, and that it's on
1. make sure the Remote Debugger is running on your ARM device, and that it's on
the same IP network as your development machine.
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
it, then change the value to "ARM".
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
do this:
1. open the app project's properties
2. select "Debugging"
3. next to "Machine Name", enter the hostname or IP address of the ARM
3. next to "Machine Name", enter the hostname or IP address of the ARM
device
4. if, and only if, you've turned off authentication in the Remote Debugger,
then change the setting for "Require Authentication" to No
5. click "OK"
4. build and run the app (from Visual C++). The first time you do this, a
prompt will show up on the ARM device, asking for a Microsoft Account. You
do, unfortunately, need to log in here, and will need to follow the
subsequent registration steps in order to launch the app. After you do so,
if the app didn't already launch, try relaunching it again from within Visual
4. build and run the app (from Visual C++). The first time you do this, a
prompt will show up on the ARM device, asking for a Microsoft Account. You
do, unfortunately, need to log in here, and will need to follow the
subsequent registration steps in order to launch the app. After you do so,
if the app didn't already launch, try relaunching it again from within Visual
C++.

View file

@ -1,12 +1,6 @@
Simple DirectMedia Layer {#mainpage}
========================
# Simple DirectMedia Layer
(SDL)
Version 2.0
---
http://www.libsdl.org/
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
@ -34,6 +28,7 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
- [DirectFB](README-directfb.md)
- [DynAPI](README-dynapi.md)
- [Emscripten](README-emscripten.md)
- [GDK](README-gdk.md)
- [Gesture](README-gesture.md)
- [Git](README-git.md)
- [iOS](README-ios.md)
@ -45,6 +40,7 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
- [Supported Platforms](README-platforms.md)
- [Porting information](README-porting.md)
- [PSP](README-psp.md)
- [PS2](README-ps2.md)
- [Raspberry Pi](README-raspberrypi.md)
- [Touch](README-touch.md)
- [Versions](README-versions.md)

View file

@ -1,36 +1,23 @@
# Release checklist
When changing the version, run `build-scripts/update-version.sh X Y Z`,
where `X Y Z` are the major version, minor version, and patch level. So
`2 28 1` means "change the version to 2.28.1". This script does much of the
mechanical work.
## New feature release
* Update `WhatsNew.txt`
* Bump version number to 2.EVEN.0 in all these locations:
* Bump version number to 2.EVEN.0:
* `configure.ac`, `CMakeLists.txt`: `SDL_*_VERSION`
* `Xcode/SDL/Info-Framework.plist`: `CFBundleShortVersionString`,
`CFBundleVersion`
* `Makefile.os2`: `VERSION`
* `build-scripts/winrtbuild.ps1`: `$SDLVersion`
* `include/SDL_version.h`: `SDL_*_VERSION`, `SDL_PATCHLEVEL`
* `src/main/windows/version.rc`: `FILEVERSION`, `PRODUCTVERSION`,
`FileVersion`, `ProductVersion`
* Bump ABI version information
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
* set first number in `DYLIB_CURRENT_VERSION` to
(100 * *minor*) + 1
* set second number in `DYLIB_CURRENT_VERSION` to 0
* if backwards compatibility has been broken,
increase `DYLIB_COMPATIBILITY_VERSION` (?)
* Run test/versioning.sh to verify that everything is consistent
* Regenerate `configure`
* `./build-scripts/update-version.sh 2 EVEN 0`
* Do the release
* Update the website file include/header.inc.php to reflect the new version
## New bugfix release
* Check that no new API/ABI was added
@ -39,53 +26,24 @@
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is even)
* Same places as listed above
* Bump ABI version information
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
* set second number in `DYLIB_CURRENT_VERSION` to *patchlevel*
* Run test/versioning.sh to verify that everything is consistent
* Regenerate `configure`
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release
* Update the website file include/header.inc.php to reflect the new version
## After a feature release
* Create a branch like `release-2.24.x`
* Bump version number to 2.ODD.0 for next development branch
* Same places as listed above
* Bump ABI version information
* Same places as listed above
* Assume that the next feature release will contain new API/ABI
* Run test/versioning.sh to verify that everything is consistent
* `./build-scripts/update-version.sh 2 ODD 0`
## New development prerelease
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is odd)
* Same places as listed above
* Bump ABI version information
* `CMakeLists.txt`, `Xcode/SDL/SDL.xcodeproj/project.pbxproj`:
`DYLIB_CURRENT_VERSION`, `DYLIB_COMPATIBILITY_VERSION`
* set first number in `DYLIB_CURRENT_VERSION` to
(100 * *minor*) + *patchlevel* + 1
* set second number in `DYLIB_CURRENT_VERSION` to 0
* if backwards compatibility has been broken,
increase `DYLIB_COMPATIBILITY_VERSION` (?)
* Run test/versioning.sh to verify that everything is consistent
* Regenerate `configure`
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release