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Alug cbc14e9286 Merge branch 'Saturn-Next' into updatewinlibs 2025-07-01 21:52:24 +02:00
690 changed files with 64792 additions and 117706 deletions

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version: 2
jobs:
build:
working_directory: /root/SRB2
docker:
- image: debian:stretch
environment:
CC: ccache gcc -m32
PKG_CONFIG_LIBDIR: /usr/lib/i386-linux-gnu/pkgconfig
LIBGME_CFLAGS: -I/usr/include
LIBGME_LDFLAGS: -lgme
CCACHE_COMPRESS: true
WFLAGS: -Wno-unsuffixed-float-constants
GCC49: true
#- image: ubuntu:trusty
# environment:
# CC: ccache gcc -m32
# PKG_CONFIG_LIBDIR: /usr/lib/i386-linux-gnu/pkgconfig
# LIBGME_CFLAGS: -I/usr/include
# LIBGME_LDFLAGS: -lgme
# CCACHE_COMPRESS: true
# WFLAGS: -Wno-unsuffixed-float-constants
# GCC48: true
steps:
- run:
name: Add i386 arch
command: dpkg --add-architecture i386
- run:
name: Add STJr PPA
command: |
apt-get -qq update
apt-get -qq -y install dirmngr
apt-key adv --keyserver hkp://keyserver.ubuntu.com:80 --recv-keys 0B1702D71499D9C25F986507F240F4449D3B0EC6
echo "deb http://ppa.launchpad.net/stjr/srb2/ubuntu trusty main" >> /etc/apt/sources.list
- run:
name: Update APT listing
command: apt-get -qq update
- run:
name: Support S3 upload
command: apt-get -qq -y install ca-certificates
- restore_cache:
keys:
- v1-SRB2-APT
- run:
name: Install SDK
command: apt-get -qq -y --no-install-recommends install git build-essential libpng-dev:i386 libsdl2-mixer-dev:i386 libgme-dev:i386 libcurl4-openssl-dev:i386 libopenmpt-dev:i386 gettext ccache wget gcc-multilib upx openssh-client
- save_cache:
key: v1-SRB2-APT
paths:
- /var/cache/apt/archives
- checkout
#- run:
# name: Compile without network support and BLUA
# command: make -C src LINUX=1 ERRORMODE=1 -k NONET=1 NO_LUA=1
#- run:
# name: wipe build
# command: make -C src LINUX=1 cleandep
- run:
name: rebuild depend
command: make -C src LINUX=1 clean
- restore_cache:
keys:
- v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }}
- run:
name: Compile
command: make -C src LINUX=1 ERRORMODE=1 -k
- store_artifacts:
path: /root/SRB2/bin/Linux/Release/
destination: bin
- save_cache:
key: v1-SRB2-{{ .Branch }}-{{ checksum "objs/Linux/SDL/Release/depend.dep" }}
paths:
- /root/.ccache
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*.plg
*.suo
*.vcproj.*.*.user
*.kate-swp
Win32_LIB_ASM_Debug
Win32_LIB_ASM_Release
*.bsc
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default:
image: debian:stable-slim
stages: # List of stages for jobs, and their order of execution
- build
variables:
GIT_STRATEGY: clone
GIT_CLONE_PATH: $CI_BUILDS_DIR/$CI_CONCURRENT_ID/$CI_PROJECT_PATH
.job_template: &job_build # This job runs in the build stage, which runs first.
stage: build
cache:
- key: ccache-$CI_PROJECT_PATH_SLUG-$CI_JOB_NAME_SLUG
fallback_keys:
- cache-$CI_PROJECT_PATH_SLUG-$CI_DEFAULT_BRANCH
- cache-$CI_PROJECT_PATH_SLUG-default
paths:
- ccache
- ccache_statslog
- key: apt-$CI_JOB_IMAGE
paths:
- apt-cache
unprotect: true
before_script:
- - |
# debconf
echo -e "\e[0Ksection_start:`date +%s`:debconf[collapsed=true]\r\e[0KSetup debconf's environment"
- export DEBIAN_FRONTEND="noninteractive"
- export DEBIAN_PRIORITY="low"
- export DEBCONF_NONINTERACTIVE_SEEN="true"
- |
# debconf
echo -e "\e[0Ksection_end:`date +%s`:debconf\r\e[0K"
- - |
# dpkg_aa
echo -e "\e[0Ksection_start:`date +%s`:dpkg_aa[collapsed=true]\r\e[0KAdding architectures to dpkg"
- dpkg --add-architecture i386
- dpkg --add-architecture amd64
- dpkg --add-architecture arm64
- |
# dpkg_aa
echo -e "\e[0Ksection_end:`date +%s`:dpkg_aa\r\e[0K"
- - |
# apt_conf
echo -e "\e[0Ksection_start:`date +%s`:apt_conf[collapsed=true]\r\e[0KSetting up APT conf"
- export APT_CACHE_DIR=`pwd`/apt-cache
- mkdir --parents --verbose $APT_CACHE_DIR/partial/
- touch /etc/apt/apt.conf.d/99build
- |
# apt.conf
echo Adding options to apt.conf':'
- |
# APT::Install-Recommends
echo APT::Install-Recommends "false"\; | tee --append /etc/apt/apt.conf.d/99build
- |
# quit
echo quiet "1"\; | tee --append /etc/apt/apt.conf.d/99build
- |
# APT::Get::Assume-Yes
echo APT::Get::Assume-Yes "true"\; | tee --append /etc/apt/apt.conf.d/99build
- |
# Dir::Cache::Archives
echo Dir::Cache::Archives "$APT_CACHE_DIR"\; | tee --append /etc/apt/apt.conf.d/99build
- |
# apt_conf
echo -e "\e[0Ksection_end:`date +%s`:apt_conf\r\e[0K"
- - |
# apt_update
echo -e "\e[0Ksection_start:`date +%s`:apt_update[collapsed=true]\r\e[0KUpdating APT listing"
- apt-get update
- |
# apt_update
echo -e "\e[0Ksection_end:`date +%s`:apt_update\r\e[0K"
- - |
# apt_pre
echo -e "\e[0Ksection_start:`date +%s`:apt_pre[collapsed=true]\r\e[0KInstalling pre packages"
- apt-get install apt-utils
- |
# apt_pre
echo -e "\e[0Ksection_end:`date +%s`:apt_pre\r\e[0K"
- - |
# apt_upgrade
echo -e "\e[0Ksection_start:`date +%s`:apt_upgrade[collapsed=true]\r\e[0KUpdating existing packages"
- apt-get upgrade
- |
# apt_update
echo -e "\e[0Ksection_end:`date +%s`:apt_upgrade\r\e[0K"
- - |
# apt_common
echo -e "\e[0Ksection_start:`date +%s`:apt_common[collapsed=true]\r\e[0KInstalling common packages"
- apt-get install make git ccache
- |
# apt_common
echo -e "\e[0Ksection_end:`date +%s`:apt_common\r\e[0K"
- - |
# ccache_config
echo -e "\e[0Ksection_start:`date +%s`:ccache_config[collapsed=true]\r\e[0KSetting up ccache config"
- mkdir --parents --verbose ~/.ccache/
- touch ~/.ccache/ccache.conf
- |
# cache.conf
echo Adding ccache configution option
- |
# base_dir
echo base_dir = $PWD | tee --append ~/.ccache/ccache.conf
- |
# cache_dir
echo cache_dir = $PWD/ccache | tee --append ~/.ccache/ccache.conf
- |
# compiler_check
echo compiler_check = content | tee --append ~/.ccache/ccache.conf
- |
# stats_log
echo stats_log = $PWD/ccache_statslog | tee --append ~/.ccache/ccache.conf
- |
# max_size
echo max_size = 50M | tee --append ~/.ccache/ccache.conf
- |
# ccache_config
echo -e "\e[0Ksection_end:`date +%s`:ccache_config\r\e[0K"
- - |
# cache_reset
echo -e "\e[0Ksection_start:`date +%s`:ccache_reset[collapsed=true]\r\e[0KResetting ccache statistics"
- ccache --zero-stats
- ccache --show-stats
- |
# ccache_reset
echo -e "\e[0Ksection_end:`date +%s`:ccache_reset\r\e[0K"
after_script:
- - |
# apt_clean
echo -e "\e[0Ksection_start:`date +%s`:apt_clean[collapsed=true]\r\e[0KCleaning of unneeded APT packages"
- apt-get autoclean
- |
# apt_clean
echo -e "\e[0Ksection_end:`date +%s`:apt_clean\r\e[0K"
- - |
# ccache_stats
echo -e "\e[0Ksection_start:`date +%s`:ccache_stats[collapsed=true]\r\e[0Kccache statistics:"
- ccache --show-stats --verbose
- ccache --show-log-stats --verbose
- |
# ccahe_stats
echo -e "\e[0Ksection_end:`date +%s`:ccache_stats\r\e[0K"
Debian testing GCC:
<<: *job_build
image: debian:testing-slim
allow_failure: true
artifacts:
paths:
- "bin/"
- "src/comptime.h"
expose_as: "Debian GCC testing"
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-testing-gcc"
variables:
CC: gcc
script:
- - |
# apt_toolchain
echo -e "\e[0Ksection_start:`date +%s`:apt_toolchain[collapsed=true]\r\e[0KInstalling toolchain packages"
- apt-get install gcc
- |
# apt_toolchain
echo -e "\e[0Ksection_end:`date +%s`:apt_toolchain\r\e[0K"
- - |
# apt_development
echo -e "\e[0Ksection_start:`date +%s`:apt_development[collapsed=true]\r\e[0KInstalling development packages"
- apt-get install libsdl2-mixer-dev libpng-dev libcurl4-openssl-dev libgme-dev libopenmpt-dev
- |
# apt_development
echo -e "\e[0Ksection_end:`date +%s`:apt_development\r\e[0K"
- - |
# make
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
- make --directory=src --keep-going CCACHE=1 ERRORMODE=1 NONX86=1 || make --directory=src --keep-going CCACHE=1 ERRORMODE=1 NONX86=1
- |
# make
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
Windows x86:
<<: *job_build
artifacts:
paths:
- "bin/"
- "src/comptime.h"
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-Win32"
variables:
PREFIX: i686-w64-mingw32
script:
- - |
# apt_toolchain
echo -e "\e[0Ksection_start:`date +%s`:apt_toolchain[collapsed=true]\r\e[0KInstalling toolchain packages"
- apt-get install gcc-mingw-w64-i686-win32
- |
# apt_toolchain
echo -e "\e[0Ksection_end:`date +%s`:apt_toolchain\r\e[0K"
- - |
# make
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
- make --directory=src --keep-going CCACHE=1 ERRORMODE=1 MINGW=1 SDL=1 || make --directory=src --keep-going CCACHE=1 ERRORMODE=1 MINGW=1 SDL=1
- |
# make
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
Debian stable:amd64:
<<: *job_build
artifacts:
paths:
- "bin/"
- "src/comptime.h"
expose_as: "Debian amd64"
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-x86-64"
variables:
CC: x86_64-linux-gnu-gcc
OBJCOPY: x86_64-linux-gnu-objcopy
OBJDUMP: x86_64-linux-gnu-objdump
PKG_CONFIG_PATH: /usr/lib/x86_64-linux-gnu/pkgconfig
script:
- - |
# apt_toolchain
echo -e "\e[0Ksection_start:`date +%s`:apt_toolchain[collapsed=true]\r\e[0KInstalling toolchain packages"
- apt-get install gcc-x86-64-linux-gnu || apt-get install gcc
- |
# apt_toolchain
echo -e "\e[0Ksection_end:`date +%s`:apt_toolchain\r\e[0K"
- - |
# apt_development
echo -e "\e[0Ksection_start:`date +%s`:apt_development[collapsed=true]\r\e[0KInstalling development packages"
- apt-get install libsdl2-mixer-dev:amd64 libpng-dev:amd64 libcurl4-openssl-dev:amd64 libgme-dev:amd64 libopenmpt-dev:amd64
- |
# apt_development
echo -e "\e[0Ksection_end:`date +%s`:apt_development\r\e[0K"
- - |
# make
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
- make --directory=src --keep-going CCACHE=1 ERRORMODE=1 LINUX64=1 || make --directory=src --keep-going CCACHE=1 ERRORMODE=1 LINUX64=1
- |
# make
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
Debian stable:i386:
<<: *job_build
artifacts:
paths:
- "bin/"
- "src/comptime.h"
expose_as: "Debian i386"
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-i686"
variables:
CC: i686-linux-gnu-gcc
OBJCOPY: i686-linux-gnu-objcopy
OBJDUMP: i686-linux-gnu-objdump
PKG_CONFIG_PATH: /usr/lib/i386-linux-gnu/pkgconfig
script:
- - |
# apt_toolchain
echo -e "\e[0Ksection_start:`date +%s`:apt_toolchain[collapsed=true]\r\e[0KInstalling toolchain packages"
- apt-get install gcc-i686-linux-gnu || apt-get install gcc
- |
# apt_toolchain
echo -e "\e[0Ksection_end:`date +%s`:apt_toolchain\r\e[0K"
- - |
# apt_development
echo -e "\e[0Ksection_start:`date +%s`:apt_development[collapsed=true]\r\e[0KInstalling development packages"
- apt-get install libsdl2-mixer-dev:i386 libpng-dev:i386 libcurl4-openssl-dev:i386 libgme-dev:i386 libopenmpt-dev:i386
- |
# apt_development
echo -e "\e[0Ksection_end:`date +%s`:apt_development\r\e[0K"
- - |
# make
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
- make --directory=src --keep-going CCACHE=1 ERRORMODE=1 LINUX=1 || make --directory=src --keep-going CCACHE=1 ERRORMODE=1 LINUX=1
- |
# make
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
Debian stable:arm64:
<<: *job_build
artifacts:
paths:
- "bin/"
- "src/comptime.h"
expose_as: "Debian arm64"
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-aarch64"
variables:
CC: aarch64-linux-gnu-gcc
OBJCOPY: aarch64-linux-gnu-objcopy
OBJDUMP: aarch64-linux-gnu-objdump
PKG_CONFIG_PATH: /usr/lib/aarch64-linux-gnu/pkgconfig
script:
- - |
# apt_toolchain
echo -e "\e[0Ksection_start:`date +%s`:apt_toolchain[collapsed=true]\r\e[0KInstalling toolchain packages"
- apt-get install gcc-aarch64-linux-gnu || apt-get install gcc
- |
# apt_toolchain
echo -e "\e[0Ksection_end:`date +%s`:apt_toolchain\r\e[0K"
- - |
# apt_development
echo -e "\e[0Ksection_start:`date +%s`:apt_development[collapsed=true]\r\e[0KInstalling development packages"
- apt-get install libsdl2-mixer-dev:arm64 libpng-dev:arm64 libcurl4-openssl-dev:arm64 libgme-dev:arm64 libopenmpt-dev:arm64
- |
# apt_development
echo -e "\e[0Ksection_end:`date +%s`:apt_development\r\e[0K"
- - |
# make
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
- make --directory=src --keep-going CCACHE=1 ERRORMODE=1 LINUX64=1 ERRORMODE=1 NONX86=1 || make --directory=src --keep-going CCACHE=1 ERRORMODE=1 LINUX64=1 NONX86=1
- |
# make
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
Windows x64:
<<: *job_build
artifacts:
paths:
- "bin/"
- "src/comptime.h"
expose_as: "Win64"
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-Win64"
variables:
PREFIX: x86_64-w64-mingw32
script:
- - |
# apt_toolchain
echo -e "\e[0Ksection_start:`date +%s`:apt_toolchain[collapsed=true]\r\e[0KInstalling toolchain packages"
- apt-get install gcc-mingw-w64-x86-64-win32
- |
# apt_toolchain
echo -e "\e[0Ksection_end:`date +%s`:apt_toolchain\r\e[0K"
- - |
# make
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
- make --directory=src --keep-going CCACHE=1 ERRORMODE=1 MINGW64=1 SDL=1 || make --directory=src --keep-going CCACHE=1 ERRORMODE=1 MINGW64=1 SDL=1
- |
# make
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
Debian stable Clang:
<<: *job_build
allow_failure: true
artifacts:
paths:
- "bin/"
- "src/comptime.h"
expose_as: "Debian Clang"
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-clang"
variables:
CC: clang
WFLAGS: -Wno-cast-align
script:
- - |
# apt_toolchain
echo -e "\e[0Ksection_start:`date +%s`:apt_toolchain[collapsed=true]\r\e[0KInstalling toolchain packages"
- apt-get install clang
- |
# apt_toolchain
echo -e "\e[0Ksection_end:`date +%s`:apt_toolchain\r\e[0K"
- - |
# apt_development
echo -e "\e[0Ksection_start:`date +%s`:apt_development[collapsed=true]\r\e[0KInstalling development packages"
- apt-get install libsdl2-mixer-dev libpng-dev libcurl4-openssl-dev libgme-dev libopenmpt-dev
- |
# apt_development
echo -e "\e[0Ksection_end:`date +%s`:apt_development\r\e[0K"
- - |
# make
echo -e "\e[0Ksection_start:`date +%s`:make[collapsed=false]\r\e[0KCompiling SRB2"
- make --directory=src --keep-going CCACHE=1 ERRORMODE=1 NONX86=1 || make --directory=src --keep-going CCACHE=1 ERRORMODE=1 NONX86=1
- |
# make
echo -e "\e[0Ksection_end:`date +%s`:make\r\e[0K"
Debian testing Clang:
extends: Debian stable Clang
image: debian:testing-slim
artifacts:
paths:
- "bin/"
- "src/comptime.h"
expose_as: "Debina Clang testing"
name: "$CI_PROJECT_PATH_SLUG-$CI_COMMIT_REF_SLUG-$CI_COMMIT_SHORT_SHA-testing-clang"
variables:
CC: clang
WFLAGS: -Wno-cast-align -Wno-deprecated-non-prototype
+712
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@@ -0,0 +1,712 @@
# Travis-CI Config
#
# You may use the Deployer to upload packages and builds to external servers.
# See deployer/travis/deployer_defaults.sh for environment variables to configure.
language: c
sudo: required
dist: trusty
matrix:
include:
################################
# Test Buildbots
# Deployer does not operate on these. See Deployer Buildbots, below.
# These bots are disabled when a deployment is triggered by 'deployer' branch name AND DPL_TERMINATE_TESTS=1.
# These bots remain enabled when a deployment is triggered by release tag.
################################
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.4
compiler: gcc-4.4
env: GCC44=1
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#gcc-4.4 (Ubuntu/Linaro 4.4.7-8ubuntu1) 4.4.7
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.6
compiler: gcc-4.6
env: GCC46=1
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#gcc-4.6 (Ubuntu/Linaro 4.6.4-6ubuntu2) 4.6.4
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.7
compiler: gcc-4.7
env: GCC47=1
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#gcc-4.7
- os: linux
compiler: gcc
env: GCC48=1
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#gcc (Ubuntu 4.8.4-2ubuntu1~14.04) 4.8.4
- os: linux
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.8
compiler: gcc-4.8
env: GCC48=1
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
- os: linux
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-7
compiler: gcc-7
env: WFLAGS="-Wno-tautological-compare -Wno-error=implicit-fallthrough -Wno-implicit-fallthrough" GCC72=1
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#gcc-7 (Ubuntu 7.2.0-1ubuntu1~14.04) 7.2.0 20170802
- os: linux
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-8
compiler: gcc-8
env: WFLAGS="-Wno-tautological-compare -Wno-error=implicit-fallthrough -Wno-implicit-fallthrough -Wno-error=format-overflow -Wno-error=format-truncation" GCC81=1
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#gcc-8 (Ubuntu 7.2.0-1ubuntu1~14.04) 8.1.0
- os: linux
compiler: clang
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#clang version 3.5.0 (tags/RELEASE_350/final)
- os: linux
addons:
apt:
sources:
- llvm-toolchain-precise-3.5
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- clang-3.5
compiler: clang-3.5
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#Ubuntu clang version 3.5.0-4ubuntu2~trusty2 (tags/RELEASE_350/final) (based on LLVM 3.5.0)
- os: linux
addons:
apt:
sources:
- llvm-toolchain-precise-3.6
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- clang-3.6
compiler: clang-3.6
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#Ubuntu clang version 3.6.2-svn240577-1~exp1 (branches/release_36) (based on LLVM 3.6.2)
- os: linux
addons:
apt:
sources:
- llvm-toolchain-precise-3.7
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- clang-3.7
compiler: clang-3.7
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#Ubuntu clang version 3.7.1-svn253571-1~exp1 (branches/release_37) (based on LLVM 3.7.1)
- os: linux
addons:
apt:
sources:
- llvm-toolchain-precise-3.8
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- clang-3.8
compiler: clang-3.8
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#clang version 3.8.1-svn271127-1~exp1 (branches/release_38)
- os: linux
addons:
apt:
sources:
- llvm-toolchain-precise-3.9
- ubuntu-toolchain-r-test
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- clang-3.9
compiler: clang-3.9
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#clang version 3.9.X
# - os: linux
# addons:
# apt:
# sources:
# - llvm-toolchain-precise-4.0
# - ubuntu-toolchain-r-test
# packages:
# - libsdl2-mixer-dev
# - libpng-dev
# - libgl1-mesa-dev
# - libgme-dev
# - p7zip-full
# - clang-4.0
# compiler: clang-4.0
# if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
# #clang version 4.0.X
# - os: linux
# addons:
# apt:
# sources:
# - llvm-toolchain-precise-5.0
# - ubuntu-toolchain-r-test
# packages:
# - libsdl2-mixer-dev
# - libpng-dev
# - libgl1-mesa-dev
# - libgme-dev
# - p7zip-full
# - clang-5.0
# compiler: clang-5.0
# if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
# #clang version 5.0.X
# - os: osx
# osx_image: beta-xcode6.1
# if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
# #Apple LLVM version 6.0 (clang-600.0.54) (based on LLVM 3.5svn)
# - os: osx
# osx_image: beta-xcode6.2
# compiler: gcc
# if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
# #Apple LLVM version 6.0 (clang-600.0.57) (based on LLVM 3.5svn)
## - os: osx
## osx_image: beta-xcode6.3
## if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
## #I think xcode.6.3 VM is broken, it does not boot
# - os: osx
# osx_image: xcode6.4
# if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
# #Apple LLVM version 6.1.0 (clang-602.0.53) (based on LLVM 3.6.0svn)
# - os: osx
# osx_image: xcode7
# if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
# #Apple LLVM version 7.0.0 (clang-700.0.72)
# - os: osx
# osx_image: xcode7.1
# if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
# #Apple LLVM version 7.0.0 (clang-700.1.76)
# - os: osx
# osx_image: xcode7.2
# if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
# #Apple LLVM version 7.0.2 (clang-700.1.81)
# - os: osx
# osx_image: xcode7.3
# #Apple LLVM version 7.3.0 (clang-703.0.31)
# - os: osx
# osx_image: xcode7.3
# #Apple LLVM version 7.3.0 (clang-703.0.31)
- os: osx
if: env(DPL_ENABLED) != "1" OR env(DPL_TERMINATE_TESTS) != "1" OR NOT branch =~ /^.*deployer.*$/
#Default: macOS 10.13 and Xcode 9.4.1
################################
# Deployer Buildbots - OSX
################################
- os: osx
if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
AND env(DPL_TERMINATE_MAIN) != "1"
env:
- _DPL_JOB_ENABLED=1
- _DPL_JOB_NAME=osx
- _DPL_FTP_TARGET=1
- _DPL_PACKAGE_BINARY=1
#Apple LLVM version 7.3.0 (clang-703.0.31)
################################
# Deployer Buildbots - Linux assets
# Set DPL_TERMINATE_ASSETS to disable all of these
# List Ubuntu LTS next, newest to oldest
# Then list non-LTS, newest to oldest
################################
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.8
compiler: gcc-4.8
dist: xenial
if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
AND env(DPL_TERMINATE_ASSETS) != "1"
env:
- _DPL_JOB_ENABLED=1
- _DPL_JOB_NAME=bionic-asset
- _DPL_DPUT_TARGET=1
- _DPL_PACKAGE_SOURCE=1
- _DPL_PACKAGE_MAIN=0
- _DPL_PACKAGE_ASSET=1
- PACKAGE_DISTRO=bionic
#- PACKAGE_SUBVERSION=~18.04bionic
#gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
################################
# The below asset bots produce packages that occupy too much space.
# It would be nice if the asset files were not included in the source package itself,
# so these can deploy to each Ubuntu target without manual intervention.
#
# Currently, to get around Launchpad's space limitation,
# copy the packages from *one* bot and the space usage is not increased.
################################
# - os: linux
# addons:
# apt:
# packages:
# - libsdl2-mixer-dev
# - libpng-dev
# - libgl1-mesa-dev
# - libgme-dev
# - p7zip-full
# - gcc-4.8
# compiler: gcc-4.8
# dist: trusty
# if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
# AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
# AND env(DPL_TERMINATE_ASSETS) != "1"
# env:
# - _DPL_JOB_ENABLED=1
# - _DPL_JOB_NAME=trusty-asset
# - _DPL_DPUT_TARGET=1
# - _DPL_PACKAGE_SOURCE=1
# - _DPL_PACKAGE_MAIN=0
# - _DPL_PACKAGE_ASSET=1
# - PACKAGE_DISTRO=trusty
# #- PACKAGE_SUBVERSION=~14.04trusty
# #gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
# - os: linux
# addons:
# apt:
# packages:
# - libsdl2-mixer-dev
# - libpng-dev
# - libgl1-mesa-dev
# - libgme-dev
# - p7zip-full
# - gcc-4.8
# compiler: gcc-4.8
# dist: xenial
# if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
# AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
# AND env(DPL_TERMINATE_ASSETS) != "1"
# env:
# - _DPL_JOB_ENABLED=1
# - _DPL_JOB_NAME=disco-asset
# - _DPL_DPUT_TARGET=1
# - _DPL_PACKAGE_SOURCE=1
# - _DPL_PACKAGE_MAIN=0
# - _DPL_PACKAGE_ASSET=1
# - PACKAGE_DISTRO=disco
# #- PACKAGE_SUBVERSION=~19.04disco
# #gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
# - os: linux
# addons:
# apt:
# packages:
# - libsdl2-mixer-dev
# - libpng-dev
# - libgl1-mesa-dev
# - libgme-dev
# - p7zip-full
# - gcc-4.8
# compiler: gcc-4.8
# dist: xenial
# if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
# AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
# AND env(DPL_TERMINATE_ASSETS) != "1"
# env:
# - _DPL_JOB_ENABLED=1
# - _DPL_JOB_NAME=cosmic-asset
# - _DPL_DPUT_TARGET=1
# - _DPL_PACKAGE_SOURCE=1
# - _DPL_PACKAGE_MAIN=0
# - _DPL_PACKAGE_ASSET=1
# - PACKAGE_DISTRO=cosmic
# #- PACKAGE_SUBVERSION=~18.10cosmic
# #gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
# - os: linux
# addons:
# apt:
# packages:
# - libsdl2-mixer-dev
# - libpng-dev
# - libgl1-mesa-dev
# - libgme-dev
# - p7zip-full
# - gcc-4.8
# compiler: gcc-4.8
# dist: xenial
# if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
# AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
# AND env(DPL_TERMINATE_ASSETS) != "1"
# env:
# - _DPL_JOB_ENABLED=1
# - _DPL_JOB_NAME=xenial-asset
# - _DPL_DPUT_TARGET=1
# - _DPL_PACKAGE_SOURCE=1
# - _DPL_PACKAGE_MAIN=0
# - _DPL_PACKAGE_ASSET=1
# - PACKAGE_DISTRO=xenial
# #- PACKAGE_SUBVERSION=~16.04xenial
# #gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
################################
# Deployer Buildbots - Linux binaries
# List Ubuntu LTS, newest to oldest
# Then list non-LTS, newest to oldest
################################
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.8
compiler: gcc-4.8
dist: xenial
if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
AND env(DPL_TERMINATE_MAIN) != "1"
env:
- _DPL_JOB_ENABLED=1
- _DPL_JOB_NAME=focal
- _DPL_DPUT_TARGET=1
- _DPL_PACKAGE_SOURCE=1
- PACKAGE_DISTRO=focal
- PACKAGE_SUBVERSION=~20.04focal
#gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.8
compiler: gcc-4.8
dist: xenial
if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
AND env(DPL_TERMINATE_MAIN) != "1"
env:
- _DPL_JOB_ENABLED=1
- _DPL_JOB_NAME=bionic
- _DPL_DPUT_TARGET=1
- _DPL_PACKAGE_SOURCE=1
- PACKAGE_DISTRO=bionic
- PACKAGE_SUBVERSION=~18.04bionic
#gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.8
compiler: gcc-4.8
dist: xenial
if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
AND env(DPL_TERMINATE_MAIN) != "1"
env:
- _DPL_JOB_ENABLED=1
- _DPL_JOB_NAME=xenial
- _DPL_DPUT_TARGET=1
- _DPL_PACKAGE_SOURCE=1
- PACKAGE_DISTRO=xenial
- PACKAGE_SUBVERSION=~16.04xenial
#gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.8
compiler: gcc-4.8
dist: trusty
if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
AND env(DPL_TERMINATE_MAIN) != "1"
env:
- _DPL_JOB_ENABLED=1
- _DPL_JOB_NAME=trusty
- _DPL_DPUT_TARGET=1
- _DPL_PACKAGE_SOURCE=1
- PACKAGE_DISTRO=trusty
- PACKAGE_SUBVERSION=~14.04trusty
#gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
- os: linux
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- libcurl4-openssl-dev
- p7zip-full
- gcc-4.8
compiler: gcc-4.8
dist: xenial
if: env(DPL_ENABLED) = "1" AND (env(_DPL_JOB_ENABLED) = "1" OR env(DPL_JOB_ENABLE_ALL) = "1")
AND (branch =~ /^.*deployer.*$/ OR (tag IS present AND env(DPL_TAG_ENABLED) = "1"))
AND env(DPL_TERMINATE_MAIN) != "1"
env:
- _DPL_JOB_ENABLED=1
- _DPL_JOB_NAME=eoan
- _DPL_DPUT_TARGET=1
- _DPL_PACKAGE_SOURCE=1
- PACKAGE_DISTRO=eoan
- PACKAGE_SUBVERSION=~19.10eoan
#gcc-4.8 (Ubuntu 4.8.5-2ubuntu1~14.04.1) 4.8.5
allow_failures:
- compiler: clang-3.5
- compiler: clang-3.6
- compiler: clang-3.7
- compiler: clang-3.8
- compiler: clang-3.9
- compiler: clang-4.0
- compiler: clang-5.0
cache:
apt: true
ccache: true
directories:
- $HOME/srb2_cache
addons:
apt:
packages:
- libsdl2-mixer-dev
- libpng-dev
- libgl1-mesa-dev
- libgme-dev
- zlib1g-dev
- libcurl4-openssl-dev
- p7zip-full
homebrew:
taps:
- mazmazz/srb2
packages:
- sdl2_mixer
- game-music-emu
- p7zip
- cmake
- curl
update: true
before_install:
# Initialize Deployer defaults
- . ./deployer/travis/deployer_defaults.sh
# Initialize Deployer; check if Deployer is enabled
# This needs to be run in the current shell so that $__DPL_ACTIVE is set for this session
- . ./deployer/travis/deployer.sh
# Also check if we should now terminate -- see `deployer.sh` for conditions.
# This should never happen on non-release buildbots when Deployer is not triggered.
- if [[ "$__DPL_TRY_TERMINATE_EARLY" == "1" ]]; then
if [[ "$__DPL_ACTIVE" != "1" ]]; then
echo "Exiting early because this job is not deploying.";
exit;
fi;
fi
# If we're triggered by release tag, force ASSET_FILES_OPTIONAL_GET=1
- if [[ "$__DPL_TAG_ELIGIBLE" = "1" ]]; then
ASSET_FILES_OPTIONAL_GET=1;
fi;
install:
# Install OS X library dependencies via Homebrew
# Do this differently for release buildbots:
# * `brew install --build-bottle` builds libraries for x86_64's lowest common denominator CPU, core2
# * `sdl2_mixer` requires options from the formula tap https://github.com/mazmazz/homebrew-srb2
# * `brew postinstall` runs post-install scripts after building a bottle
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then
if [[ "$__DPL_ACTIVE" == "1" ]]; then
brew install --build-bottle sdl2 game-music-emu;
brew install --build-bottle mazmazz/srb2/sdl2_mixer --with-flac --with-mpg123;
brew postinstall sdl2 game-music-emu mazmazz/srb2/sdl2_mixer;
fi;
fi
- mkdir -p $HOME/srb2_cache
before_script:
# OLDPWD is root repo folder
- OLDPWD=$PWD
- __ASSET_DIRECTORY="$OLDPWD/assets/installer"
- mkdir -p "$__ASSET_DIRECTORY"
- cd "$HOME/srb2_cache"
# Get stat command so we know what the cached archive date is.
# stat is different for OSX
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then
STATCMD="stat -f %m";
else
STATCMD="stat -c %y";
fi
# Get asset files (required for MD5)
# See `deployer_defaults.sh` for asset download path
- if [[ "$ASSET_ARCHIVE_PATH" != "" ]]; then
if [ -f "$(basename $ASSET_ARCHIVE_PATH)" ]; then
echo "$(basename $ASSET_ARCHIVE_PATH) cache date -- $($STATCMD $(basename $ASSET_ARCHIVE_PATH))";
fi;
wget --verbose --server-response -N "$ASSET_ARCHIVE_PATH";
7z x "$(basename $ASSET_ARCHIVE_PATH)" -o"$__ASSET_DIRECTORY" -aos;
fi;
# Get optional files too
- if [[ "$__DPL_ACTIVE" == "1" ]] && [[ "$ASSET_FILES_OPTIONAL_GET" == "1" ]] && [[ "$ASSET_ARCHIVE_OPTIONAL_PATH" != "" ]]; then
if [ -f "$(basename $ASSET_ARCHIVE_OPTIONAL_PATH)" ]; then
echo "$(basename $ASSET_ARCHIVE_OPTIONAL_PATH) cache date -- $($STATCMD $(basename $ASSET_ARCHIVE_OPTIONAL_PATH))";
fi;
wget --verbose --server-response -N "$ASSET_ARCHIVE_OPTIONAL_PATH";
7z x "$(basename $ASSET_ARCHIVE_OPTIONAL_PATH)" -o"$__ASSET_DIRECTORY" -aos;
fi;
# Go back to root repo folder
- cd "$OLDPWD"
# Prepare CMake asset lists
- SRB2_ASSET_HASHED=$(echo ${ASSET_FILES_HASHED// /\;})
- SRB2_ASSET_DOCS=$(echo ${ASSET_FILES_DOCS// /\;})
- SRB2_ASSET_DIRECTORY="$__ASSET_DIRECTORY"
# Prepare CMake
- mkdir build
- cd build
- mkdir package
- export CFLAGS="-Wall -W -Werror $WFLAGS"
- export CCACHE_COMPRESS=true
# If OS X, set -march=core2 to build compatible binaries with old Macs
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then
export CFLAGS="${CFLAGS} -march=core2";
fi;
- cmake .. -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$PWD/bin -DCPACK_PACKAGE_DIRECTORY=$PWD/package
-DSRB2_ASSET_HASHED="${SRB2_ASSET_HASHED}" -DSRB2_ASSET_DOCS="${SRB2_ASSET_DOCS}"
-DSRB2_ASSET_DIRECTORY="${SRB2_ASSET_DIRECTORY}"
-DCPACK_PACKAGE_DESCRIPTION_SUMMARY="${PROGRAM_NAME}"
-DCPACK_PACKAGE_VENDOR="${PROGRAM_VENDOR}"
-DSRB2_SDL2_EXE_NAME="${PROGRAM_FILENAME}"
script:
# Build our Makefile from Cmake!
- if [[ "$__DPL_ACTIVE" == "1" ]]; then
. ../deployer/travis/deployer_build.sh;
else
make -k;
fi;
after_success:
# Run the upload scripts
# These do nothing if Deployer is not triggered
- . ../deployer/travis/deployer_ftp.sh
- . ../deployer/travis/deployer_dput.sh
+27 -36
View File
@@ -1,46 +1,14 @@
cmake_minimum_required(VERSION 3.5)
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})
message(FATAL_ERROR "In-source builds will bring you a world of pain. Please make a separate directory to invoke CMake from.")
endif()
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
# Version change is fine.
project(SRB2
VERSION 1.6
LANGUAGES C CXX)
LANGUAGES C)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
#set(CMAKE_CXX_EXTENSIONS OFF) # optional but recommended: disables GNU extensions, forces pure ISO C++
set(CMAKE_CXX_EXTENSIONS ON)
set(CMAKE_C_EXTENSIONS ON)
##### PACKAGE CONFIGURATION #####
set(SRB2_CPACK_GENERATOR "" CACHE STRING "Generator to use for making a package. E.g., ZIP, TGZ, DragNDrop (OSX only). Leave blank for default generator.")
if("${SRB2_CPACK_GENERATOR}" STREQUAL "")
if("${CMAKE_SYSTEM_NAME}" MATCHES "Windows")
set(SRB2_CPACK_GENERATOR "ZIP")
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "Linux")
set(SRB2_CPACK_GENERATOR "TGZ")
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
set(SRB2_CPACK_GENERATOR "TGZ")
endif()
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})
message(FATAL_ERROR "In-source builds will bring you a world of pain. Please make a separate directory to invoke CMake from.")
endif()
set(CPACK_GENERATOR ${SRB2_CPACK_GENERATOR})
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Sonic Robo Blast 2 Kart" CACHE STRING "Program name for display purposes")
set(CPACK_PACKAGE_VENDOR "Kart Krew" CACHE STRING "Vendor name for display purposes")
#set(CPACK_PACKAGE_DESCRIPTION_FILE )
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
set(CPACK_PACKAGE_VERSION_MAJOR ${SRB2_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${SRB2_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${SRB2_VERSION_PATCH})
set(CPACK_PACKAGE_INSTALL_DIRECTORY "CMake ${CMAKE_VERSION_MAJOR}.${CMAKE_VERSION_MINOR}")
include(CPack)
# Set up CMAKE path
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/")
@@ -105,7 +73,6 @@ endif()
# OS macros
if (UNIX)
add_definitions(-DUNIXCOMMON)
add_link_options(-rdynamic) # Use -rdynamic so a backtrace log shows function names
endif()
if(CMAKE_COMPILER_IS_GNUCC)
@@ -128,12 +95,14 @@ set(CMAKE_PDB_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")
# Set EXE names so the assets CMakeLists can refer to its target
set(SRB2_SDL2_EXE_NAME srb2kart CACHE STRING "Executable binary output name")
set(SRB2_WIN_EXE_NAME srb2kartdd CACHE STRING "Executable binary output name for DirectDraw build")
include_directories(${CMAKE_CURRENT_BINARY_DIR}/src)
add_subdirectory(src)
add_subdirectory(assets)
## config.h generation
set(GIT_EXECUTABLE "git" CACHE FILEPATH "Path to git binary")
include(GitUtilities)
@@ -142,3 +111,25 @@ git_current_branch(SRB2_GIT_BRANCH "${CMAKE_SOURCE_DIR}")
set(SRB2_COMP_BRANCH "${SRB2_GIT_BRANCH}")
set(SRB2_COMP_REVISION "${SRB2_COMP_COMMIT}")
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/src/config.h.in ${CMAKE_CURRENT_BINARY_DIR}/src/config.h)
##### PACKAGE CONFIGURATION #####
if(${CMAKE_SYSTEM} MATCHES "Windows")
set(CPACK_GENERATOR "ZIP")
endif()
if(${CMAKE_SYSTEM} MATCHES "Linux")
set(CPACK_GENERATOR "TGZ")
endif()
if(${CMAKE_SYSTEM} MATCHES "Darwin")
set(CPACK_GENERATOR "DragNDrop")
endif()
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Sonic Robo Blast 2 Kart" CACHE STRING "Program name for display purposes")
set(CPACK_PACKAGE_VENDOR "Kart Krew" CACHE STRING "Vendor name for display purposes")
#set(CPACK_PACKAGE_DESCRIPTION_FILE )
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
set(CPACK_PACKAGE_VERSION_MAJOR ${SRB2_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${SRB2_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${SRB2_VERSION_PATCH})
set(CPACK_PACKAGE_INSTALL_DIRECTORY "CMake ${CMAKE_VERSION_MAJOR}.${CMAKE_VERSION_MINOR}")
include(CPack)
+269
View File
@@ -0,0 +1,269 @@
# Doxyfile 1.4.3
#---------------------------------------------------------------------------
# Project related configuration options
#---------------------------------------------------------------------------
PROJECT_NAME = SRB2
PROJECT_NUMBER = 1.09
OUTPUT_DIRECTORY = ./doc/SRB2
CREATE_SUBDIRS = YES
OUTPUT_LANGUAGE = English
USE_WINDOWS_ENCODING = YES
BRIEF_MEMBER_DESC = YES
REPEAT_BRIEF = YES
ABBREVIATE_BRIEF = "The $name class" \
"The $name widget" \
"The $name file" \
is \
provides \
specifies \
contains \
represents \
a \
an \
the
ALWAYS_DETAILED_SEC = NO
INLINE_INHERITED_MEMB = NO
FULL_PATH_NAMES = YES
STRIP_FROM_PATH =
STRIP_FROM_INC_PATH =
SHORT_NAMES = NO
JAVADOC_AUTOBRIEF = NO
MULTILINE_CPP_IS_BRIEF = NO
DETAILS_AT_TOP = NO
INHERIT_DOCS = YES
DISTRIBUTE_GROUP_DOC = NO
SEPARATE_MEMBER_PAGES = NO
TAB_SIZE = 8
ALIASES =
OPTIMIZE_OUTPUT_FOR_C = YES
OPTIMIZE_OUTPUT_JAVA = NO
SUBGROUPING = YES
#---------------------------------------------------------------------------
# Build related configuration options
#---------------------------------------------------------------------------
EXTRACT_ALL = YES
EXTRACT_PRIVATE = YES
EXTRACT_STATIC = YES
EXTRACT_LOCAL_CLASSES = YES
EXTRACT_LOCAL_METHODS = NO
HIDE_UNDOC_MEMBERS = NO
HIDE_UNDOC_CLASSES = NO
HIDE_FRIEND_COMPOUNDS = NO
HIDE_IN_BODY_DOCS = NO
INTERNAL_DOCS = NO
CASE_SENSE_NAMES = NO
HIDE_SCOPE_NAMES = NO
SHOW_INCLUDE_FILES = YES
INLINE_INFO = YES
SORT_MEMBER_DOCS = YES
SORT_BRIEF_DOCS = NO
SORT_BY_SCOPE_NAME = NO
GENERATE_TODOLIST = YES
GENERATE_TESTLIST = YES
GENERATE_BUGLIST = YES
GENERATE_DEPRECATEDLIST= YES
ENABLED_SECTIONS =
MAX_INITIALIZER_LINES = 30
SHOW_USED_FILES = YES
SHOW_DIRECTORIES = YES
FILE_VERSION_FILTER =
#---------------------------------------------------------------------------
# configuration options related to warning and progress messages
#---------------------------------------------------------------------------
QUIET = NO
WARNINGS = YES
WARN_IF_UNDOCUMENTED = YES
WARN_IF_DOC_ERROR = YES
WARN_NO_PARAMDOC = NO
WARN_FORMAT = "$file:$line: $text"
WARN_LOGFILE =
#---------------------------------------------------------------------------
# configuration options related to the input files
#---------------------------------------------------------------------------
INPUT = ./src
FILE_PATTERNS = *.c \
*.cc \
*.cxx \
*.cpp \
*.c++ \
*.d \
*.java \
*.ii \
*.ixx \
*.ipp \
*.i++ \
*.inl \
*.h \
*.hh \
*.hxx \
*.hpp \
*.h++ \
*.idl \
*.odl \
*.cs \
*.php \
*.php3 \
*.inc \
*.m \
*.mm \
*.dox
RECURSIVE = YES
EXCLUDE = ./src/sdl/IMG_xpm.c \
./src/sdl/SRB2DC/scramble.c
EXCLUDE_SYMLINKS = NO
EXCLUDE_PATTERNS = */src/hardware/*/* \
*/src/sdl/SDL_main/* \
*/src/*/*_private.h \
*/src/sdl/*/*help.? \
*/src/md5.? \
*/src/sdl/filter/*
EXAMPLE_PATH =
EXAMPLE_PATTERNS = *
EXAMPLE_RECURSIVE = NO
IMAGE_PATH =
INPUT_FILTER =
FILTER_PATTERNS =
FILTER_SOURCE_FILES = YES
#---------------------------------------------------------------------------
# configuration options related to source browsing
#---------------------------------------------------------------------------
SOURCE_BROWSER = NO
INLINE_SOURCES = NO
STRIP_CODE_COMMENTS = YES
REFERENCED_BY_RELATION = NO
REFERENCES_RELATION = NO
#USE_HTAGS = NO
VERBATIM_HEADERS = YES
#---------------------------------------------------------------------------
# configuration options related to the alphabetical class index
#---------------------------------------------------------------------------
ALPHABETICAL_INDEX = NO
COLS_IN_ALPHA_INDEX = 5
IGNORE_PREFIX =
#---------------------------------------------------------------------------
# configuration options related to the HTML output
#---------------------------------------------------------------------------
GENERATE_HTML = YES
HTML_OUTPUT = html
HTML_FILE_EXTENSION = .html
HTML_HEADER =
HTML_FOOTER =
HTML_STYLESHEET =
HTML_ALIGN_MEMBERS = YES
GENERATE_HTMLHELP = NO
CHM_FILE =
HHC_LOCATION =
GENERATE_CHI = NO
BINARY_TOC = NO
TOC_EXPAND = NO
DISABLE_INDEX = NO
ENUM_VALUES_PER_LINE = 4
GENERATE_TREEVIEW = YES
TREEVIEW_WIDTH = 250
#---------------------------------------------------------------------------
# configuration options related to the LaTeX output
#---------------------------------------------------------------------------
GENERATE_LATEX = NO
LATEX_OUTPUT = latex
LATEX_CMD_NAME = latex
MAKEINDEX_CMD_NAME = makeindex
COMPACT_LATEX = NO
PAPER_TYPE = a4wide
EXTRA_PACKAGES =
LATEX_HEADER =
PDF_HYPERLINKS = NO
USE_PDFLATEX = NO
LATEX_BATCHMODE = NO
LATEX_HIDE_INDICES = NO
#---------------------------------------------------------------------------
# configuration options related to the RTF output
#---------------------------------------------------------------------------
GENERATE_RTF = NO
RTF_OUTPUT = rtf
COMPACT_RTF = NO
RTF_HYPERLINKS = NO
RTF_STYLESHEET_FILE =
RTF_EXTENSIONS_FILE =
#---------------------------------------------------------------------------
# configuration options related to the man page output
#---------------------------------------------------------------------------
GENERATE_MAN = NO
MAN_OUTPUT = man
MAN_EXTENSION = .3
MAN_LINKS = YES
#---------------------------------------------------------------------------
# configuration options related to the XML output
#---------------------------------------------------------------------------
GENERATE_XML = NO
XML_OUTPUT = xml
XML_SCHEMA =
XML_DTD =
XML_PROGRAMLISTING = YES
#---------------------------------------------------------------------------
# configuration options for the AutoGen Definitions output
#---------------------------------------------------------------------------
GENERATE_AUTOGEN_DEF = NO
#---------------------------------------------------------------------------
# configuration options related to the Perl module output
#---------------------------------------------------------------------------
GENERATE_PERLMOD = NO
PERLMOD_LATEX = NO
PERLMOD_PRETTY = YES
PERLMOD_MAKEVAR_PREFIX =
#---------------------------------------------------------------------------
# Configuration options related to the preprocessor
#---------------------------------------------------------------------------
ENABLE_PREPROCESSING = YES
MACRO_EXPANSION = NO
EXPAND_ONLY_PREDEF = NO
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED = DOXYGEN \
HWRENDER \
DIRECTFULLSCREEN \
HW3SOUND \
LOGMESSAGES \
WALLSPLATS \
FLOORSPLATS
EXPAND_AS_DEFINED =
SKIP_FUNCTION_MACROS = YES
#---------------------------------------------------------------------------
# Configuration::additions related to external references
#---------------------------------------------------------------------------
TAGFILES =
GENERATE_TAGFILE =
ALLEXTERNALS = NO
EXTERNAL_GROUPS = YES
PERL_PATH = /usr/bin/perl
#---------------------------------------------------------------------------
# Configuration options related to the dot tool
#---------------------------------------------------------------------------
CLASS_DIAGRAMS = YES
HIDE_UNDOC_RELATIONS = YES
HAVE_DOT = NO
CLASS_GRAPH = YES
COLLABORATION_GRAPH = YES
GROUP_GRAPHS = YES
UML_LOOK = NO
TEMPLATE_RELATIONS = NO
INCLUDE_GRAPH = YES
INCLUDED_BY_GRAPH = YES
CALL_GRAPH = NO
GRAPHICAL_HIERARCHY = YES
DIRECTORY_GRAPH = YES
DOT_IMAGE_FORMAT = png
DOT_PATH =
DOTFILE_DIRS =
MAX_DOT_GRAPH_WIDTH = 1024
MAX_DOT_GRAPH_HEIGHT = 1024
MAX_DOT_GRAPH_DEPTH = 1000
DOT_TRANSPARENT = NO
DOT_MULTI_TARGETS = NO
GENERATE_LEGEND = YES
DOT_CLEANUP = YES
#---------------------------------------------------------------------------
# Configuration::additions related to the search engine
#---------------------------------------------------------------------------
SEARCHENGINE = NO
+1 -20
View File
@@ -13,12 +13,10 @@ Mainly for use in visual-only addons like secondcolor.
**Not netsafe**. Returns player's current sliptide roll angle, taking sliptideroll cvar value into account.
## hud.setVoteBackground(name[, time\_per\_frame])
## hud.setVoteBackground(name)
Changes vote background texture prefix (game looks for PREFIX + "W" or "C" (depends on resolution) + FRAME\_NUMBER).
If time\_per\_frame is set, each frame will last this amount of tics, default value is 2
## hud.add(fn, "vote") and hud.add(fn, "intermission")
Hud hooks for vote screen and intermission screen. They only get drawer (`v`) as argument.
@@ -122,11 +120,6 @@ v.interpLatch(false)
```
When using a custom string drawer, enable this mode to avoid interpolation artifacting when the string changes.
## cameras[] global array
Local player cameras that can be accessed outside of hud hooks.
`#cameras` will return amount of available cameras. (0 on dedicated server, 1 with 1 player, 4 with 4p splitscreen, etc)
## mobj.spritexscale, mobj.spriteyscale, mobj.spritexoffset, mobj.spriteyoffset, mobj.rollangle, mobj.sloperoll, mobj.rollmodel fields
Same fields as in SRB2 2.2
@@ -199,18 +192,6 @@ from `0` to `#musicdefs-1`, or string indices (which is equal to calling `S_Find
Hook is called whenever `S_ShowMusicCredit` (either from game or mod) is called. Takes musicdef as only argument, returning true
will overwrite vanilla behavior (not show music credit), can be used to implement custom music credit pop-ups.
## addHook("SetupVote", function(result, gt, secondgt, prevmap))
Hook is called whenever server sets up options for vote screen. `result` is table where lua can store options to,
(for example, `result[1] = 1` will force green hills as first option), gt is current gametype, secondgt is
alternative gametype picked for 3rd entry (for example, gt can be `GT_RACE`, and secondgt can be `GT_MATCH`)
prevmap is the previous map that was played (small note - in game code, it is offset by -1, but for lua its offset back,
so if previous gamemap was 1, prevmap would also be 1. Which means you can safely do mapheaderinfo[prevmap] to get info on previous map)
Limitations: currently, game can only change gametype for 3rd option in map (meaning for example, if current gametype is race, and you
put battle map in first option, when it gets picked that map will be still run in race gametype). That means, game will only handle maps with
different gametype if it is put in 3rd vote option.
# Other changes
## P_PlayRinglossSound(source, damager)
+85 -18
View File
@@ -1,36 +1,103 @@
# SRB2Kart-Saturn
SRB2Kart-Saturn is a modification of SRB2Kart with a focus on new Features, Fixes, Optimizations and general Improvements, all while retaining 100% compatibility with vanilla SRB2Kart.
# SRB2Kart: Saturn
[SRB2Kart](https://srb2.org/mods/) is a kart racing mod based on the 3D Sonic the Hedgehog fangame [Sonic Robo Blast 2](https://srb2.org/), based on a modified version of [Doom Legacy](http://doomlegacy.sourceforge.net/).
For more information on Saturn´s features check out the changelogs on the [Releases](https://github.com/Indev450/SRB2Kart-Saturn/releases) page and the ingame "Saturn Options" menu.
## Saturn Features (Take a look at the "Saturn Options" menu c;)
Also be sure to check the LUASTUFF file for more information on all the extra lua features Saturn has.
- Sprites player rotation on slopes; going on hills, levitate, going down, and so on alters your sprites (configurable)
- You can alter all the base kart HUD element offsets on the fly in the Saturn Options settings menu
- `addfilelocal` Command, for those who want to use things like their custom hud in netgames (Same as addfile but completely client sided)
- Palette rendering, make the OpenGL renderer (almost) look like software mode!
- OpenMPT for Tracker module playback instead of GME
- Fixes looping and sounds better
- Allows filter configuration
- Colourize your Kart HUD, to either your player color or whichever colour you like! (optional / requieres extra2.kart file)
- The minimal brightness with Shaders can be configured, now you can seeeee in dark areas (0-255 , uses Sector brightness values)
- Lua HUD hooks for Intermission (ex: You can make hostmod votes still visible during intermission!)
- Lua HUD hooks for Vote Screen (ex: You can make hostmod votes still visible during map vote screen!)
- Saltyhop! do a funny hop
- Smaller Speedometer (optional / requieres extra.kart file)
- Record Attack input display can now be used everywhere
- Smaller minimap icons and also show player names on the minimap (toggable)
- Support for animated votescreens!
- `showmusiccredit` command, shows you the current music track again
- `listskins` show a list of all skins currently loaded
- Visual Portals from Haya's HEP Client
- Horizonline effect in OpenGL (watch the endless bricks on SNES Bowsers Castle!)
- Localskins! use whatever skin you like!
- Toggable lowercase menu's also from Haya's HEP client
- Everything that Galaxy has
We also have a Flatpak available on [Flathub](https://flathub.org/en/apps/org.srb2.SRB2Kart-Saturn)! (many thanks to riomccloud!)
## Improvements / Bug fixes
- Replay size has been increased to 10MiB minimum, to make replay overflows very unlikely to happen
- can be set to 100MiB max with `maxdemosize` command in console
- Music changes now properly show the music credits (ex: Kart maps with easter eggs that alter the music)
- The mapper still has to provide a MusicDEF for this to work.
- Configurable chatlog length (yay can read those messages from 30 mins ago without opening log.txt)
- Configurable timeout for waiting to join a full server (in vanilla this is capped to 5 minutes before it boots you out)
- Characters now spin in skin selection menu (configurable)
- HTTP Addon download speed has been raised dramatically
- configurable with `downloadspeed` command
- HWR Drawnodes have been refactored, this should fix a few rare crashes esp in regards to OpenGL Visportals
- The Position Number in the corner is alot smaller now (half the size!)
- Toggable Lap animation
- Main menu shows the current renderer being used
- MSAA and A2C Antialiasing support (Configurable in renderer.txt file)
- A simple button to rejoin your last visited server
- Ability to show ALL maps in the mapselect screen, this includes hidden or hellmaps "showallmaps yes/no"
- Ability to toggle the Stagetitlecard "maptitles on/off"
## Performance / Debugging
- Access for `mobj_t` and `player_t` fields from Lua has been completely rewritten, for much better performance with many Lua scripts
- Lua shows Tracebacks whenever an error occurs
- The Lua Perfstats page now has multiple pages and is more organized (ps_thinkframe_page X in console)
- People with lower end hardware can disable "screen textures" with "gr_screentextures" command, huge performance gain with minimal visual loss
- Intermission backgrounds, heat wave effects and etc are broken with this
- `ffloorclip`, exclusive to Software, which boosts performance on maps with many Floor over Floor sectors
## Technical fixes
- ZFigthing Textures in Opengl mode have been fixed in engine (well almost all of it)
- FOFs intersecting with slopes have less issues and now render correctly in Opengl
- Midtextures on slopes in Opengl are fixed, many weird guardrails and fences, aswell as some of those sticking out textures from the ground on some maps should be gone
- The annoying depraction messages for `P_TeleportMove` and `P_AproxDistance` have been silenced
- Silenced the annoying "cant find next map..." messages as theyre super useless and annoying anyways
- Added a small cooldown on `map` command due to spamming causing a SIGSEGV
- Many bugfixes to the Software renderer, so its much less prone to crashing
- Many bugfixes to the OpenGL renderer (too many too list all of them here; check the changelogs for more information)
- Bugfixes to the soundsystem, mainly regarding Sound muting
- Refactored Zone Memory Allocations (helps a bit with large maps)
- Many many more crash fixes and other bugfixes to the basegame (too many too list all of them here; check the changelogs for more information)
- Crash Backtraces have been replaced by libbacktrace (except for 32bit Windows builds)
Crashlogs now contain alot more informations. and even more if your build has debug symbols
Also allows 64bit Windows builds to produce Crashlogs!
## MISC
- Bird's Camera Tilting feature is no longer turned on by default
- Bird's warning on the title screen has been removed
## Bugs
- On maps which change the song multiple times on map start (exp: Wandering Falls) may show multiple music credits appearing
- A2C antialiasing makes transparent surfaces even more transparent
- You tell us! c:
## Note
Check the LUASTUFF file for more information on all the lua things Saturn has.
## Dependencies
- SDL2 (Linux/OS X only)
- SDL2-Mixer (Linux/OS X only)
- libupnp (Linux/OS X only)
- libgme (Linux/OS X only)
- libopenmpt (Linux/OS X only)
- libbacktrace (Linux/OS X only, optional, disable support with NOLIBBACKTRACE)
- libupnp (Linux/OS X only, optional, enable support with HAVE_MINIUPNPC)
- libbacktrace (Linux/OS X only)
## Compiling
See [SRB2 Wiki/Source code compiling](http://wiki.srb2.org/wiki/Source_code_compiling). The compiling process for SRB2Kart is largely identical to SRB2.
For Windows only the Makefile build system with GCC or Clang compiler is supported.
Visual C++ (MSVC) is unsupported.
64-bit Windows builds are supported and recommended over 32-bit builds, they will build automatically when using the MSYS2 MinGW 64-bit executable (requires the mingw-w64-x86_64-gcc package), no extra flags needed!
The specific DLLs can be found under /libs/dll-binaries/(i686 for 32bit/x86_64 for 64-bit)/ or in the Release packages
MacOS and Linux can be build with CMake, but it is recommended to use the Makefile for Linux over CMake
Alternatively the [srb2bld](https://github.com/Bijman/srb2bld) script by Bijman can be used aswell!
## Disclaimer
Kart Krew is in no way affiliated with SEGA or Sonic Team. We do not claim ownership of any of SEGA's intellectual property used in SRB2.
+2136
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+133
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@@ -0,0 +1,133 @@
version: 1.3.{branch}-{build}
os: MinGW
environment:
CC: ccache
CCACHE_CC: i686-w64-mingw32-gcc
CCACHE_CC_64: x86_64-w64-mingw32-gcc
WINDRES: windres
# c:\mingw-w64 i686 has gcc 6.3.0, so use c:\msys64 7.3.0 instead
MINGW_SDK: c:\msys64\mingw32
# c:\msys64 x86_64 has gcc 8.2.0, so use c:\mingw-w64 7.3.0 instead
MINGW_SDK_64: C:\mingw-w64\x86_64-8.1.0-posix-seh-rt_v6-rev0\mingw64
CFLAGS: -Wall -W -Werror -Wno-error=implicit-fallthrough -Wimplicit-fallthrough=3 -Wno-tautological-compare -Wno-error=suggest-attribute=noreturn
UPX_ZIP: upx391w
UPX_URL: http://upx.sourceforge.net/download/upx391w.zip
CCACHE_EXE: ccache.exe
CCACHE_URL: http://alam.srb2.org/ccache.exe
CCACHE_COMPRESS: true
CCACHE_DIR: C:\Users\appveyor\.ccache
# Disable UPX by default. The user can override this in their Appveyor project settings
NOUPX: 1
##############################
# DEPLOYER VARIABLES
# DPL_ENABLED=1 builds installers for branch names starting with `deployer`.
# DPL_TAG_ENABLED=1 will also build installers for release tags. DPL_ENABLED=1 must also be set.
# Set these in the Appveyor project settings
##############################
DPL_ENABLED: 0
DPL_TAG_ENABLED: 0
DPL_INSTALLER_NAME: srb2kart-v13
# Asset handling is barebones vs. Travis Deployer. We operate on 7z only.
# Include the README files and the OpenGL batch in the main and patch archives.
# The x86/x64 archives contain the DLL binaries.
ASSET_ARCHIVE_PATH: https://github.com/mazmazz/Kart-Public/releases/download/kart_assets/srb2kart-v102-assets.7z
ASSET_ARCHIVE_PATCH_PATH: https://github.com/mazmazz/Kart-Public/releases/download/kart_assets/srb2kart-v102-patch-assets.7z
ASSET_ARCHIVE_X86_PATH: https://github.com/mazmazz/Kart-Public/releases/download/kart_assets/srb2kart-v102-x86-assets.7z
ASSET_ARCHIVE_X64_PATH: https://github.com/mazmazz/Kart-Public/releases/download/kart_assets/srb2kart-v102-x64-assets.7z
ASSET_ARCHIVE_OPTIONAL_PATH: https://github.com/mazmazz/Kart-Public/releases/download/kart_assets/srb2kart-v102-optional-assets.7z
# This is overridden to 1 for release tag builds
ASSET_FILES_OPTIONAL_GET: 0
# For patches, also include the X86/X64 DLLs.
PACKAGE_PATCH_DLL_GET: 0
# Delete all asset downloads so they can be redownloaded
ASSET_CLEAN: 0
cache:
- upx391w.zip
- ccache.exe
- C:\Users\appveyor\.ccache
- C:\Users\appveyor\srb2_cache
install:
- if [%CONFIGURATION%] == [SDL64] ( set "X86_64=1" )
- if [%CONFIGURATION%] == [SDL64] ( set "CONFIGURATION=SDL" )
- if [%X86_64%] == [1] ( set "MINGW_SDK=%MINGW_SDK_64%" )
- if [%X86_64%] == [1] ( set "CCACHE_CC=%CCACHE_CC_64%" )
- if not exist "%UPX_ZIP%.zip" appveyor DownloadFile "%UPX_URL%" -FileName "%UPX_ZIP%.zip"
- 7z x -y "%UPX_ZIP%.zip" -o%TMP% >null
- robocopy /S /xx /ns /nc /nfl /ndl /np /njh /njs "%TMP%\%UPX_ZIP%" "%MINGW_SDK%\bin" upx.exe || exit 0
- if not exist "%CCACHE_EXE%" appveyor DownloadFile "%CCACHE_URL%" -FileName "%CCACHE_EXE%"
- ccache -M 99M
- xcopy /Y /V /I ccache.exe "%MINGW_SDK%\bin"
configuration:
- SDL
#- SDL64
before_build:
- set "Path=%MINGW_SDK%\bin;%Path%"
- if [%X86_64%] == [1] ( x86_64-w64-mingw32-gcc --version ) else ( i686-w64-mingw32-gcc --version )
- mingw32-make --version
- if not [%NOUPX%] == [1] ( upx -V )
- ccache -V
- ccache -s
- if [%NOUPX%] == [1] ( set "NOUPX=NOUPX=1" ) else ( set "NOUPX=" )
- if defined [%APPVEYOR_PULL_REQUEST_HEAD_COMMIT%] ( set "COMMIT=%APPVEYOR_PULL_REQUEST_HEAD_COMMIT%" ) else ( set "COMMIT=%APPVEYOR_REPO_COMMIT%" )
- cmd: git rev-parse --short %COMMIT%>%TMP%/gitshort.txt
- cmd: set /P GITSHORT=<%TMP%/gitshort.txt
# for pull requests, take the owner's name only, if this isn't the same repo of course
- set "REPO=%APPVEYOR_REPO_BRANCH%"
- if not [%APPVEYOR_PULL_REQUEST_HEAD_REPO_NAME%] == [] ( if not [%APPVEYOR_PULL_REQUEST_HEAD_REPO_NAME%] == [%APPVEYOR_REPO_NAME%] ( for /f "delims=/" %%a in ("%APPVEYOR_PULL_REQUEST_HEAD_REPO_NAME%") do set "REPO=%%a-%APPVEYOR_PULL_REQUEST_HEAD_REPO_BRANCH%" ) )
- set "EXENAME=EXENAME=srb2win-%REPO%-%GITSHORT%.exe"
- set "SRB2_MFLAGS=-C src WARNINGMODE=1 CCACHE=1 NOOBJDUMP=1 %NOUPX% %EXENAME%"
- if [%X86_64%] == [1] ( set "MINGW_FLAGS=MINGW64=1 X86_64=1 GCC81=1" ) else ( set "MINGW_FLAGS=MINGW=1 GCC91=1" )
- set "SRB2_MFLAGS=%SRB2_MFLAGS% %MINGW_FLAGS% %CONFIGURATION%=1"
build_script:
- cmd: mingw32-make.exe %SRB2_MFLAGS% clean
- cmd: mingw32-make.exe %SRB2_MFLAGS% ERRORMODE=1 -k
after_build:
- if [%X86_64%] == [1] (
set "BUILD_PATH=bin\Mingw64\Release"
) else (
set "BUILD_PATH=bin\Mingw\Release"
)
- if [%X86_64%] == [1] ( set "CONFIGURATION=%CONFIGURATION%64" )
- ccache -s
- set BUILD_ARCHIVE=%REPO%-%GITSHORT%-%CONFIGURATION%.7z
- set BUILDSARCHIVE=%REPO%-%CONFIGURATION%.7z
- cmd: 7z a %BUILD_ARCHIVE% %BUILD_PATH% -xr!.gitignore
- appveyor PushArtifact %BUILD_ARCHIVE%
- cmd: copy %BUILD_ARCHIVE% %BUILDSARCHIVE%
- appveyor PushArtifact %BUILDSARCHIVE%
##############################
# DEPLOYER SCRIPT
##############################
- if [%DPL_ENABLED%] == [1] ( call "deployer\appveyor\deployer.bat" )
test: off
#deploy:
# - provider: FTP
# protocol: ftps
# host:
# secure: NsLJEPIBvmwCOj8Tg8RoRQ==
# username:
# secure: ejxi5mvk7oLYu7QtbYojajEPigMy0mokaKhuEVuDZcA=
# password:
# secure: Hbn6Uy3lT0YZ88yFJ3aW4w==
# folder: appveyor
# application:
# active_mode: false
# on:
# branch: master
# appveyor_repo_tag: true
on_finish:
#- cmd: echo xfreerdp /u:appveyor /cert-ignore +clipboard /v:<ip>:<port>
#- ps: $blockRdp = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
-5
View File
@@ -1,10 +1,5 @@
## Assets Target Configuration ##
if(${CMAKE_SYSTEM} MATCHES Linux)
# Asset installation isn't part of the Linux target
return()
endif()
# For prepending the current source path, later
FUNCTION(PREPEND var prefix)
SET(listVar "")
-18
View File
@@ -30,24 +30,6 @@ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
--------------------------------------------------------------------------------
0-Clause BSD License
applies to:
- qs22k
Copyright (c) 2022, Raymond Gardner
--------------------------------------------------------------------------------
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
--------------------------------------------------------------------------------
curl License
applies to:
+2 -3
View File
@@ -1,6 +1,6 @@
include(LibFindMacros)
libfind_pkg_check_modules(GME_PKGCONF LIBGME)
libfind_pkg_check_modules(GME_PKGCONF GME)
find_path(GME_INCLUDE_DIR
NAMES gme.h
@@ -8,7 +8,6 @@ find_path(GME_INCLUDE_DIR
${GME_PKGCONF_INCLUDE_DIRS}
"/usr/include/gme"
"/usr/local/include/gme"
PATH_SUFFIXES gme
)
find_library(GME_LIBRARY
@@ -21,4 +20,4 @@ find_library(GME_LIBRARY
set(GME_PROCESS_INCLUDES GME_INCLUDE_DIR)
set(GME_PROCESS_LIBS GME_LIBRARY)
libfind_process(GME)
libfind_process(GME)
+2 -3
View File
@@ -1,6 +1,6 @@
include(LibFindMacros)
libfind_pkg_check_modules(OPENMPT_PKGCONF LIBOPENMPT)
libfind_pkg_check_modules(OPENMPT_PKGCONF OPENMPT)
find_path(OPENMPT_INCLUDE_DIR
NAMES libopenmpt.h
@@ -8,7 +8,6 @@ find_path(OPENMPT_INCLUDE_DIR
${OPENMPT_PKGCONF_INCLUDE_DIRS}
"/usr/include/libopenmpt"
"/usr/local/include/libopenmpt"
PATH_SUFFIXES libopenmpt
)
find_library(OPENMPT_LIBRARY
@@ -21,4 +20,4 @@ find_library(OPENMPT_LIBRARY
set(OPENMPT_PROCESS_INCLUDES OPENMPT_INCLUDE_DIR)
set(OPENMPT_PROCESS_LIBS OPENMPT_LIBRARY)
libfind_process(OPENMPT)
libfind_process(OPENMPT)
-33
View File
@@ -1,33 +0,0 @@
include(LibFindMacros)
libfind_pkg_check_modules(LIBBACKTRACE_PKGCONF LIBBACKTRACE)
find_path(LIBBACKTRACE_INCLUDE_DIR
NAMES backtrace.h
PATHS
${LIBBACKTRACE_PKGCONF_INCLUDE_DIRS}
"/usr/include"
"/usr/local/include"
)
find_library(LIBBACKTRACE_LIBRARY
NAMES backtrace
PATHS
${LIBBACKTRACE_PKGCONF_LIBRARY_DIRS}
"/usr/lib"
"/usr/local/lib"
)
set(LIBBACKTRACE_PROCESS_INCLUDES LIBBACKTRACE_INCLUDE_DIR)
set(LIBBACKTRACE_PROCESS_LIBS LIBBACKTRACE_LIBRARY)
libfind_process(LIBBACKTRACE)
if(LIBBACKTRACE_FOUND AND NOT TARGET libbacktrace)
add_library(libbacktrace UNKNOWN IMPORTED)
set_target_properties(
libbacktrace
PROPERTIES
IMPORTED_LOCATION "${LIBBACKTRACE_LIBRARY}"
INTERFACE_INCLUDE_DIRECTORIES "${LIBBACKTRACE_INCLUDE_DIR}"
)
endif()
+18 -37
View File
@@ -1,4 +1,4 @@
# Version 2.4
# Version 2.2
# Public Domain, originally written by Lasse Kärkkäinen <tronic>
# Maintained at https://github.com/Tronic/cmake-modules
# Please send your improvements as pull requests on Github.
@@ -52,10 +52,6 @@ function (libfind_pkg_detect PREFIX)
if (libraryargs)
find_library(${PREFIX}_LIBRARY NAMES ${libraryargs} HINTS ${${PREFIX}_PKGCONF_LIBRARY_DIRS})
endif()
# Read pkg-config version
if (${PREFIX}_PKGCONF_VERSION)
set(${PREFIX}_VERSION ${${PREFIX}_PKGCONF_VERSION} PARENT_SCOPE)
endif()
endfunction()
# Extracts a version #define from a version.h file, output stored to <PREFIX>_VERSION.
@@ -129,39 +125,24 @@ function (libfind_process PREFIX)
# Process deps to add to
foreach (i ${PREFIX} ${${PREFIX}_DEPENDENCIES})
if (DEFINED ${i}_INCLUDE_OPTS)
if (DEFINED ${i}_INCLUDE_OPTS OR DEFINED ${i}_LIBRARY_OPTS)
# The package seems to export option lists that we can use, woohoo!
list(APPEND includeopts ${${i}_INCLUDE_OPTS})
else()
if (DEFINED ${i}_INCLUDE_DIR)
# Singular forms can be used
list(APPEND includeopts ${i}_INCLUDE_DIR)
else()
if (DEFINED ${i}_INCLUDE_DIRS)
# Plural forms can be used
list(APPEND includeopts ${i}_INCLUDE_DIRS)
else()
# Oh no, we don't know the option names
message(FATAL_ERROR "We couldn't determine config variable names for ${i} includes. Aieeh!")
endif()
endif()
endif()
if (DEFINED ${i}_LIBRARY_OPTS)
# The package seems to export option lists that we can use, woohoo!
list(APPEND libraryopts ${${i}_LIBRARY_OPTS})
else()
if (DEFINED ${i}_LIBRARY)
# If plural forms don't exist or they equal singular forms
if ((NOT DEFINED ${i}_INCLUDE_DIRS AND NOT DEFINED ${i}_LIBRARIES) OR
({i}_INCLUDE_DIR STREQUAL ${i}_INCLUDE_DIRS AND ${i}_LIBRARY STREQUAL ${i}_LIBRARIES))
# Singular forms can be used
list(APPEND libraryopts ${i}_LIBRARY)
else()
if (DEFINED ${i}_LIBRARIES)
# Plural forms can be used
list(APPEND libraryopts ${i}_LIBRARIES)
else()
# Oh no, we don't know the option names
message(FATAL_ERROR "We couldn't determine config variable names for ${i} libraries. Aieeh!")
if (DEFINED ${i}_INCLUDE_DIR)
list(APPEND includeopts ${i}_INCLUDE_DIR)
endif()
if (DEFINED ${i}_LIBRARY)
list(APPEND libraryopts ${i}_LIBRARY)
endif()
else()
# Oh no, we don't know the option names
message(FATAL_ERROR "We couldn't determine config variable names for ${i} includes and libs. Aieeh!")
endif()
endif()
endforeach()
@@ -228,12 +209,12 @@ function (libfind_process PREFIX)
message(STATUS " ${PREFIX}_LIBRARY_OPTS=${libraryopts}")
message(STATUS " ${PREFIX}_LIBRARIES=${libs}")
endif()
set (${PREFIX}_INCLUDE_OPTS ${includeopts} PARENT_SCOPE)
set (${PREFIX}_LIBRARY_OPTS ${libraryopts} PARENT_SCOPE)
set (${PREFIX}_INCLUDE_DIRS ${includes} PARENT_SCOPE)
set (${PREFIX}_LIBRARIES ${libs} PARENT_SCOPE)
set (${PREFIX}_FOUND TRUE PARENT_SCOPE)
endif()
set (${PREFIX}_INCLUDE_OPTS ${includeopts} PARENT_SCOPE)
set (${PREFIX}_LIBRARY_OPTS ${libraryopts} PARENT_SCOPE)
set (${PREFIX}_INCLUDE_DIRS ${includes} PARENT_SCOPE)
set (${PREFIX}_LIBRARIES ${libs} PARENT_SCOPE)
set (${PREFIX}_FOUND TRUE PARENT_SCOPE)
return()
endif()
+70
View File
@@ -0,0 +1,70 @@
srb2 for Debian
---------------
SRB2 Debian package!
Hi there, to rebuild these packages just use debuild in the root source directory (not /src!).
You can build these with or without a key if you want, but if you want to put these on a repo,
generate your own GnuPG key as per the https://help.ubuntu.com/community/GnuPrivacyGuardHowto
instructions and pass the -k<keyid> command to debuild. Make sure you export the key footprint
and give them to your users to install with apt-key add. Thanks!
-- Callum Dickinson <gcfreak_ag20@hotmail.com> Fri, 26 Nov 2010 18:25:31 +1300
---------------
Templating
Note that you MUST run [repo-root]/debian_template.sh before running debuild
on these scripts! debian_template.sh fills these template files with working values.
You should also set PACKAGE_NAME_EMAIL="John Doe <jdoe@example.com>" to match
the identity of the key you will use to sign the package.
Building for Launchpad PPA
Use these steps to prepare building a source package for Launchpad:
1. cd [repo-root]
2. git reset --hard; git clean -fd; git clean -fx;
* Resets your repo folder to a committed state and removes untracked files
* If you built srb2-data in the assets/ folder, MAKE SURE THAT FOLDER DOES NOT HAVE ASSETS,
OR THEY MAY BE INCLUDED IN THE MAIN SOURCE PACKAGE!
Build the source package:
1. source [repo-root]/debian_template.sh
* Initializes defaults for the package variables and fills in templates.
2. debuild -S (builds the source package for Launchpad)
Signing for Launchpad PPA
First, follow Callum's instructions to generate a GnuPG key with your identity. You will need
to publish the fingerprint of that key to Ubuntu's key server.
https://help.ubuntu.com/community/GnuPrivacyGuardHowto#Uploading_the_key_to_Ubuntu_keyserver
Next, you will have to add that key fingerprint to your Launchpad account. Go to your Launchpad
profile and click the yellow Edit button next to "OpenPGP keys". Once you add the key, you can
upload signed source packages and publish them onto your PPA.
IF YOU UPLOAD A PACKAGE and Launchpad does NOT send you a confirmation or rejection email, that
means your key is not set up correctly with your Launchpad account.
Finally, if your packages have not already been signed, follow these steps:
1. cd ..
* Packages are located in the parent folder of where debuild was called
2. debsign "srb2_[version]_source.changes"
* You may need to specify -k [key-fingerprint]
Uploading for Launchpad PPA
Follow the instructions at <https://help.launchpad.net/Packaging/PPA/Uploading> to upload
to your PPA and have Launchpad build your binary deb packages.
-- Marco Zafra <marco.a.zafra@gmail.com> Mon, 26 Nov 2018 21:13:00 -0500
+46
View File
@@ -0,0 +1,46 @@
srb2 for Debian
---------------
Here it is! SRB2 v2.1.2 source code!
GNU/Linux
~~~
Dependencies:
SDL 1.2.7 or better (from libsdl.org)
SDL_Mixer 1.2.2(.7 for file-less music playback) (from libsdl.org)
Nasm (use NOASM=1 if you don't have it or have an non-i386 system, I think)
libPNG 1.2.7
Zlib 1.2.3
The Xiph.org libogg and libvorbis libraries
The OpenGL headers (from Mesa, usually shipped with your X.org or XFree
installation, so you needn't worry, most likely)
GCC 3.x toolchain and binutils
GNU Make
Build instructions:
make -C src LINUX=1
Build instructions for non-X86 devices (such as X64):
make -C src LINUX=1 NONX86=1
Build instructions to build for Wii Linux/SRB2Wii on a PowerPC system,
follow cross-compiling instructions for cross-compiling on a x86 system:
make -C src LINUX=1 WIILINUX=1
Build instructions to build for Pandora (Linux) on a ARM system,
follow cross-compiling instructions for cross-compiling on a x86 system:
make -C src PANDORA=1
-------------------------------------------------------------------------------
binaries will turn in up in bin/
note: read the src/makefile for more options
- Sonic Team Junior
http://www.srb2.org
+5
View File
@@ -0,0 +1,5 @@
${PACKAGE_NAME} (${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION}) ${PACKAGE_DISTRO}; urgency=${PACKAGE_URGENCY}
* ${PROGRAM_NAME} v${PROGRAM_VERSION} program build
-- ${PACKAGE_NAME_EMAIL} ${__PACKAGE_DATETIME}
+1
View File
@@ -0,0 +1 @@
7
+51
View File
@@ -0,0 +1,51 @@
# SRB2 Debian package control file.
Source: ${PACKAGE_NAME}
Section: games
Priority: extra
Maintainer: ${PACKAGE_GROUP_NAME_EMAIL}
Build-Depends: debhelper (>= 7.0.50~),
libsdl2-dev,
libsdl2-mixer-dev,
libpng-dev | libpng16-dev | libpng12-dev (>= 1.2.7),
zlib1g-dev,
libgme-dev,
libcurl4-openssl-dev,
libglu1-dev | libglu-dev,
libosmesa6-dev | libgl-dev,
nasm [i386]
Standards-Version: 3.8.4
Homepage: ${PACKAGE_WEBSITE}
Package: ${PACKAGE_NAME}
Architecture: any
Depends: ${SHLIBS_DEPENDS}, ${MISC_DEPENDS},
${PACKAGE_NAME}-data (>> ${PACKAGE_ASSET_MINVERSION}), ${PACKAGE_NAME}-data (<< ${PACKAGE_ASSET_MAXVERSION}),
libsdl2-2.0-0,
libsdl2-mixer-2.0-0,
zlib1g,
libgme0,
libcurl4,
libpng | libpng16-16 | libpng12-0
Description: A cross-platform 3D Sonic fangame
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
the design in 3D. It features tons of levels, enemies, speed,
and quite a lot of the fun that the original Sonic games provided.
Package: ${PACKAGE_NAME}-dbg
Architecture: any
# FIXME: should be Depends: ${SHLIBS_DEPENDS}, ${MISC_DEPENDS}, srb2-data (= 2.1.14), srb2 but dh_shlibdeps is being an asshat
Depends: libc6, ${MISC_DEPENDS}, ${PACKAGE_NAME}-data (>> ${PACKAGE_ASSET_MINVERSION}), ${PACKAGE_NAME}-data (<< ${PACKAGE_ASSET_MAXVERSION}), ${PACKAGE_NAME}
Description: A cross-platform 3D Sonic fangame
Sonic Robo Blast 2 is a 3D open-source Sonic the Hedgehog
fangame built using a modified version of the Doom Legacy
port of Doom. SRB2 is closely inspired by the original
Sonic games from the Sega Genesis, and attempts to recreate
the design in 3D. It features tons of levels, enemies, speed,
and quite a lot of the fun that the original Sonic games provided.
This is a debug binary; its symbols will be loaded by gdb
when the user starts the game with gdb for debugging.
+27
View File
@@ -0,0 +1,27 @@
This work was packaged for Debian by:
${PACKAGE_NAME_EMAIL} ${__PACKAGE_DATETIME}
It was downloaded from:
${PACKAGE_WEBSITE}
Upstream Author(s):
${PACKAGE_GROUP_NAME_EMAIL}
Copyright:
Copyright (C) 1998-2018 by Sonic Team Junior
License:
GNU General Public License, version 2
The Debian packaging is:
Copyright (C) 2010 Callum Dickinson <gcfreak_ag20@hotmail.com>
Copyright (C) 2010-2018 by Sonic Team Junior <stjr@srb2.org>
and is licensed under the GPL version 2,
see "/usr/share/common-licenses/GPL-2".
+4
View File
@@ -0,0 +1,4 @@
README.md
assets/README.txt
assets/LICENSE.txt
assets/LICENSE-3RD-PARTY.txt
+172
View File
@@ -0,0 +1,172 @@
#!/usr/bin/make -f
# -*- makefile -*-
#############################################################################
#
# GNU Make Debian package makefile for SRB2
#
# Copyright (C) 1998-2010 by Callum Dickinson
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# This file most likely will not need to be modified to make
# branches of SRB2 capable of making their own Debian packages,
# instead look at the /debian/control file for configuration.
#
#############################################################################
#############################################################################
#
# !!!!!!!!!! DEPLOYER NOTE !!!!!!!!!!
#
# Variables to be templated are curly-braced ${PACKAGE_INSTALL_PATH}
# Variables used by the rules script are parenthese'd $(PKGDIR)
# See [repo-root]/debian_template.sh
#
#############################################################################
# Uncomment this to turn on verbose mode.
#export DH_VERBOSE=1
# user/group of to-be-installed files
ROOT_USER := 0
ROOT_GROUP := 0
# determine cross-compile (may need some work)
CROSS_COMPILE_BUILD := $(shell dpkg-architecture -qDEB_BUILD_GNU_TYPE)
CROSS_COMPILE_HOST := $(shell dpkg-architecture -qDEB_HOST_GNU_TYPE)
CROSS_COMPILE := $(shell test "$(CROSS_COMPILE_BUILD)" != "$(CROSS_COMPILE_HOST)" && echo "$(CROSS_COMPILE_HOST)")
MKDIR = mkdir -p
MAKE = make
INSTALL = install -o $(ROOT_USER) -g $(ROOT_GROUP) -m 644
MV = mv
RM = rm -rf
STRIPARGS = --strip-unneeded
ifdef CROSS_COMPILE
STRIP = $(CROSS_COMPILE_HOST)-strip $(STRIPARGS)
else
STRIP = strip $(STRIPARGS)
endif
DIR := $(shell pwd)
# FIXME: hate hate hate head/tail hack :(
CONTROLF = $(DIR)/debian/control
PACKAGE = ${PACKAGE_NAME}
DBGPKG = ${PACKAGE}-dbg
TITLE = ${PROGRAM_NAME}
SECTION = Games/Action
EXENAME = ${PROGRAM_FILENAME}
DBGNAME = debug/$(EXENAME)
PKGDIR = $(shell echo "${PACKAGE_INSTALL_PATH}" | sed -e 's/^\///')
DBGDIR = usr/lib/debug/$(PKGDIR)
LINKDIR = $(shell echo "${PACKAGE_LINK_PATH}" | sed -e 's/^\///')
PIXMAPS_DIR = usr/share/pixmaps
DESKTOP_DIR = usr/share/applications
PREFIX = $(shell test "$(CROSS_COMPILE_BUILD)" != "$(CROSS_COMPILE_HOST)" && echo "PREFIX=$(CROSS_COMPILE_HOST)")
OS = LINUX=1
NONX86 = $(shell test "`echo $(CROSS_COMPILE_HOST) | grep 'i[3-6]86'`" || echo "NONX86=1")
MAKEARGS = $(OS) $(NONX86) $(PREFIX) EXENAME=$(EXENAME) DBGNAME=$(DBGNAME) NOOBJDUMP=1 # SDL_PKGCONFIG=sdl2 PNG_PKGCONFIG=libpng
MENUFILE1 = ?package($(PACKAGE)):needs="X11" section="$(SECTION)"
MENUFILE2 = title="$(TITLE)" command="/$(PKGDIR)/$(PACKAGE)"
BINDIR := $(DIR)/bin/Linux/Release
# FIXME pkg-config dir hacks
# Launchpad doesn't need this; it actually makes i386 builds fail due to cross-compile
# export PKG_CONFIG_LIBDIR = /usr/lib/$(CROSS_COMPILE_HOST)/pkgconfig
LDFLAGS += "-Wl,-rpath=/usr/lib/$(CROSS_COMPILE_HOST)"
# Some libgme-dev packages don't use pkg-config yet, so include the linker flag ourselves
PKG_CONFIG?=pkg-config
LIBGME_PKGCONFIG?=libgme
LIBGME_LDFLAGS?=$(shell $(PKG_CONFIG) $(LIBGME_PKGCONFIG) --libs)
ifeq ($(LIBGME_LDFLAGS),)
MAKEARGS += LIBGME_LDFLAGS=-lgme
endif
build:
$(MKDIR) $(BINDIR)/debug
$(MAKE) -C $(DIR)/src $(MAKEARGS)
$(STRIP) $(BINDIR)/$(EXENAME)
binary-indep:
# only here to kill Lintian warning
echo "no need to do any arch-independent stuff"
binary-arch:
# create ddirs
$(MKDIR) $(DIR)/debian/tmp/$(PKGDIR) $(DIR)/debian/tmp/$(DBGDIR)
$(MKDIR) $(DIR)/debian/tmp/$(PKGDIR) $(DIR)/debian/tmp/$(DESKTOP_DIR)
$(MKDIR) $(DIR)/debian/tmp/$(PKGDIR) $(DIR)/debian/tmp/$(PIXMAPS_DIR)
# install main binaries
$(INSTALL) $(BINDIR)/$(EXENAME) $(DIR)/debian/tmp/$(PKGDIR)/$(PACKAGE)
$(INSTALL) $(BINDIR)/$(DBGNAME) $(DIR)/debian/tmp/$(DBGDIR)/$(PACKAGE)
# Install desktop file and banner image
$(INSTALL) $(DIR)/srb2.png $(DIR)/debian/tmp/usr/share/pixmaps/${PROGRAM_FILENAME}.png
$(INSTALL) $(DIR)/debian/srb2.desktop $(DIR)/debian/tmp/usr/share/applications/${PROGRAM_FILENAME}.desktop
# add compiled binaries to include-binaries
echo $(BINDIR)/$(EXENAME) >> $(DIR)/debian/source/include-binaries
echo $(BINDIR)/$(EXENAME) >> $(DIR)/debian/source/include-binaries
# Generate install folder files
echo $(PKGDIR) > $(DIR)/debian/$(PACKAGE).install
echo $(DESKTOP_DIR) >> $(DIR)/debian/$(PACKAGE).install
echo $(PIXMAPS_DIR) >> $(DIR)/debian/$(PACKAGE).install
echo $(DBGDIR) > $(DIR)/debian/$(DBGPKG).install
# Launchpad only calls binary-arch, so just move everything up
#binary: binary-arch
# Generate .desktop specifications
echo "`echo '$(MENUFILE1)\\'`" > $(DIR)/debian/menu
echo " `echo '$(MENUFILE2)'`" >> $(DIR)/debian/menu
dh_testdir
dh_testroot
dh_installchangelogs
dh_installdocs
# dh_installexamples
dh_install --sourcedir=$(DIR)/debian/tmp
dh_installmenu
# dh_installdebconf
# dh_installlogrotate
# dh_installemacsen
# dh_installpam
# dh_installmime
# dh_python
# dh_installinit
# dh_installcron
# dh_installinfo
# dh_installman
dh_link $(PKGDIR)/$(EXENAME) $(LINKDIR)/$(EXENAME)
dh_compress
dh_fixperms
# dh_perl
# dh_makeshlibs
dh_installdeb
-dh_shlibdeps
dh_gencontrol
dh_md5sums
dh_builddeb
binary: binary-arch
clean:
$(MAKE) -C $(DIR)/src $(MAKEARGS) clean cleandep
$(RM) $(BINDIR)/*
$(RM) $(DIR)/debian/$(PACKAGE)/*
$(RM) $(DIR)/debian/$(DBGPKG)/*
$(RM) $(DIR)/debian/tmp/*
$(RM) $(DIR)/debian/$(PACKAGE).install
$(RM) $(DIR)/debian/$(DBGPKG).install
$(RM) $(DIR)/debian/menu
$(RM) $(DIR)/debian/files
$(RM) $(DIR)/debian/source/include-binaries
.PHONY: all clean binary binary-indep build
+1
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@@ -0,0 +1 @@
3.0 (native)
+11
View File
@@ -0,0 +1,11 @@
tar-ignore = "assets/*.srb"
tar-ignore = "assets/*.pk3"
tar-ignore = "assets/*.dta"
tar-ignore = "assets/*.wad"
tar-ignore = "assets/*.kart"
tar-ignore = "assets/debian/${PACKAGE_NAME}-data/*"
tar-ignore = "assets/debian/tmp/*"
tar-ignore = "*.obj"
tar-ignore = "*.dep"
tar-ignore = ".git/*"
tar-ignore = ".git*"
+10
View File
@@ -0,0 +1,10 @@
[Desktop Entry]
Name=${PROGRAM_NAME}
Comment=${PROGRAM_DESCRIPTION}
Encoding=UTF-8
Exec=${PACKAGE_INSTALL_PATH}/${PROGRAM_FILENAME}
Icon=/usr/share/pixmaps/${PROGRAM_FILENAME}.png
Terminal=false
Type=Application
StartupNotify=false
Categories=Application;Game;
+166
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@@ -0,0 +1,166 @@
#!/bin/bash
# Deployer for Travis-CI
# Debian package templating
#
# Call this script BEFORE running debuild!
# source ./debian_template.sh [clean] [main/asset]
#
# Before running this script,
# you should also set PACKAGE_NAME_EMAIL="John Doe <jdoe@example.com>" to match
# the identity of the key you will use to sign the package.
#
# Get script's actual path
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )"
# Recursive function for directory crawling
# $1 = Directory root to crawl
# $2 = Code to eval on file
# $3 = Code to eval on directory
# Exposes $dirtails, $dirlevel, and $dirtailname
dirlevel=0 # initialize
dirtails=()
# Utility function to make dira/dirb/dirc string
makedirtailname () {
dirtailname=""
for tail in $dirtails; do
if [[ "$dirtailname" == "" ]]; then
dirtailname="/$tail";
else
dirtailname="$dirtailname/$tail";
fi;
done;
}
evaldirectory () {
if [ -d "$1" ]; then
# Set contextual variables
# dirtails is an array of directory basenames after the crawl root
if (( $dirlevel > 0 )); then
dirtails+=( "$(basename $1)" );
else
dirtails=();
fi;
dirlevel=$((dirlevel+1));
# Generate directory path after the crawl root
makedirtailname;
# Eval our directory with the latest contextual info
# Don't eval on root
if (( $dirlevel > 1 )) && [[ "$3" != "" ]]; then
eval "$3";
fi;
# Iterate entries
for name in $1/*; do
if [ -d "$name" ]; then
# Name is a directory, but don't eval yet
# Recurse so our vars are updated
evaldirectory "$name" "$2" "$3";
# Decrement our directory level and remove a dirtail
unset 'dirtails[ ${#dirtails[@]}-1 ]';
dirlevel=$((dirlevel-1));
makedirtailname;
else
# Name is a file
if [ -f "$name" ] && [[ "$2" != "" ]]; then
eval "$2";
fi;
fi;
done;
# Reset our variables; we're done iterating
if (( $dirlevel == 1 )); then
dirlevel=0;
fi;
fi;
}
#
# Initialize package parameter defaults
#
if [[ "$__DEBIAN_PARAMETERS_INITIALIZED" != "1" ]]; then
. ${DIR}/deployer/travis/deployer_defaults.sh;
fi;
# Clean up after ourselves; we only expect to run this script once
# during buildboting
__DEBIAN_PARAMETERS_INITIALIZED=0
# for envsubst
export __PACKAGE_DATETIME="$(date '+%a, %d %b %Y %H:%M:%S %z')"
export __PACKAGE_DATETIME_DIGIT="$(date -u '+%Y%m%d%H%M%S')"
if [[ "$PACKAGE_REVISION" == "" ]]; then
PACKAGE_REVISION="-$__PACKAGE_DATETIME_DIGIT";
__PACKAGE_REVISION_BY_DATE=1;
export PACKAGE_REVISION=${PACKAGE_REVISION}; # for envsubst
fi;
#
# Clean the old debian/ directories
#
if [[ "$1" == "clean" ]]; then
toclean=$2;
else
toclean=$1;
fi;
if [[ "$toclean" == "" ]] || [[ "$toclean" == "main" ]]; then
echo "Cleaning main package scripts";
if [[ ! -f ${DIR}/debian ]]; then
rm -rf ${DIR}/debian;
fi;
fi;
if [[ "$toclean" == "" ]] || [[ "$toclean" == "asset" ]]; then
echo "Cleaning asset package scripts";
if [[ ! -f ${DIR}/assets/debian ]]; then
rm -rf ${DIR}/assets/debian;
fi;
fi;
#
# Make new templates
#
if [[ "$1" != "clean" ]]; then
totemplate=$1;
# HACK: ${shlibs:Depends} in the templates make the templating fail
# So just define replacemment variables
export SHLIBS_DEPENDS=${SHLIBS_DEPENDS};
export MISC_DEPENDS=${MISC_DEPENDS};
export DEBFILEVAR='$$file'; # used in assets/debian/rules
# Package parameters are exported for envsubst in deployer_defaults.sh
if [[ "$totemplate" == "" ]] || [[ "$totemplate" == "main" ]]; then
echo "Generating main package scripts";
fromroot=${DIR}/debian-template;
toroot=${DIR}/debian;
mkdir ${toroot};
evaldirectory ${fromroot} \
"cat \$name | envsubst > ${toroot}\${dirtailname}/\$( basename \$name )" \
"mkdir \"${toroot}\${dirtailname}\"";
fi;
if [[ "$totemplate" == "" ]] || [[ "$totemplate" == "asset" ]]; then
echo "Generating asset package scripts";
fromroot=${DIR}/assets/debian-template;
toroot=${DIR}/assets/debian;
mkdir ${toroot};
# Root dir to crawl; file eval; directory eval
evaldirectory ${fromroot} \
"cat \$name | envsubst > ${toroot}\${dirtailname}/\$( basename \$name )" \
"mkdir \"${toroot}\${dirtailname}\"";
fi;
fi;
if [[ "$__DPL_ACTIVE" != "1" ]] && [[ "$__PACKAGE_REVISION_BY_DATE" == "1" ]]; then
unset PACKAGE_REVISION; # so we can reset the date on subsequent runs
fi;
+195
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@@ -0,0 +1,195 @@
@setlocal enableextensions enabledelayedexpansion
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: Appveyor Deployer
: See appveyor.yml for default variables
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: Evaluate whether we should be deploying
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
if not [%DPL_ENABLED%] == [1] (
echo Deployer is not enabled...
exit /b
)
: Don't do DD installs because fmodex DLL handling is not implemented.
if [%CONFIGURATION%] == [DD] (
echo Deployer does not support DD builds...
exit /b
)
if [%CONFIGURATION%] == [DD64] (
echo Deployer does not support DD builds...
exit /b
)
: Substring match from https://stackoverflow.com/questions/7005951/batch-file-find-if-substring-is-in-string-not-in-a-file
: The below line says "if deployer is NOT in string"
: Note that APPVEYOR_REPO_BRANCH for pull request builds is the BASE branch that PR is merging INTO
if x%APPVEYOR_REPO_BRANCH:deployer=%==x%APPVEYOR_REPO_BRANCH% (
if not [%APPVEYOR_REPO_TAG%] == [true] (
echo Deployer is enabled but we are not in a release tag or a 'deployer' branch...
exit /b
) else (
if not [%DPL_TAG_ENABLED%] == [1] (
echo Deployer is not enabled for release tags...
exit /b
)
)
)
: Release tags always get optional assets (music.dta)
if [%APPVEYOR_REPO_TAG%] == [true] (
set "ASSET_FILES_OPTIONAL_GET=1"
)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: Get asset archives
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
if exist "C:\Users\appveyor\srb2_cache\archives\" (
if [%ASSET_CLEAN%] == [1] (
echo Cleaning asset archives...
rmdir /s /q "C:\Users\appveyor\srb2_cache\archives"
)
)
if not exist "C:\Users\appveyor\srb2_cache\archives\" mkdir "C:\Users\appveyor\srb2_cache\archives"
goto EXTRACT_ARCHIVES
::::::::::::::::::::::::::::::::
: ARCHIVE_NAME_PARTS
: Call this like a function. %archivepath% is the path to extract parts from.
::::::::::::::::::::::::::::::::
for %%a in (%archivepath%) do (
set "file=%%~fa"
set "filepath=%%~dpa"
set "filename=%%~nxa"
)
set "localarchivepath=C:\Users\appveyor\srb2_cache\archives\%filename%"
goto EOF
::::::::::::::::::::::::::::::::
: EXTRACT_ARCHIVES
::::::::::::::::::::::::::::::::
set "archivepath=%ASSET_ARCHIVE_PATH%"
call :ARCHIVE_NAME_PARTS
set "ASSET_ARCHIVE_PATH_LOCAL=%localarchivepath%"
if not exist "%localarchivepath%" appveyor DownloadFile "%ASSET_ARCHIVE_PATH%" -FileName "%localarchivepath%"
set "archivepath=%ASSET_ARCHIVE_PATCH_PATH%"
call :ARCHIVE_NAME_PARTS
set "ASSET_ARCHIVE_PATCH_PATH_LOCAL=%localarchivepath%"
if not exist "%localarchivepath%" appveyor DownloadFile "%ASSET_ARCHIVE_PATCH_PATH%" -FileName "%localarchivepath%"
if not [%X86_64%] == [1] (
set "archivepath=%ASSET_ARCHIVE_X86_PATH%"
call :ARCHIVE_NAME_PARTS
set "ASSET_ARCHIVE_X86_PATH_LOCAL=!localarchivepath!"
if not exist "!localarchivepath!" appveyor DownloadFile "%ASSET_ARCHIVE_X86_PATH%" -FileName "!localarchivepath!"
)
if [%X86_64%] == [1] (
set "archivepath=%ASSET_ARCHIVE_X64_PATH%"
call :ARCHIVE_NAME_PARTS
set "ASSET_ARCHIVE_X64_PATH_LOCAL=!localarchivepath!"
if not exist "!localarchivepath!" appveyor DownloadFile "%ASSET_ARCHIVE_X64_PATH%" -FileName "!localarchivepath!"
)
if [%ASSET_FILES_OPTIONAL_GET%] == [1] (
set "archivepath=%ASSET_ARCHIVE_OPTIONAL_PATH%"
call :ARCHIVE_NAME_PARTS
set "ASSET_ARCHIVE_OPTIONAL_PATH_LOCAL=!localarchivepath!"
if not exist "!localarchivepath!" appveyor DownloadFile "%ASSET_ARCHIVE_OPTIONAL_PATH%" -FileName "!localarchivepath!"
)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: Build the installers
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
mkdir "assets\installer"
mkdir "assets\patch"
7z x -y "%ASSET_ARCHIVE_PATH_LOCAL%" -o"assets\installer" >null
7z x -y "%ASSET_ARCHIVE_PATCH_PATH_LOCAL%" -o"assets\patch" >null
: Copy optional files to full installer (music.dta)
if [%ASSET_FILES_OPTIONAL_GET%] == [1] (
7z x -y "%ASSET_ARCHIVE_OPTIONAL_PATH_LOCAL%" -o"assets\installer" >null
)
: Copy EXE -- BUILD_PATH is from appveyor.yml
robocopy /S /ns /nc /nfl /ndl /np /njh /njs "%BUILD_PATH%" "assets\installer" /XF "*.debug" ".gitignore"
robocopy /S /ns /nc /nfl /ndl /np /njh /njs "%BUILD_PATH%" "assets\patch" /XF "*.debug" ".gitignore"
: Are we building DD? (we were supposed to exit earlier!)
if [%CONFIGURATION%] == [DD] ( set "DPL_INSTALLER_NAME=%DPL_INSTALLER_NAME%-DD" )
if [%CONFIGURATION%] == [DD64] ( set "DPL_INSTALLER_NAME=%DPL_INSTALLER_NAME%-DD" )
: If we are not a release tag, suffix the filename
if not [%APPVEYOR_REPO_TAG%] == [true] (
set "INSTALLER_SUFFIX=-%APPVEYOR_REPO_BRANCH%-%GITSHORT%-%CONFIGURATION%"
) else (
set "INSTALLER_SUFFIX="
)
if not [%X86_64%] == [1] ( goto X86_INSTALL )
::::::::::::::::::::::::::::::::
: X64_INSTALL
::::::::::::::::::::::::::::::::
: Extract DLL binaries
7z x -y "%ASSET_ARCHIVE_X64_PATH_LOCAL%" -o"assets\installer" >null
if [%PACKAGE_PATCH_DLL_GET%] == [1] (
7z x -y "!ASSET_ARCHIVE_X64_PATH_LOCAL!" -o"assets\patch" >null
)
: Build the installer
7z a -sfx7z.sfx "%DPL_INSTALLER_NAME%-x64-Installer%INSTALLER_SUFFIX%.exe" .\assets\installer\*
: Build the patch
7z a "%DPL_INSTALLER_NAME%-x64-Patch%INSTALLER_SUFFIX%.zip" .\assets\patch\*
: Upload artifacts
appveyor PushArtifact "%DPL_INSTALLER_NAME%-x64-Installer%INSTALLER_SUFFIX%.exe"
appveyor PushArtifact "%DPL_INSTALLER_NAME%-x64-Patch%INSTALLER_SUFFIX%.zip"
: We only do x86 OR x64, one at a time, so exit now.
goto EOF
::::::::::::::::::::::::::::::::
: X86_INSTALL
::::::::::::::::::::::::::::::::
: Extract DLL binaries
7z x -y "%ASSET_ARCHIVE_X86_PATH_LOCAL%" -o"assets\installer" >null
if [%PACKAGE_PATCH_DLL_GET%] == [1] (
7z x -y "!ASSET_ARCHIVE_X86_PATH_LOCAL!" -o"assets\patch" >null
)
: Build the installer
7z a -sfx7z.sfx "%DPL_INSTALLER_NAME%-Installer%INSTALLER_SUFFIX%.exe" .\assets\installer\*
: Build the patch
7z a "%DPL_INSTALLER_NAME%-Patch%INSTALLER_SUFFIX%.zip" .\assets\patch\*
: Upload artifacts
appveyor PushArtifact "%DPL_INSTALLER_NAME%-Installer%INSTALLER_SUFFIX%.exe"
appveyor PushArtifact "%DPL_INSTALLER_NAME%-Patch%INSTALLER_SUFFIX%.zip"
: We only do x86 OR x64, one at a time, so exit now
goto EOF
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: EOF
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
endlocal
+157
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@@ -0,0 +1,157 @@
#!/bin/bash
# Deployer for Travis-CI
# Initialization
#
# Performs validity checks to ensure that Deployer is allowed to run
# e.g., is an FTP hostname specified? Are we whitelisted by OSNAMES and BRANCHES?
#
# Set these environment variables in your Travis-CI settings, where they are stored securely.
# See other shell scripts for more options.
#
# DPL_ENABLED = 1 (leave blank to disable)
# DPL_TAG_ENABLED = 1 (run Deployer on all tags)
# DPL_JOB_ENABLE_ALL = 1 (run Deployer on all jobs; leave blank to act on specific jobs, see below)
# DPL_JOBNAMES = name1,name2 (whitelist of job names to allow uploading; leave blank to upload from all jobs)
# DPL_OSNAMES = osx (whitelist of OS names to allow uploading; leave blank to upload from all OSes)
# DPL_BRANCHES = master,branch1,branch2 (whitelist of branches to upload; leave blank to upload all branches)
#
# To enable Deployer on specific jobs, set _DPL_JOB_ENABLED=1 for that job. Example:
# - matrix:
# - os: osx
# env:
# - _DPL_JOB_ENABLED=1
#
# DO NOT set __DPL_ACTIVE, because that would bypass these validity checks.
# Validate Deployer state
if [[ "$DPL_ENABLED" == "1" ]] && [[ "$TRAVIS_PULL_REQUEST" == "false" ]]; then
# Test for base eligibility:
# Are we in a deployer branch? Or
# Are we in a release tag AND DPL_TAG_ENABLED=1?
if [[ $TRAVIS_BRANCH == *"deployer"* ]]; then
__DPL_BASE_ELIGIBLE=1;
__DPL_TERMINATE_EARLY_ELIGIBLE=1;
fi;
if [[ "$TRAVIS_TAG" != "" ]] && [[ "$DPL_TAG_ENABLED" == "1" ]]; then
__DPL_BASE_ELIGIBLE=1;
__DPL_TAG_ELIGIBLE=1;
__DPL_TERMINATE_EARLY_ELIGIBLE=1;
fi;
# Logging message for trigger word
if [[ "$__DPL_TAG_ELIGIBLE" != "1" ]] && [[ "$DPL_TRIGGER" != "" ]]; then
echo "Testing for trigger $DPL_TRIGGER, commit message: $TRAVIS_COMMIT_MESSAGE";
echo "[${DPL_TRIGGER}]";
echo "[${DPL_TRIGGER}-${_DPL_JOB_NAME}]";
echo "[${DPL_TRIGGER}-${TRAVIS_OS_NAME}]";
fi;
#
# Search for the trigger word
# Force enable if release tags are eligible
#
if [[ "$__DPL_TAG_ELIGIBLE" == "1" ]] || [[ "$DPL_TRIGGER" == "" ]] \
|| [[ $TRAVIS_COMMIT_MESSAGE == *"[$DPL_TRIGGER]"* ]] \
|| [[ $TRAVIS_COMMIT_MESSAGE == *"[${DPL_TRIGGER}-${_DPL_JOB_NAME}]"* ]] \
|| [[ $TRAVIS_COMMIT_MESSAGE == *"[${DPL_TRIGGER}-${TRAVIS_OS_NAME}]"* ]]; then
#
# Whitelist by branch name
# Force enable if release tags are eligible
#
if [[ "$__DPL_TAG_ELIGIBLE" == "1" ]] || [[ "$DPL_BRANCHES" == "" ]] || [[ $DPL_BRANCHES == *"$TRAVIS_BRANCH"* ]]; then
# Set this so we only early-terminate builds when we are specifically deploying
# Trigger string and branch are encompassing conditions; the rest are job-specific
# This check only matters for deployer branches and when DPL_TERMINATE_TESTS=1,
# because we're filtering non-deployer jobs.
#
# __DPL_TRY_TERMINATE_EARLY is invalidated in .travis.yml if __DPL_ACTIVE=1
if [[ "$__DPL_TERMINATE_EARLY_ELIGIBLE" == "1" ]] && [[ "$DPL_TERMINATE_TESTS" == "1" ]]; then
__DPL_TRY_TERMINATE_EARLY=1;
fi;
#
# Is the job enabled for deployment?
#
if [[ "$DPL_JOB_ENABLE_ALL" == "1" ]] || [[ "$_DPL_JOB_ENABLED" == "1" ]]; then
#
# Whitelist by job names
#
if [[ "$DPL_JOBNAMES" == "" ]] || [[ "$_DPL_JOB_NAME" == "" ]] || [[ $DPL_JOBNAMES == *"$_DPL_JOB_NAME"* ]]; then
#
# Whitelist by OS names
#
if [[ "$DPL_OSNAMES" == "" ]] || [[ $DPL_OSNAMES == *"$TRAVIS_OS_NAME"* ]]; then
# Base Deployer is eligible for becoming active
# Are we building for Linux?
if [[ "$_DPL_PACKAGE_BINARY" == "1" ]] || [[ "$_DPL_PACKAGE_SOURCE" == "1" ]]; then
if [[ "$_DPL_PACKAGE_MAIN" == "1" ]] || [[ "$_DPL_PACKAGE_ASSET" == "1" ]]; then
if [[ "$TRAVIS_OS_NAME" == "linux" ]]; then
__DPL_DEBIAN_ACTIVE=1;
fi;
fi;
fi;
# Now check for deployment targets
if [[ "$_DPL_FTP_TARGET" == "1" ]] && [[ "$DPL_FTP_HOSTNAME" != "" ]]; then
if [[ "$TRAVIS_OS_HOST" == "linux" ]] && [[ "$DPL_FTP_PROTOCOL" == "ftp" ]]; then
echo "Non-secure FTP will not work on Linux Travis-CI jobs!";
echo "Try SFTP or another target. Details:";
echo "https://blog.travis-ci.com/2018-07-23-the-tale-of-ftp-at-travis-ci";
else
if [[ "$__DPL_DEBIAN_ACTIVE" == "1" ]] || [[ "$_DPL_PACKAGE_BINARY" == "1" ]] || [[ "$_DPL_BINARY" == "1" ]]; then
echo "Deployer FTP target is enabled";
__DPL_FTP_ACTIVE=1;
else
echo "Deployer FTP target cannot be enabled: You must specify _DPL_PACKAGE_BINARY=1,";
echo "and/or _DPL_BINARY=1 in your job's environment variables.";
fi;
fi;
fi;
if [[ "$_DPL_DPUT_TARGET" == "1" ]] && [[ "$__DPL_DEBIAN_ACTIVE" == "1" ]] \
&& [[ "$DPL_DPUT_INCOMING" != "" ]]; then
if [[ "$DPL_DPUT_METHOD" == "ftp" ]]; then
echo "DPUT will not work with non-secure FTP on Linux Travis-CI jobs!";
echo "Try SFTP or another method for DPUT. Details:";
echo "https://blog.travis-ci.com/2018-07-23-the-tale-of-ftp-at-travis-ci";
else
echo "Deployer DPUT target is enabled";
__DPL_DPUT_ACTIVE=1;
fi;
fi;
# If any deployment targets are active, then so is the Deployer at large
if [[ "$__DPL_FTP_ACTIVE" == "1" ]] || [[ "$__DPL_DPUT_ACTIVE" == "1" ]]; then
__DPL_ACTIVE=1;
fi;
fi;
fi;
fi;
fi;
else
if [[ "$DPL_TRIGGER" != "" ]]; then
echo "Testing for global trigger [$DPL_TRIGGER, commit message: $TRAVIS_COMMIT_MESSAGE";
fi;
if [[ "$DPL_TRIGGER" != "" ]] && [[ $TRAVIS_COMMIT_MESSAGE == *"[$DPL_TRIGGER"* ]]; then
if [[ "$__DPL_TAG_ELIGIBLE" == "1" ]] || [[ "$DPL_BRANCHES" == "" ]] || [[ $DPL_BRANCHES == *"$TRAVIS_BRANCH"* ]]; then
# This check only matters for deployer branches and when DPL_TERMINATE_TESTS=1,
# because we're filtering non-deployer jobs.
if [[ "$__DPL_TERMINATE_EARLY_ELIGIBLE" == "1" ]] && [[ "$DPL_TERMINATE_TESTS" == "1" ]]; then
# Assume that some job received the trigger, so mark this for early termination
__DPL_TRY_TERMINATE_EARLY=1;
fi;
fi;
fi;
fi;
fi;
if [[ "$__DPL_TRY_TERMINATE_EARLY" == "1" ]] && [[ "$__DPL_ACTIVE" != "1" ]]; then
echo "Deployer is active in another job";
fi;
if [[ "$__DPL_TRY_TERMINATE_EARLY" != "1" ]] && [[ "$__DPL_ACTIVE" != "1" ]]; then
echo "Deployer is not active";
fi;
+190
View File
@@ -0,0 +1,190 @@
#!/bin/bash
# Deployer for Travis-CI
# Build Script
#
# Builds the required targets depending on which sub-modules are enabled
if [[ "$__DPL_FTP_ACTIVE" == "1" ]] || [[ "$__DPL_DPUT_ACTIVE" == "1" ]]; then
if [[ "$__DPL_DEBIAN_ACTIVE" == "1" ]]; then
echo "Building Debian package(s)"
sudo apt-get install devscripts debhelper fakeroot secure-delete expect;
# Build source packages first, since they zip up the entire source folder,
# binaries and all
if [[ "$_DPL_PACKAGE_MAIN" == "1" ]]; then
. ../debian_template.sh main;
OLDPWD=$PWD; # [repo]/build
cd ..; # repo root
if [[ "$_DPL_PACKAGE_SOURCE" == "1" ]]; then
echo "Building main source Debian package";
expect <(cat <<EOD
spawn debuild -S -us -uc;
expect "continue anyway? (y/n)"
send "y\r"
interact
EOD
);
fi;
if [[ "$_DPL_PACKAGE_BINARY" == "1" ]]; then
echo "Building main binary Debian package";
expect <(cat <<EOD
spawn debuild -us -uc;
expect "continue anyway? (y/n)"
send "y\r"
interact
EOD
);
fi;
cd $OLDPWD;
fi;
# Also an asset package
if [[ "$_DPL_PACKAGE_ASSET" == "1" ]]; then
. ../debian_template.sh asset;
OLDPWD=$PWD; # [repo]/build
cd ../assets;
# make sure the asset files exist, download them if they don't
#echo "Checking asset files for asset Debian package";
#debuild -T build;
if [[ "$_DPL_PACKAGE_SOURCE" == "1" ]]; then
echo "Building asset source Debian package";
expect <(cat <<EOD
spawn debuild -S -us -uc;
expect "continue anyway? (y/n)"
send "y\r"
interact
EOD
);
fi;
if [[ "$_DPL_PACKAGE_BINARY" == "1" ]]; then
echo "Building asset binary Debian package";
expect <(cat <<EOD
spawn debuild -us -uc;
expect "continue anyway? (y/n)"
send "y\r"
interact
EOD
);
fi;
cd $OLDPWD;
fi;
# Now sign our packages
if [[ "$DPL_PGP_KEY_PRIVATE" != "" ]] && [[ "$DPL_PGP_KEY_PASSPHRASE" != "" ]]; then
# Get the key to sign
# Do this AFTER debuild so that we can specify the passphrase in command line
echo "$DPL_PGP_KEY_PRIVATE" | base64 --decode > key.asc;
echo "$DPL_PGP_KEY_PASSPHRASE" > phrase.txt;
gpg --import key.asc;
if [[ "$_DPL_PACKAGE_MAIN" == "1" ]]; then
echo "Signing main package(s)";
PACKAGEFILENAME=${PACKAGE_NAME}_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEDBGFILENAME=${PACKAGE_NAME}-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYFILENAME=${PACKAGE_NAME}-nightly_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYDBGFILENAME=${PACKAGE_NAME}-nightly-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHFILENAME=${PACKAGE_NAME}-patch_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHDBGFILENAME=${PACKAGE_NAME}-patch-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYFILENAME=${PACKAGE_NAME}-patch-nightly_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYDBGFILENAME=${PACKAGE_NAME}-patch-nightly-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEFILENAMES=(
$PACKAGEFILENAME
$PACKAGEDBGFILENAME
#$PACKAGENIGHTLYFILENAME
#$PACKAGENIGHTLYDBGFILENAME
#$PACKAGEPATCHFILENAME
#$PACKAGEPATCHDBGFILENAME
#$PACKAGEPATCHNIGHTLYFILENAME
#$PACKAGEPATCHNIGHTLYDBGFILENAME
);
# Main packages are in parent of root repo folder
OLDPWD=$PWD; # [repo]/build
cd ../..; # parent of repo root
for n in ${PACKAGEFILENAMES}; do
for f in ./$n*.changes; do
debsign --no-re-sign -p"gpg --passphrase-file $OLDPWD/phrase.txt --batch" "$f";
done;
done;
cd $OLDPWD;
fi;
if [[ "$_DPL_PACKAGE_ASSET" == "1" ]]; then
echo "Signing asset package(s)";
PACKAGEFILENAME=${PACKAGE_NAME}-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYFILENAME=${PACKAGE_NAME}-nightly-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHFILENAME=${PACKAGE_NAME}-patch-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYFILENAME=${PACKAGE_NAME}-patch-nightly-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEFILENAMES=(
$PACKAGEFILENAME
#$PACKAGENIGHTLYFILENAME
#$PACKAGEPATCHFILENAME
#$PACKAGEPATCHNIGHTLYFILENAME
)
# Asset packages are in root repo folder
OLDPWD=$PWD; # [repo]/build
cd ..; # repo root
for n in ${PACKAGEFILENAMES}; do
for f in ./$n*.changes; do
debsign --no-re-sign -p"gpg --passphrase-file $OLDPWD/phrase.txt --batch" "$f";
done;
done;
cd $OLDPWD;
fi;
# Delete the keys :eyes:
srm key.asc;
srm phrase.txt;
fi;
fi;
# all other OSes
if [[ "$TRAVIS_OS_NAME" != "linux" ]]; then
#
# Check for binary building
#
if [[ "$_DPL_BINARY" == "1" ]]; then
echo "Building a Binary";
make -k;
fi;
#
# Check for package building
#
if [[ "$_DPL_PACKAGE_BINARY" == "1" ]]; then
echo "Building a Package";
# Make an OSX package; superuser is required for library bundling
#
# HACK: OSX packaging can't write libraries to .app package unless we're superuser
# because the original library files don't have WRITE permission
# Bug may be sidestepped by using CHMOD_BUNDLE_ITEMS=TRUE
# But I don't know where this is set. Not `cmake -D...` because this var is ignored.
# https://cmake.org/Bug/view.php?id=9284
if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then
sudo make -k package;
else
# Some day, when Windows is supported, we'll just make a standard package
make -k package;
fi;
fi;
fi;
fi;
+105
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#!/bin/bash
# Deployer for Travis-CI
# Default Variables
#
# Here are all of the user-set variables used by Deployer.
# See the "Cross-platform deployment" page on SRB2 Wiki for documentation.
# Core Parameters
: ${DPL_ENABLED} # Enable Deployer behavior; must be set for any deployment activity
: ${DPL_TAG_ENABLED} # Trigger Deployer for all tag releases
: ${DPL_JOB_ENABLE_ALL} # Enable all jobs for deployment
: ${DPL_TERMINATE_TESTS} # Terminate all build test jobs (used in .travis.yml)
: ${DPL_TRIGGER} # Use a [word] in the commit message to trigger Deployer
: ${DPL_JOBNAMES} # Trigger Deployer by job name
: ${DPL_OSNAMES} # Trigger Deployer by OS name (osx,linux)
: ${DPL_BRANCHES} # Trigger Deployer by git branch name
# Job Parameters
: ${_DPL_JOB_ENABLED} # Enable Deployer for this specific job. DPL_ENABLED must be set too.
: ${_DPL_JOB_NAME} # Identifier for the job, used for logging and trigger word matching
: ${_DPL_FTP_TARGET} # Deploy to FTP
: ${_DPL_DPUT_TARGET} # Deploy to DPUT
: ${_DPL_PACKAGE_SOURCE} # Build packages into a Source distribution. Linux only.
: ${_DPL_PACKAGE_BINARY} # Build packages into a Binary distribution.
: ${_DPL_PACKAGE_MAIN:=1} # Build main installation package. Linux only; OS X assumes this.
: ${_DPL_PACKAGE_ASSET} # Build asset installation package. Linux only.
# Asset File Parameters
: ${ASSET_ARCHIVE_PATH:=https://github.com/mazmazz/Kart-Public/releases/download/kart_assets/srb2kart-v102-assets.7z}
: ${ASSET_ARCHIVE_OPTIONAL_PATH:=https://github.com/mazmazz/Kart-Public/releases/download/kart_assets/srb2kart-v102-optional-assets.7z}
: ${ASSET_FILES_HASHED:=srb2.srb patch.kart gfx.kart textures.kart chars.kart maps.kart}
: ${ASSET_FILES_DOCS:=README.txt HISTORY.txt LICENSE.txt LICENSE-3RD-PARTY.txt}
: ${ASSET_FILES_OPTIONAL_GET:=0}
# FTP Parameters
: ${DPL_FTP_PROTOCOL}
: ${DPL_FTP_USER}
: ${DPL_FTP_PASS}
: ${DPL_FTP_HOSTNAME}
: ${DPL_FTP_PORT}
: ${DPL_FTP_PATH}
# DPUT Parameters
: ${DPL_DPUT_DOMAIN:=ppa.launchpad.net}
: ${DPL_DPUT_METHOD:=sftp}
: ${DPL_DPUT_INCOMING}
: ${DPL_DPUT_LOGIN:=anonymous}
: ${DPL_SSH_KEY_PRIVATE} # Base64-encoded private key file. Used to sign repository uploads
: ${DPL_SSH_KEY_PASSPHRASE} # Decodes the private key file.
# Package Parameters
: ${PACKAGE_NAME:=srb2kart}
: ${PACKAGE_VERSION:=1.0.2}
: ${PACKAGE_SUBVERSION} # Highly recommended to set this to reflect the distro series target (e.g., ~18.04bionic)
: ${PACKAGE_REVISION} # Defaults to UTC timestamp
: ${PACKAGE_INSTALL_PATH:=/usr/games/SRB2Kart}
: ${PACKAGE_LINK_PATH:=/usr/games}
: ${PACKAGE_DISTRO:=trusty}
: ${PACKAGE_URGENCY:=high}
: ${PACKAGE_NAME_EMAIL:=Kart Krew <stjr@srb2.org>}
: ${PACKAGE_GROUP_NAME_EMAIL:=Kart Krew <stjr@srb2.org>}
: ${PACKAGE_WEBSITE:=<https://mb.srb2.org/showthread.php?p=802695>}
: ${PACKAGE_ASSET_MINVERSION:=1.0.1} # Number this the version BEFORE the actual required version, because we do a > check
: ${PACKAGE_ASSET_MAXVERSION:=1.0.3} # Number this the version AFTER the actual required version, because we do a < check
: ${PROGRAM_NAME:=Sonic Robo Blast 2 Kart}
: ${PROGRAM_VENDOR:=Kart Krew}
: ${PROGRAM_VERSION:=1.0.2}
: ${PROGRAM_DESCRIPTION:=A kart racing mod based on the 3D Sonic the Hedgehog fangame Sonic Robo Blast 2.}
: ${PROGRAM_FILENAME:=srb2kart}
: ${DPL_PGP_KEY_PRIVATE} # Base64-encoded private key file. Used to sign Debian packages
: ${DPL_PGP_KEY_PASSPHRASE} # Decodes the private key file.
# Export Asset and Package Parameters for envsubst templating
export ASSET_ARCHIVE_PATH="${ASSET_ARCHIVE_PATH}"
export ASSET_ARCHIVE_OPTIONAL_PATH="${ASSET_ARCHIVE_OPTIONAL_PATH}"
export ASSET_FILES_HASHED="${ASSET_FILES_HASHED}"
export ASSET_FILES_DOCS="${ASSET_FILES_DOCS}"
export ASSET_FILES_OPTIONAL_GET="${ASSET_FILES_OPTIONAL_GET}"
export PACKAGE_NAME="${PACKAGE_NAME}"
export PACKAGE_VERSION="${PACKAGE_VERSION}"
export PACKAGE_SUBVERSION="${PACKAGE_SUBVERSION}" # in case we have this
export PACKAGE_REVISION="${PACKAGE_REVISION}"
export PACKAGE_ASSET_MINVERSION="${PACKAGE_ASSET_MINVERSION}"
export PACKAGE_ASSET_MAXVERSION="${PACKAGE_ASSET_MAXVERSION}"
export PACKAGE_INSTALL_PATH="${PACKAGE_INSTALL_PATH}"
export PACKAGE_LINK_PATH="${PACKAGE_LINK_PATH}"
export PACKAGE_DISTRO="${PACKAGE_DISTRO}"
export PACKAGE_URGENCY="${PACKAGE_URGENCY}"
export PACKAGE_NAME_EMAIL="${PACKAGE_NAME_EMAIL}"
export PACKAGE_GROUP_NAME_EMAIL="${PACKAGE_GROUP_NAME_EMAIL}"
export PACKAGE_WEBSITE="${PACKAGE_WEBSITE}"
export PROGRAM_NAME="${PROGRAM_NAME}"
export PROGRAM_VERSION="${PROGRAM_VERSION}"
export PROGRAM_DESCRIPTION="${PROGRAM_DESCRIPTION}"
export PROGRAM_FILENAME="${PROGRAM_FILENAME}"
# This file is called in debian_template.sh, so mark our completion so we don't run it again
__DEBIAN_PARAMETERS_INITIALIZED=1
+133
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#!/bin/bash
# Deployer for Travis-CI
# DPUT uploader (e.g., Launchpad PPA)
#
if [[ "$__DPL_DPUT_ACTIVE" == "1" ]]; then
# Install APT dependencies
# paramiko required for ssh
sudo apt-get install python-paramiko expect dput; # python-pip
#pip install paramiko;
# Output the DPUT config
# Dput only works if you're using secure FTP, so that's what we default to.
cat > "./dput.cf" << EOM
[deployer]
fqdn = ${DPL_DPUT_DOMAIN}
method = ${DPL_DPUT_METHOD}
incoming = ${DPL_DPUT_INCOMING}
login = ${DPL_DPUT_LOGIN}
allow_unsigned_uploads = 0
EOM
# Output SSH config
# Don't let SSH prompt us for untrusted hosts
cat >> "./ssh_config" << EOM
Host *
StrictHostKeyChecking no
UserKnownHostsFile=/dev/null
PubKeyAuthentication yes
IdentityFile ${PWD}/key.private
IdentitiesOnly yes
EOM
sudo sh -c "cat < ${PWD}/ssh_config >> /etc/ssh/ssh_config";
# Get the private key
echo "$DPL_SSH_KEY_PRIVATE" | base64 --decode > key.private;
chmod 700 ./key.private;
if [[ "$_DPL_PACKAGE_MAIN" == "1" ]]; then
PACKAGEFILENAME=${PACKAGE_NAME}_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEDBGFILENAME=${PACKAGE_NAME}-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYFILENAME=${PACKAGE_NAME}-nightly_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYDBGFILENAME=${PACKAGE_NAME}-nightly-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHFILENAME=${PACKAGE_NAME}-patch_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHDBGFILENAME=${PACKAGE_NAME}-patch-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYFILENAME=${PACKAGE_NAME}-patch-nightly_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYDBGFILENAME=${PACKAGE_NAME}-patch-nightly-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEFILENAMES=(
$PACKAGEFILENAME
$PACKAGEDBGFILENAME
#$PACKAGENIGHTLYFILENAME
#$PACKAGENIGHTLYDBGFILENAME
#$PACKAGEPATCHFILENAME
#$PACKAGEPATCHDBGFILENAME
#$PACKAGEPATCHNIGHTLYFILENAME
#$PACKAGEPATCHNIGHTLYDBGFILENAME
);
# Main packages are in parent of root repo folder
OLDPWD=$PWD; # [repo]/build
cd ../..;
# Enter passphrase if required
for n in ${PACKAGEFILENAMES}; do
for f in $n*.changes; do
# Binary builds also generate source builds, so exclude the source
# builds if desired
if [[ "$_DPL_PACKAGE_SOURCE" != "1" ]]; then
if [[ "$f" == *"_source"* ]] || [[ "$f" == *".tar.xz"* ]]; then
continue;
fi;
fi;
expect <(cat <<EOD
spawn dput -c "${OLDPWD}/dput.cf" deployer "$f";
expect "Enter passphrase for key"
send "${DPL_SSH_KEY_PASSPHRASE}\r"
interact
EOD
);
done;
done;
# Go back to [repo]/build folder
cd $OLDPWD;
fi;
if [[ "$_DPL_PACKAGE_ASSET" == "1" ]]; then
PACKAGEFILENAME=${PACKAGE_NAME}-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYFILENAME=${PACKAGE_NAME}-nightly-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHFILENAME=${PACKAGE_NAME}-patch-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYFILENAME=${PACKAGE_NAME}-patch-nightly-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEFILENAMES=(
$PACKAGEFILENAME
#$PACKAGENIGHTLYFILENAME
#$PACKAGEPATCHFILENAME
#$PACKAGEPATCHNIGHTLYFILENAME
)
# Asset packages are in root repo folder
OLDPWD=$PWD; # [repo]/build
cd ..;
# Enter passphrase if required
for n in ${PACKAGEFILENAMES}; do
for f in $n*.changes; do
# Binary builds also generate source builds, so exclude the source
# builds if desired
if [[ "$_DPL_PACKAGE_SOURCE" != "1" ]]; then
if [[ "$f" == *"_source"* ]] || [[ "$f" == *".tar.xz"* ]]; then
continue;
fi;
fi;
expect <(cat <<EOD
spawn dput -c "${OLDPWD}/dput.cf" deployer "$f";
expect "Enter passphrase for key"
send "${DPL_SSH_KEY_PASSPHRASE}\r"
interact
EOD
);
done;
done;
# Go back to [repo]/build folder
cd $OLDPWD;
fi;
srm ./key.private;
fi;
+137
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#!/bin/bash
# Deployer for Travis-CI
# FTP Uploader
#
# Package files are uploaded to, e.g., ftp://username:password@example.com:21/path/to/upload/STJr/SRB2/master/460873812-151.1
# With file `commit.txt` and folder(s) `bin` and `package`
#
# Set these environment variables in your Travis-CI settings, where they are stored securely.
# See other shell scripts for more options.
#
# DPL_FTP_PROTOCOL = ftp (ftp or sftp or ftps or however your FTP URI begins)
# DPL_FTP_USER = username
# DPL_FTP_PASS = password
# DPL_FTP_HOSTNAME = example.com
# DPL_FTP_PORT = 21
# DPL_FTP_PATH = path/to/upload (do not add trailing slash)
if [[ "$__DPL_FTP_ACTIVE" == "1" ]]; then
if [[ "$TRAVIS_JOB_NAME" != "" ]]; then
JOBNAME=$TRAVIS_JOB_NAME;
else
if [[ "$_DPL_JOB_NAME" != "" ]]; then
JOBNAME=$_DPL_JOB_NAME;
else
JOBNAME=$TRAVIS_OS_NAME;
fi;
fi;
# Generate commit.txt file
echo "Travis-CI Build $TRAVIS_OS_NAME - $TRAVIS_REPO_SLUG/$TRAVIS_BRANCH - $TRAVIS_JOB_NUMBER - $JOBNAME" > "commit.txt";
echo "Job ID $TRAVIS_JOB_ID" >> "commit.txt";
echo "" >> "commit.txt";
echo "Commit $TRAVIS_COMMIT" >> "commit.txt";
echo "$TRAVIS_COMMIT_MESSAGE" >> "commit.txt";
echo "" >> "commit.txt";
# Initialize FTP parameters
if [[ "$DPL_FTP_PORT" == "" ]]; then
DPL_FTP_PORT=21;
fi;
if [[ "$DPL_FTP_PROTOCOL" == "" ]]; then
DPL_FTP_PROTOCOL=ftp;
fi;
__DPL_FTP_LOCATION=$DPL_FTP_PROTOCOL://$DPL_FTP_HOSTNAME:$DPL_FTP_PORT/$DPL_FTP_PATH/$TRAVIS_REPO_SLUG/$TRAVIS_BRANCH/$TRAVIS_JOB_ID-$TRAVIS_JOB_NUMBER-$JOBNAME;
# Upload to FTP!
echo "Uploading to FTP...";
curl --ftp-create-dirs -T "commit.txt" -u $DPL_FTP_USER:$DPL_FTP_PASS "$__DPL_FTP_LOCATION/commit.txt";
if [[ "$__DPL_DEBIAN_ACTIVE" == "1" ]]; then
if [[ "$_DPL_PACKAGE_MAIN" == "1" ]]; then
PACKAGEFILENAME=${PACKAGE_NAME}_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEDBGFILENAME=${PACKAGE_NAME}-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYFILENAME=${PACKAGE_NAME}-nightly_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYDBGFILENAME=${PACKAGE_NAME}-nightly-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHFILENAME=${PACKAGE_NAME}-patch_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHDBGFILENAME=${PACKAGE_NAME}-patch-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYFILENAME=${PACKAGE_NAME}-patch-nightly_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYDBGFILENAME=${PACKAGE_NAME}-patch-nightly-dbg_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEFILENAMES=(
$PACKAGEFILENAME
$PACKAGEDBGFILENAME
#$PACKAGENIGHTLYFILENAME
#$PACKAGENIGHTLYDBGFILENAME
#$PACKAGEPATCHFILENAME
#$PACKAGEPATCHDBGFILENAME
#$PACKAGEPATCHNIGHTLYFILENAME
#$PACKAGEPATCHNIGHTLYDBGFILENAME
);
# Main packages are in parent of root repo folder
OLDPWD=$PWD; # [repo]/build
cd ../..;
for n in ${PACKAGEFILENAMES}; do
for f in ./$n*; do
# Binary builds also generate source builds, so exclude the source
# builds if desired
if [[ "$_DPL_PACKAGE_SOURCE" != "1" ]]; then
if [[ "$f" == *"_source"* ]] || [[ "$f" == *".tar.xz"* ]]; then
continue;
fi;
fi;
curl --ftp-create-dirs -T "$f" -u $DPL_FTP_USER:$DPL_FTP_PASS "$__DPL_FTP_LOCATION/package/main/$f";
done;
done;
# Go back to [repo]/build folder
cd $OLDPWD;
fi;
if [[ "$_DPL_PACKAGE_ASSET" == "1" ]]; then
PACKAGEFILENAME=${PACKAGE_NAME}-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGENIGHTLYFILENAME=${PACKAGE_NAME}-nightly-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHFILENAME=${PACKAGE_NAME}-patch-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
#PACKAGEPATCHNIGHTLYFILENAME=${PACKAGE_NAME}-patch-nightly-data_${PACKAGE_VERSION}${PACKAGE_SUBVERSION}${PACKAGE_REVISION};
PACKAGEFILENAMES=(
$PACKAGEFILENAME
#$PACKAGENIGHTLYFILENAME
#$PACKAGEPATCHFILENAME
#$PACKAGEPATCHNIGHTLYFILENAME
)
# Asset packages are in root repo folder
OLDPWD=$PWD; # [repo]/build
cd ..;
for n in ${PACKAGEFILENAMES}; do
for f in ./$n*; do
# Binary builds also generate source builds, so exclude the source
# builds if desired
if [[ "$_DPL_PACKAGE_SOURCE" != "1" ]]; then
if [[ "$f" == *"_source"* ]] || [[ "$f" == *".tar.xz"* ]]; then
continue;
fi;
fi;
curl --ftp-create-dirs -T "$f" -u $DPL_FTP_USER:$DPL_FTP_PASS "$__DPL_FTP_LOCATION/package/asset/$f";
done;
done;
# Go back to [repo]/build folder
cd $OLDPWD;
fi;
else
if [[ "$_DPL_BINARY" == "1" ]]; then
find bin -type f -exec curl -u $DPL_FTP_USER:$DPL_FTP_PASS --ftp-create-dirs -T {} $__DPL_FTP_LOCATION/{} \;;
fi;
if [[ "$_DPL_PACKAGE_BINARY" == "1" ]]; then
sudo rm -r package/_CPack_Packages
find package -type f -exec curl -u $DPL_FTP_USER:$DPL_FTP_PASS --ftp-create-dirs -T {} $__DPL_FTP_LOCATION/{} \;;
fi;
fi;
fi
+93
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================================================================
How to add Low-res modes to your XF86Config under Linux MANUALLY
================================================================
I TAKE NO RESPONSIBILITY FOR ANY DAMAGE DONE TO YOUR EQUIPMENT!!!
This document explains how to add low-res modes like 320x200 to your
X-Server configuration, because some new setup tools for the X-Server
do not support this. ONLY RECOMMENDED FOR USERS WHO KNOW WHAT THEY DO!
I do not take any responsibility for damage done to your monitor, your
videocard, your harddisk, your cat, your dog or anything else!!!
IMPORTANT IS, THAT YOUR "HorizSync" AND "VertRefresh" VALUES REALLY
MATCH YOUR MONITOR! OTHERWISE YOUR MONITOR CAN BLOW UP!!!
OK, if you have read up to here, you either know what you do or really
die-hard want those low-res modes. Here is what to do:
Look up your XF86Config. Is is either in /etc or in /etc/X11. Here is
what you have to add to the definition of your modeslines:
# Low-res Doublescan modes
# If your chipset does not support doublescan, you get a 'squashed'
# resolution like 320x400.
# 320x200 @ 70 Hz, 31.5 kHz hsync, 8:5 aspect ratio
Modeline "320x200" 12.588 320 336 384 400 200 204 205 225 Doublescan
# 320x240 @ 60 Hz, 31.5 kHz hsync, 4:3 aspect ratio
Modeline "320x240" 12.588 320 336 384 400 240 245 246 262 Doublescan
# 320x240 @ 72 Hz, 36.5 kHz hsync
Modeline "320x240" 15.750 320 336 384 400 240 244 246 262 Doublescan
# 400x300 @ 56 Hz, 35.2 kHz hsync, 4:3 aspect ratio
ModeLine "400x300" 18 400 416 448 512 300 301 302 312 Doublescan
# 400x300 @ 60 Hz, 37.8 kHz hsync
Modeline "400x300" 20 400 416 480 528 300 301 303 314 Doublescan
# 400x300 @ 72 Hz, 48.0 kHz hsync
Modeline "400x300" 25 400 424 488 520 300 319 322 333 Doublescan
If your video card only supports a specific set of discrete dotclocks
(RAMDAC) you may have to replace the dotclocks given here by one of the
specified (e.g in the first modeline the dotclock is 12.588 MHz). I believe
that nowadays all cards and monitors should work with these settings, but
if you have outdated hardware you better check the frequencies yourself. If
there is any uncertainty, please check the "XFree86 Video Timings HOWTO".
Then have a look at the section "Screen" with the appropriate driver
(usually either "svga" or "accel"). Under Subsection "Display" there
are modes for the given color depth. Add the desired modes. As an
example I give you my screens definition here with low-res modes in
16 bit color depth:
Section "Screen"
Driver "accel"
Device "3D Charger"
Monitor "Iiyama Pro 450"
DefaultColorDepth 16
Subsection "Display"
Depth 8
Modes "1280x1024" "1024x768" "800x600" "640x480"
ViewPort 0 0
Virtual 1280 1024
EndSubsection
Subsection "Display"
Depth 16
Modes "1152x864" "1024x768" "800x600" "640x480" "400x300" "320x200" <- THIS IS ACTUALLY WHAT YOU WANT!!!
ViewPort 0 0 ^^^^^^^^^^^^^^^^^^^
Virtual 1152 864
EndSubsection
Subsection "Display"
Depth 24
Modes "800x600" "640x480"
ViewPort 0 0
Virtual 800 600
EndSubsection
Subsection "Display"
Depth 32
Modes "800x600" "640x480"
ViewPort 0 0
Virtual 800 600
EndSubsection
EndSection
Once again: important is, that you edit the correct Screen section.
If you use the SVGA Server and edit the ACCEL Server, you might
wonder where your new modes have gone.
If everything went fine and you want to say thank you, just write
to "metzgermeister@users.sourceforge.net". If your monitor blew
up and you want to kill me, find me playing Legacy or Q3A on the net
and frag me (with your second monitor, hehe).
- metzgermeister
+212
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1-99 : Player Starts
1 - Player 1 Start 1
2 - Player 2 Start 2
3 - Player 3 Start 3
4 - Player 4 Start 4
5 - Player 5 Start 4001
6 - Player 6 Start 4002
7 - Player 7 Start 4003
8 - Player 8 Start 4004
9 - Player 9 Start 4005
10 - Player 10 Start 4006
11 - Player 11 Start 4007
12 - Player 12 Start 4008
13 - Player 13 Start 4009
14 - Player 14 Start 4010
15 - Player 15 Start 4011
16 - Player 16 Start 4012
17 - Player 17 Start 4013
18 - Player 18 Start 4014
19 - Player 19 Start 4015
20 - Player 20 Start 4016
21 - Player 21 Start 4017
22 - Player 22 Start 4018
23 - Player 23 Start 4019
24 - Player 24 Start 4020
25 - Player 25 Start 4021
26 - Player 26 Start 4022
27 - Player 27 Start 4023
28 - Player 28 Start 4024
29 - Player 29 Start 4025
30 - Player 30 Start 4026
31 - Player 31 Start 4027
32 - Player 32 Start 4028
33 - Player Match Start 11
34 - Red Team Start 87
35 - Blue Team Start 89
36 - Tag start New
100 - 199 : Enemies
100 - Blue Crawla 3004
101 - Red Crawla 9
102 - GFZ Fish 58
103 - Gold Buzz 5005
104 - Red Buzz 5006
105 - Jetty-Syn Bomber 3005
106 - Jetty-Syn Gunner 22
107 - Crawla Commander 21
108 - Deton 71
109 - Skim 56
110 - THZ Turret 2004
111 - Pop-up Turret 42
200 - 299 : Bosses and their associated items (if any)
200 - Boss 1 16
201 - Boss 2 2008
290 - Boss Fly Point 17
291 - EggTrap Center 2049
300 - 399 : Collectibles
300 - Ring 2014
301 - Homing Ring 69
302 - Rail Ring 3003
303 - Infinity Ring 80
304 - Automatic Ring 26
305 - Explosion Ring 54
306 - Red CTF Flag 31
307 - Blue CTF Flag 34
308 - Special Stage Token 2013
309 - Emerald 1 420
310 - Emerald 2 421
311 - Emerald 3 422
312 - Emerald 4 423
313 - Emerald 5 424
314 - Emerald 6 425
315 - Emerald 7 426
316 - Hunting Emerald 1 64
317 - Hunting Emerald 2 3002
318 - Hunting Emerald 3 3001
400 - 499 : Boxes
400 - Super Ring Box 2011
401 - Grey Ring Box 2012
402 - Ring Shield Box 48
403 - Fire Shield Box 2002
404 - Bomb Shield Box 2018
405 - Jump Shield Box 35
406 - Water Shield Box 2028
407 - Sneaker Box 25
408 - Invincibility Box 2022
409 - 1-Up Box 41
410 - Eggman Box 2005
411 - Mixup Box 78
412 - Question Box 3000
500 - 599 : Interactive Objects (friendly or otherwise - includes springs)
500 - Bubble Patch 33
501 - Level End Sign 86
502 - Starpost 3006
520 - Spike Ball -1
521 - Special Stage Spike Ball 23
522 - Ceiling Spike 67
523 - Floor Spike 68
540 - Fan 32
541 - Steam Riser 30
550 - Yellow Spring 28
551 - Red Spring 79
552 - Blue Spring 5004
553 - Yellow Spring Down 65
554 - Red Spring Down 66
555 - Yellow Diagonal Spring 2015
556 - Red Diagonal Spring 38
557 - Yellow Diag Spring Down 20
558 - Red Diag Spring Down 39
600 - 699 : Special placement patterns
600 - Vertical Rigns - Stack of 5 (suitable for Yellow Spring) 84
601 - Vertical Rings - Stack of 5 (suitable for Red Spring) 44
602 - Diagonal rings (5) 76
603 - Diagonal rings (10) 77
604 - A ring of rings 47
605 - A BIGGER ring of rings 2007
606 - A ring of wing items 2048
607 - A BIGGER ring of wing items 2010
608 - A ring of rings and wings (alternating) 2046
609 - A BIGGER ring of rings and wings (alternating) 2047
700 - 799 : Powerup indicators/environmental effects/miscellany
700 - Ambient Water 1a (S) 2026
701 - Ambient Water 1b (S) 2024
702 - Ambient Water 2a (M) 2023
703 - Ambient Water 2b (M) 2045
704 - Ambient Water 3a (L) 83
705 - Ambient Water 3b (L) 2019
706 - Ambient Water 4a (XL) 2025
707 - Ambient Water 4b (XL) 27
708 - Random Ambient 1 14
709 - Random Ambient 2 43
750 - Chaos Spawner 8
751 - Teleport Point 5003
752 - Alternate View Point 5007
753 - Zoom Tube Waypoint 18
754 - Pusher 5001
755 - Puller 5002
756 - Street Light 2003
800 - 899 : Greenflower Scenery
800 - Flower 1 36
801 - Flower 2 70
802 - Flower 3 73
804 - Berry Bush 74
805 - Bush 75
900 - 999 : Techno Hill Scenery
900 - THZ Plant 2035
901 - Alarm 2006
1000 - 1099 : Deep Sea Scenery
1000 - Gargoyle 81
1100 - 1199 : Castle Eggman Scenery
1100 - Ceiling Chain 49
1101 - Torch Flame 24
1102 - Eggman Statue 52
1103 - CEZ Flower 2001
1200 - 1299 : Arid Canyon Scenery
1300 - 1399 : Red Volcano Scenery
1400 - 1499 : Dark City Scenery
1500 - 1599 : Doom Ship Scenery
1600 - 1699 : Egg Rock/Final Fight Scenery
1700 - 1799 : NiGHTS Items
1700 - Axis 72
1701 - Axis Transfer (Normal) 61
1702 - Axis Transfer (Line) 46
1703 - Nights Drone 60
1704 - Nights Bumper 82
1705 - Hoop 57
1706 - Nights Wing 37
1707 - Super Loop Powerup 3007
1708 - Drill Refill Powerup 3008
1709 - Helper Powerup 3009
1710 - Egg Capsule 40
1800 - 1849 : Mario Items
1800 - Coin 10005
1801 - Goomba 10000
1802 - Blue Goomba 10001
1803 - FireFlower 50
1804 - Shell 10
1805 - Puma 29
1806 - Koopa 19
1807 - Axe 12
1808 - Mario Bush 1 10002
1809 - Mario Bush 2 10003
1810 - Toad 10004
1850 - 1899 : Christmas Items
1850 - Xmas Pole 5
1851 - Candy Cane 13
1852 - Snowman 6
1900 - 1999 : Misc Scenery
1900 - Stalagmite 0
1901 - Stalagmite 1
1902 - Stalagmite 2
1903 - Stalagmite 3
1904 - Stalagmite 4
1905 - Stalagmite 5
1906 - Stalagmite 6
1907 - Stalagmite 7
1908 - Stalagmite 8
1909 - Stalagmite 9
+223
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Description OldNum NewNum Description
Old Water 14 Removed
Level Parameters/Misc:
Per-Sector Gravity 64 1
Custom Exit 71 2
Zoom Tube Parameters 18 3
Speed Pad 65 4
Camera Scanner 63 5
Disable Linedef 73 6
Flat Alignment 66 7
Sector Special Parameters New 8
Mace Parameters New 9
Sprite Cull Height New 10
Rope Hang Parameters New 11
Rock Spawner Parameters New 12
PolyObjects
Marks first line in PolyObject New 20
Explicitly includes a PolyObject line New 21
PolyObject: Parameters New 22
PolyObject: Waving Flag New 31
Level-Load Effects:
Instant Floor Lower 26 50
Instant Ceiling Raise 24 51
Continuously Falling Sector 88 52
Continuous Floor/Ceiling Mover 2 53
Continuous Floor Mover 3 54
Continuous Ceiling Mover 4 55
Continuous Two-Speed Floor/Ceiling Mover 6 56
Continuous Two-Speed Floor Mover 7 57
Continuous Two-Speed Ceiling Mover 8 58
Activate Floating Platform 232 59
Activate Floating Platform (Adjustable Speed) 233 60
Crusher 1 (Ceiling to Floor) 43 61
Crusher 2 (Floor to Ceiling) 50 62
Fake Floor/Ceiling 242 63
Appearing/Disappearing FOF New 64
Bridge Thinker New 65
Floor Over Floors:
"Floor Over Floor: Solid, Opaque, Shadowcasting " 25 100
"Floor Over Floor: Solid, Opaque, Non-Shadowcasting " 33 101
"Floor Over Floor: Solid, Translucent " 44 102
"Floor Over Floor: Solid, Sides Only " 69 103
"Floor Over Floor: Solid, No Sides " 51 104
"Floor Over Floor: Solid, Invisible " 57 105
"Floor Over Floor: Water, Opaque " 48 120
"Floor Over Floor: Water, Translucent " 45 121
"Floor Over Floor: Water, Opaque, No Sides " 75 122
"Floor Over Floor: Water, Translucent, No Sides " 74 123
"Floor Over Floor: Platform, Opaque " 59 140
"Floor Over Floor: Platform, Translucent " 81 141
"Floor Over Floor: Platform, Translucent, No Sides " 77 142
Floor Over Floor: Bobbing (Air) 38 150
Floor Over Floor: Adjustable Bobbing (Air) 68 151
Floor Over Floor: Reverse Adjustable Bobbing (Air) 72 152
"Floor Over Floor: Floating, Bobbing " 34 160
Floor Over Floor: Crumbling (Respawn) 36 170
Floor Over Floor: Crumbling (No Respawn) 35 171
"Floor Over Floor: Crumbling (Respawn), Platform " 79 172
"Floor Over Floor: Crumbling (No Respawn), Platform " 80 173
"Floor Over Floor: Crumbling (Respawn), Platform, Translucent " 82 174
"Floor Over Floor: Crumbling (No Respawn), Platform, Translucent " 83 175
"Floor Over Floor: Crumbling (Respawn), Floating, Bobbing " 39 176
"Floor Over Floor: Crumbling (No Respawn), Floating, Bobbing " 1 177
"Floor Over Floor: Crumbling (Respawn), Floating " 37 178
"Floor Over Floor: Crumbling (No Respawn), Floating " 42 179
"Floor Over Floor: Crumbling (Respawn), Bobbing (Air) " 40 180
"Floor Over Floor: Rising Platform, Solid, Opaque, Shadowcasting " 89 190
"Floor Over Floor: Rising Platform, Solid, Opaque, Non-Shadowcasting " 90 191
"Floor Over Floor: Rising Platform, Solid, Translucent " 91 192
"Floor Over Floor: Rising Platform, Solid, Invisible " 94 193
"Floor Over Floor: Rising Platform, Platform, Opaque " 92 194
"Floor Over Floor: Rising Platform, Platform, Translucent " 93 195
Floor Over Floor: Light Block 49 200
Floor Over Floor: Half Light Block 47 201
Floor Over Floor: Fog Block 46 202
"Floor Over Floor: Intangible, Opaque " 62 220
"Floor Over Floor: Intangible, Translucent " 52 221
"Floor Over Floor: Intangible, Sides Only " 67 222
"Floor Over Floor: Intangible, Invisible " 58 223
Floor Over Floor: Mario Block 41 250
Floor Over Floor: Thwomp Block 54 251
Floor Over Floor: Shatter Block 76 252
"Floor Over Floor: Shatter Block, Translucent " 86 253
Floor Over Floor: Bustable Block 55 254
Floor Over Floor: Spin Bust Block 78 255
"Floor Over Floor: Spin Bust Block, Translucent " 84 256
Floor Over Floor: Quicksand Block 56 257
Floor Over Floor: Laser Block 53 258
Floor Over Floor: Custom 87 259
Linedef Executor Triggers:
Trigger Linedef Executor (Continuous) 96 300
Trigger Linedef Executor (Each Time) 97 301
Trigger Linedef Executor (Once) 98 302
Trigger Linedef Executor (Ring Count - Continuous) 95 303
Trigger Linedef Executor (Ring Count - Once) 99 304
Trigger Linedef Executor (Character Ability - Continuous) 19 305
Trigger Linedef Executor (Character Ability - Each Time) 20 306
Trigger Linedef Executor (Character Ability - Once) 21 307
"Trigger Linedef Executor (Race Only, Once) " 9 308
Trigger Linedef Executor (CTF Red Team - Continuous) 10 309
Trigger Linedef Executor (CTF Red Team - Each Time) 11 310
Trigger Linedef Executor (CTF Blue Team - Continuous) 12 311
Trigger Linedef Executor (CTF Blue Team - Each Time) 13 312
Trigger Linedef Executor (No More Enemies - Once) 15 313
Trigger Linedef Executor (# of Pushables - Continuous) New 314
Trigger Linedef Executor (# of Pushables - Once) New 315
Trigger Linedef Executors (PolyObject - Land On) New 316
Trigger Linedef Executor (Level Load) New 399
Linedef Executor Options:
Linedef Executor: Set Tagged Sector's Floor Height/Pic 101 400
Linedef Executor: Set Tagged Sector's Ceiling Height/Pic 102 401
Linedef Executor: Set Tagged Sector's Light Level 103 402
Linedef Executor: Move Tagged Sector's Floor 106 403
Linedef Executor: Move Tagged Sector's Ceiling 107 404
Linedef Executor: Lower Floor by Line 108 405
Linedef Executor: Raise Floor by Line 109 406
Linedef Executor: Lower Ceiling by Line 110 407
Linedef Executor: Raise Ceiling by Line 111 408
Linedef Executor: Change Calling Sector's Tag 112 409
Linedef Executor: Change Front Sector's Tag 114 410
Linedef Executor: Stop Plane Movement 116 411
Linedef Executor: Teleport Player to Tagged Sector 104 412
Linedef Executor: Change Music 105 413
Linedef Executor: Play SFX 115 414
Linedef Executor: Run Script 113 415
Linedef Executor: Start Adjustable Fire Flicker 119 416
Linedef Executor: Start Adjustable Glowing Light 120 417
Linedef Executor: Start Adjustable Strobe Flash (unsynchronized) New 418
Linedef Executor: Start Adjustable Strobe Flash (synchronized) New 419
Linedef Executor: Fade Light Level 117 420
Linedef Executor: Stop Lighting Effect 118 421
Linedef Executor: Cut-Away View 121 422
Linedef Executor: Change Sky 123 423
Linedef Executor: Change Weather 124 424
Linedef Executor: Change Object State 125 425
Linedef Executor: Stop Object 122 426
Linedef Executor: Award Score 126 427
Linedef Executor: Start Platform Movement 127 428
Linedef Executor: Crush Ceiling Once New 429
Linedef Executor: Crush Floor Once New 430
Linedef Executor: Crush Floor & Ceiling Once New 431
Linedef Executor: Enable 2D Mode New 432
Linedef Executor: Disable 2D Mode New 433
Linedef Executor: Award Custom Power New 434
Linedef Executor: Stop Conveyor New 435
Linedef Executor: Start Conveyor New 436
Linedef Executor: Disable Player Movement New 437
Linedef Executor: Execute Linedef Executor New 450
Linedef Executor: PolyObject: Door Slide New 480
Linedef Executor: PolyObject: Door Swing New 481
Linedef Executor: PolyObject: Move XY New 482
Linedef Executor: PolyObject: Move XY w/ override New 483
Linedef Executor: PolyObject: Rotate Right New 484
Linedef Executor: PolyObject: Rotate Right w/ override New 485
Linedef Executor: PolyObject: Rotate Left New 486
Linedef Executor: PolyObject: Rotate Left w/ override New 487
Linedef Executor: PolyObject: Start waypoint movement New 488
Linedef Executor: PolyObject: Make Invisible New 489
Linedef Executor: PolyObject: Make Visible New 490
Scrollers/Pushers:
Scroll Wall First Side Left 100 500
Scroll Wall First Side Opposite Direction 85 501
Scroll Wall According to Linedef 254 502
Acc Scroll Wall According to Linedef 218 503
Disp Scroll Wall According to Linedef 249 504
Scroll Texture by Offsets 255 505
Scroll Floor Texture 251 510
Acc Scroll Floor Texture 215 511
Disp Scroll Floor Texture 246 512
Scroll Ceiling Texture 250 513
Acc Scroll Ceiling Texture 214 514
Disp Scroll Ceiling Texture 245 515
Carry Objects on Floor (no scroll) 252 520
Acc Carry Objects on Floor 216 521
Disp Carry Objects on Floor 247 522
Carry Objects on Ceiling 203 523
Acc Carry Objects on Ceiling 205 524
Disp Carry Objects on Ceiling 201 525
Scroll Floor Texture and Carry Objects 253 530
Acc Scroll Floor Texture and Carry Objects 217 531
Disp Scroll Floor Texture and Carry Objects 248 532
Scroll Ceiling Texture and Carry Objects 202 533
Acc Scroll Ceiling Texture and Carry Objects 204 534
Disp Scroll Ceiling Texture and Carry Objects 200 535
Friction 223 540
Horizontal Wind 224 541
Upwards Wind 229 542
Downwards Wind 230 543
Horizontal Current 225 544
Upwards Current 227 545
Downwards Current 228 546
Boom Push/Pull Thing 226 547
Lighting:
Floor Lighting 213 600
Ceiling Lighting 5 601
Adjustable Pulsating Light 60 602
Adjustable Flickering Light 61 603
Adjustable Blinking Light (unsynchronized) New 604
Adjustable Blinking Light (synchronized) New 605
Colormap 16 606
BIN
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+78
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Removed:
- Buttons 1-20 690-709
- Button 21 (THZ2 A/740 B/741 D/742 E/745 710
- Close Door Blazing (Tag 743) 711
- Raise Ceiling to Highest (Tag 744) 981
- THZ2 Slime Raise (B/712 W713 P714 D715 S716) 986
Stuff to Remove/Change:
- Light Blinks On Every 0.5 Seconds 2 Add Linedef Combine
- Light Blinks On Every 1 Second 3 Add Linedef Combine
- Light Pulses Smoothly 8 Remove
- Light Blinks On Every 0.5 Seconds (Sync) 12 Add Linedef Combine
- Lights Blinks On Every 1 Second (Sync) 13 Add Linedef Combine
- Light Flickers Like Fire 17 Remove
? - Damage (Fire) and Current 519 Remove (convert to combination)
? - Damage (Water) and Current 984 Remove (convert to combination)
Section 1:
1 - Damage (Generic) 11
2 - Damage (Water) 983
3 - Damage (Fire) 7
4 - Damage (Electrical) 18
5 - Spikes 4
6 - Death Pit (Camera Mod) 16
7 - Death Pit (No Camera Mod) 5
8 - Instant Kill 10
9 - Ring Drainer (Floor Touch) 978
10 - Ring Drainer (No Floor Touch) 980
11 - Special Stage Damage 9
12 - Space Countdown 6
13 - Ramp Sector (Increase step-up) 992
14 - Non-Ramp Sector (Don't step-down) 996
15 - Bouncy Sector (FOF Control Only) 14
Section 2: << 4
1 - Trigger Linedef Exec (Pushable Objects) 971
2 - Trigger LD Exec (Anywhere in Sec/All Pls) 972
3 - Trigger Linedef Exec (Floor Touch/All Pls) 973
4 - Trigger Linedef Exec (Anywhere in Sec) 974
5 - Trigger Linedef Exec (Floor Touch) 975
6 - Trigger Linedef Exec (Emerald Check) 967
7 - Trigger Linedef Exec (NiGHTS Mare) 968
8 - Check for linedef executor on FOFs (ANY) 970
9 - Egg Trap Capsule 666
10 - Special Stage Time/Rings, Par 990
11 - Custom Global Gravity 991
Section 3: << 8
1 - Ice/Sludge (required?!) 256
2 - Wind/Current (required?!) 512
3 - Ice/Sludge and Wind/Current 768
4 - Conveyor Belt 985
5 - Speed Pad (No Spin) 976
6 - Speed Pad (Spin) 977
7 - Bustable Block Sprite Parameter 1500-1515
8 - "
9 - "
10 - "
11 - "
12 - "
13 - "
14 - "
15 - "
Section 4: << 12
1 - Starpost Activator 993
2 - Special Stage Goal Combine 33
2 - Exit Sector Combine 982
2 - No Tag Zone Combine 987
2 - CTF: Flag Return Combine 995
3 - CTF: Red Team Base 988
4 - CTF: Blue Team Base 989
5 - Fan Sector 997
6 - Super Sonic Transform 969
7 - Spinner 979
8 - Zoom Tube Start 998
9 - Zoom Tube End 999
10 - Finish Line 994
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SRB2
Release v1.09, ? 2005.
Last Updated: June 2005
Original game & sources by: Id Software.
Additions: (c)1998 by: Fabrice Denis & Boris Pereira
(c)1999 by: Fabrice Denis, Boris Pereira & Thierry Van Elsuwe
(c)2000 by: Boris Pereira & Thierry Van Elsuwe
(c)2004 By: AJ, Graue, Alam Arias, Logan Arias & Andrew Clunis
Special thanks to Steven McGranahan, Lee Killough, Robert Bäuml and Bell Kin for
their large contribution and to other DooM LEGACY & SRB2 Team members.
Web site: http://www.SRB2.org/
e-mail: none@none.com
OpenGL specific:
Web site: http://legacy.newdoom.com/gl
-----------------------------------------------------------------------
F.A.Q.
-----------------------------------------------------------------------
If you have any trouble with SRB2, you might find a solution
here.
If you find a solution to a problem that was not listed here,
please tell us so that we can update the FAQ and help other people!
Mail your hardware/software problems to:
None@none.com subject: FAQ
--------
CONTENTS
--------
[0] Miscellaneous
[1] Mouse/Joystick/Keyboard
[2] Video
[3] Sound
[4] Network
[5] Troubleshooting
-----------------
[0] MISCELLANEOUS
-----------------
* under win95 or OS/2, I don't have enough memory. How can i handle with ?
Tell win95 to put more dpmi memory for your dos box.
Or use the -mb option.
---------------------------
[1] MOUSE/JOYSTICK/KEYBOARD
---------------------------
* My mouse/joystick does not work in SRB2.
First, check that the mouse/joystick is activated : go at the
console and type either 'use_mouse' (or use the respective
menuitem) or 'use_joystick'.
If it tells '0' or off than the mouse/joystick is not used,
set the variable to 1. eg: 'use_mouse 1'.
For the joystick, different values will support different
types of joystick, check the console documentation for the
command 'use_joystick' for more.
Even if the mouse or joystick is activated, you have to
set up the contols into the Setup Controls menu. That is:
tell what use you will make of the mouse/joystick buttons.
---------
[2] VIDEO
---------
* Where are the other video modes ? I have only '320x200' in the
Video Modes menu.
DOS
---
SRB2 adds new video modes only if a VESA2 (or better) driver
is present. The VESA2 driver is a standard of 'talking' between a
program and the huge amount of different graphics cards
available today.
If you don't have a VESA2 driver, you can download UNIVBE, or
SMART DISPLAY DOCTOR from
http://www.scitechsoft.com/products/ent/free_titles.html
or if you have an S3 based card, you can download the free
software called 'S3VBE'.
ftp://ftp.externet.hu/pub/mirror/sac/graph/s3vbe318.zip
ftp://ftp.digsys.bg/pub/simtelnet/msdos/graphics/s3vbe318.zip
http://www.filesearching.com/cgi-bin/s?q=s3vbe318.zip
http://www.google.com/search?q=s3vbe318.zip
* The game doesn't restore the video mode I have chosen the last time
I played SRB2.
The current video mode has to be made the 'default' so that it is
saved to the config : press the key 'D' on the Video Options menu
to set the current video mode the default.
* I have some problems with OpenGL mode
Have a look at the FAQ for OpenGL on the glLegacy web site:
http://www.doomnation.com/gllegacy/faqe.htm
# Linux: I only have a 1024x768 (or 800x600, 1280x1024, ...) resolution
in fullscreen mode under X and SRB2 is really really slow. Can I
have lower resolutions like 320x200 in fullscreen mode as well?
Probably yes. SRB2 can only use the resolutions offered by the
X-Server. So if all fullscreen modes have a very high resolution you
have to modify /etc/XF86Config (or /etc/X11/XF86Config). Use XF86Setup
(or the appropriate tool coming with your distribution - sax,
xf86config, ...) to do this.
If you do not succeed there, you can enter them manually into your
XF86Config file. ONLY RECOMMENDED FOR USERS WHO KNOW WHAT THEY DO!
For a short guide on how to do this, have a look at the file
"Doublescan.txt".
In case of doubt consult the XFree86-HOWTO (or ask your system
administrator :).
# Linux: I cannot have any fullscreen modes at all!
You have only modes above 1024x768 in your XF86Config. Proceed as
described above.
# Linux: After a certain idle time my screensaver jams the display of
SRB2. I can still operate SRB2, but I do not see what's happening
and the screensaver won't go away.
You probably have KDE. The KDE screensaver does not obey the screensaver
rules (at least mine, version 1.1). The solution is to deactivate the
KDE screensaver and use another screensaver (like the xscreensaver,
e.g.). But the hell, when you started SRB2 you should have played it
as well and not left it alone!!!
---------
[3] SOUND
---------
+ DOS:I can't have CD audio music, why ?
Make sure that the MSCDEX driver version 2.0 or later is loaded.
If it says 'MSCDEX version xxx' at game startup, and you still
don't hear the cd music, then probably your card doesn't respond
when SRB2 tries to set the cd volume. If so, make sure your sound
card's mixer have the cd volume set up so that you can hear something.
+ When the CD plays, the game is very 'jerky'. It doesn't do that when
I type 'cd off' in the console.
You have an old/bad cd driver, that can take up to a second to
respond to cd driver commands. Either get the latest version of
your driver, or turn cd update off. Check 'cd_udpate' in the
console documentation for more.
* DOS:How can I *ALWAYS* disable the sounds or music of the game ?
Edit the allegro.cfg file and set digicard/midicard to 0 (none)
* DOS:My sterero sound is reversed, how can I set it the right way ?
Change the console variable 'stereoreverse' to either 1 or 0.
Or, you can edit the allegro.cfg file, and set the 'flip_pan' variable.
* DOS:The sounds are too 'slow', or 'low-pitched'
It seems to be a problem of the auto-detection of some 8bit sound
cards. You will have to set manually the 'sb_freq' value in the
allegro.cfg file to a lower value : 11906, 16129.
* DOS:SRB2 doesn't play any sound/music, but I have a sound
blaster genuine/compatible card.
If you have a genuine or compatible SoundBlaster card, it is very
important that you set the BLASTER environment variable.
If you are playing under DOS, and never installed your sound card
under DOS, run the setup of your sound card for DOS.
Check if the BLASTER variable was set: type 'SET' under dos
(or DOSbox)
Do you see something like 'BLASTER=A220 I5 D1 ...' ?
Yes? If you don't hear sounds/music, then tweak the settings in the
allegro.cfg file until you get something, first try changing the
type of the sound card, it is not always properly detected.
No? You have to set this variable in order that your sound card is
detected. Run the setup that was shipped with your sound card, and
make sure you run the setup for DOS too, it will usually add a
line of the type 'SET BLASTER=... ...' in the autoexec.bat file.
* DOS:How can I have better midi music on my 8bit sound card ?
Use the DIGMID driver, it is supported in SRB2.
What the hell is this? Well, the Gravis Ultrasound uses digital
samples to play midi music. On a simple 8bit card, you can use digital
samples too, which will sound usually better than what is output
by the poor fm synthesis chip of 8bit cards.
You will need to get a Gravis Ultrasound patch set, you can find
several ones for free on internet, it consists of a bunch of '.pat'
files which are the digital samples to play the midi instruments
(eg: piano, conga, guitar, ect.).
Check the Allegro homepage for some links to GUS patches:
http://alleg.sourceforge.net/digmid.html
http://alleg.sourceforge.net/
http://www.talula.demon.co.uk/allegro/digmid.html
http://www.talula.demon.co.uk/allegro/
Now to activate the DIGMID driver:
Set the 'midi_card' value to 8 (DIGMID) in the allegro.cfg file.
Make sure you leave the 'digi_voices' blank, or set it to a low
value, because the midi music will use digital voices.
At the end of the allegro.cfg file, set the 'patches' value
to the path, where you have installed a Gravis Ultrasound midi
patch set. eg: patches = d:\music\midipat\
# Linux: CD music does not work or only works when run as root.
We do not encourage you to run SRB2 as root (you never know
what SRB2 can do to your system - it's a mighty piece of code :).
There is a common problem with ATAPI CD-rom drives, which are
treated as harddisks. Usually there is a link /dev/cdrom pointing to
device hd[b,c,d]. As harddisks are not supposed to be read directly
via this device (especially not by a common user), there are no read
permissions for "all". For CD-roms you can savely set read permissions
unless you are very paranoid. Assuming your CD-rom drive is /dev/hdc,
set permissions with "chmod +r /dev/hdc" (as root). SCSI CD-rom drives
should not have this problem. But if they do, proceed as described
with ATAPI drives.
# Linux: The CD music volume is not set properly.
Go to the console and type "jigglecdvolume 1".
-----------
[4] NETWORK
-----------
* Where can I find Internet servers ?
For the moment there is one public server.
http://srb2.servegame.org/ Master server web page
srb2.servegame.org:28910 current Master Server
* When I start SRB2 with -server or -connect it say :
"BinToPort: Address already in use (EADDRINUSE)"
It appears only when SRB2 crashes or when you leave with ctrl-break.
use -udpport 12345 (or any other free slot) on both sides (client and
server).
This can also happens when there is already a SRB2 running on your
computer if you whant to try two SRB2 running on the same computer
use -clientport 12345 (or any other free slot). Then the second will
connect to the first one.
* Do you use the tcp protocol ?
No, we use the udp protocol which is faster, but don't worry udp is a
part of the internet protocol.
-------------------
[5] Troubleshooting
-------------------
# Linux: SRB2 is hung in fullscreen mode and won´t let me leave.
What shall I do?
Some people press the reset button, but hey, we are not in the
stoneage of operating systems! There are two "proper" ways to
get out: kill your X-Server. You can usually do this by pressing
"CTRL-ALT-BACKSPACE". But if you have other open applications with
important data (probably hacked away on your diploma thesis for 3
weeks without saving once) you can also kill SRB2 directly. Press
"CTRL-ALT-F2" and you will get to a console. Log in, type
"killall llxSRB2" and switch back to the X-Server with "CTRL-ALT-F7".
Some X-Server crash on this procedure - blame the X-Server for the
loss of 3 weeks work on your diploma thesis :)
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Sonic Robo Blast 2 Manual
</title>
<link rel="stylesheet" type="text/css" href="srb2manstyle.css">
<!-- Borrowed some javascript code so the height of the iframe is equal to the size of the document - Sonict -->
<script type="text/javascript">
/* free code from dyn-web.com */
function getDocHeight(doc) {
doc = doc || document;
// from http://stackoverflow.com/questions/1145850/get-height-of-entire-document-with-javascript
var body = doc.body, html = doc.documentElement;
var height = Math.max( body.scrollHeight, body.offsetHeight,
html.clientHeight, html.scrollHeight, html.offsetHeight );
return height;
}
function setIframeHeight(id) {
var ifrm = document.getElementById(id);
var doc = ifrm.contentDocument? ifrm.contentDocument: ifrm.contentWindow.document;
ifrm.style.visibility = 'hidden';
ifrm.style.height = "10px"; // reset to minimal height in case going from longer to shorter doc
ifrm.style.height = getDocHeight( doc ) + "px";
ifrm.style.visibility = 'visible';
}
</script>
<meta http-equiv="Content-type" content="text/html; charset=UTF-8">
</head>
<body>
<p class="c1">
<img src="manual_img/sonicname2.png" alt="SONIC" width="136" height="36">
<br>
<img src="manual_img/srb2banner.png" alt="ROBO BLAST 2" width="224" height="43">
</p>
<p class="c1">
<big><big><strong>Manual</strong></big></big>
</p>
<table class="cf" align="center">
<tr><td class="c">
<ul class="hmenu">
<li class="hmenu"><a class="hmenu" href="intro.htm" target="ifrm">Main</a></li>
<li class="hmenu"><a class="hmenu" href="items.htm" target="ifrm">Items</a></li>
<li class="hmenu"><a class="hmenu" href="playerabilities.htm" target="ifrm">Player Abilities</a></li>
<li class="hmenu"><a class="hmenu" href="basicplay.htm" target="ifrm">Gameplay</a></li>
<li class="hmenu"><a class="hmenu" href="surroundings.htm" target="ifrm">Surroundings</a></li>
</ul>
</td></tr>
<tr><td class="c">
<ul class="hmenu">
<li class="hmenu"><a class="hmenu" href="multiplayer.htm" target="ifrm">Multiplayer</a></li>
<li class="hmenu"><a class="hmenu" href="zones.htm" target="ifrm">Zones</a></li>
<li class="hmenu"><a class="hmenu" href="controls.htm" target="ifrm">Controls</a></li>
<li class="hmenu"><a class="hmenu" href="consolecommands.htm" target="ifrm">Console Commands</a></li>
<li class="hmenu"><a class="hmenu" href="misc.htm" target="ifrm">Misc</a></li>
</ul>
</td></tr>
</table>
<hr>
<p class="c1">
<!-- The "onload" property of the iframe makes an error when validated through the W3C validation checker. -->
<!-- This will not be fixed as it isn't worth the time to fix it up properly. - Sonict -->
<iframe id="ifrm" name="ifrm" src="intro.htm" onload="setIframeHeight(this.id)"> </iframe>
</p>
</body>
</html>
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SVN-RULES
- As you can see, there is sub-directory in the repository, one for eatch
platform (djgpp (dos),win32,SDL) the root directory is for all platform,
so take care of the order we have put in.
- do not commit/upload tests of bugged code, try to fix a maximum of know
bugs and update know bugs list in source.txt. If you must commit your source
make your code in #ifdef so we can disable it
- SRB2 is a modification of doom/Doom Legacy source. We allow additionnal feature
and visual addition.
- Maximize communications between members, do not impose your changes, if your
are not sure about a feature/change, talk about it in irc://irc.esper.net/srb2 chat room.
CODE-RULES
- We use no tab, 4 space indent, and tab size 8 (in case some tab have filtred
and for makefile)
- Self documented code, variable and function must have a name that help
understand the code, so do not call variable and function a,b, a2, ...
- the usage of extern in a c file is prohibited, except for declaration of a
function with body (so it is like public keyword in c++)
Also function protos haren't allowed for external function, put it un the
corresponding h file.
- Try to minimize #ifdef usage for :
- code readability
- the main code is for all port so if something is good for a platform all
platform can benefit by this feature
- Take care of platform dependent code, we would like to have code that work
on Dos, Win32, SDL, ... little and big endian, software/Glide/OpenGl.
GOOD PRACTICE
- Try to put as mush static variable and function on module so it help to
understand the role of the varaible/function in the module also this
help the compiler to optimize
- minimise global variable
- make a log of your work, so you don't need to put a lot of comment in
the code, this will also help us to update the what's new section of doc
when doing final release
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1. Compile SRB2
2. Explanation of the code
2.1 The memory model
2.2 Hardware Texture model
1. Compile SRB2
=================
DOS
---
need:
- djgpp 2.03 (http://www.delorie.com/djgpp/)
- allegro 3.12 (http://alleg.sourceforge.net/index.html)
(
- libsocket 0.7.4 (beta 4) or better
for use with Winsock 1.1 (example Windows 3.1)
(http://www.phekda.freeserve.co.uk/richdawe/lsck/lsck.htm)
OR
- Wattcp-32 v2.2 dev.rel 6 or better
For use with a packet driver
(http://www.bgnett.no/~giva/)
(http://groups.yahoo.com/group/watt-32/)
(http://groups.yahoo.com/group/watt-32/files/v2.2/)
)
- bcd 1.03 (inlcude in this package)
- gcc 2.95.2 is recommended
- nasm 0.98 (or better) (http://nasm.sourceforge.net/)
compile:
make
make WATTCP=1 (to make a Wattcp-32 version)
debug:
when craching SRB2 will return eip
type make asm, then you will have a 8 megs srb2.s (a assembler file)
the you can find the faulting instruction and function
------------------------------------------------------------------------
Linux/SDL
-----
need:
- tested with gcc 2.95 and 3.X.
- SDL 1.2
- SDL_mixer 1.2
- ibogg and libvorbis (http://Xiph.org/)
- nasm 0.98 (or better)(http://nasm.sourceforge.net/) only with 2.95, else add CC30=1
compile
make LINUX=1
debug:
gdb ?
------------------------------------------------------------------------
Win32
-----
need :
- glide 3.x sdk (optional) (http://www.3dfx.com)
- directx6 sdk (or higher) (http://www.micosoft.com/directx)
- nasm 0.98 (or better) (http://nasm.sourceforge.net/)
- use src\win32\wLegacy.dsp
- VC6 should also work with VC5, and VS.NET 200X
debug:
press on "step over" with the release version (there is some debug info
on it). Then change the eip in the regster window when you will type
enter the edi will go to the faulting instruction. don't forget that
you can follow the stack for calls.
You can also use trace with the debug version but add -win and -nomouse.
------------------------------------------------------------------------
Win32/minGW/SDL
-----
need:
- tested with gcc 2.95 and 3.X.
- can also use Dev-C++ 5.0 beta 9 (4.9.9.0) from http://www.bloodshed.net/dev/devcpp.html
- SDL 1.2
- SDL_mixer 1.2
compile
make minGW=1 SDL=1
or use src\SDL\Win32SDL.dev with Dev-C++ 4.9.9.0 or later
debug:
gdb ?
------------------------------------------------------------------------
WinCE/SDL WIP
-----
need:
- ActiveSync 3.8
http://www.microsoft.com/windowsmobile/downloads/activesync38.mspx
- ActiveSync 3.7.1, if 3.8 isn't available for your language
http://www.microsoft.com/windowsmobile/downloads/activesync37.mspx
- eMbedded Visual Tools 3.0 - 2002 Edition
http://www.microsoft.com/downloads/details.aspx?FamilyID=f663bf48-31ee-4cbe-aac5-0affd5fb27dd
- Pocket PC 2000 SDK
http://www.microsoft.com/downloads/details.aspx?FamilyID=bb3f4d7b-de2a-4e1a-a175-26a68c301ac4
- Pocket PC 2002 SDK (eMVT 3.0 2002 Ed. comes with this)
http://www.microsoft.com/downloads/details.aspx?FamilyID=2dbee84a-bd94-4167-b817-2b2e548b2e92
- Pocket PC 2002 SDK Emulator Images (eMVT 3.0 2002 Ed. comes with this)
http://www.microsoft.com/downloads/details.aspx?FamilyID=25f4de97-ae80-477a-9df1-496b85b3d3e3
- eMbedded Visual C++ 4.0
http://www.microsoft.com/downloads/details.aspx?familyid=1DACDB3D-50D1-41B2-A107-FA75AE960856
- eMbedded Visual C++ 4.0 SP3 (Win CE 4.0-4.2)
http://www.microsoft.com/downloads/details.aspx?FamilyID=5bb36f3e-5b3d-419a-9610-2fe53815ae3b
OR
- eMbedded Visual C++ 4.0 SP4 (No SH3 support,Win CE 4.0-5.0 support)
http://www.microsoft.com/downloads/details.aspx?FamilyID=4a4ed1f4-91d3-4dbe-986e-a812984318e5
- eMbedded Visual C++ 4.0 Update 5625 (SP4 only)
http://www.microsoft.com/downloads/details.aspx?FamilyID=aa282a6d-6f57-436d-8c10-0ec02d94f5b1
- Windows CE: Standard Software Development Kit
http://www.microsoft.com/downloads/details.aspx?familyid=a08f6991-16b0-4019-a174-0c40e6d25fe7
- SDK for Windows Mobile 2003-based Pocket PCs
http://www.microsoft.com/downloads/details.aspx?FamilyId=9996B314-0364-4623-9EDE-0B5FBB133652
- Emulator Images for Windows Mobile 2003 Second Edition software for Pocket PC
http://www.microsoft.com/downloads/details.aspx?familyid=5C53E3B5-F2A2-47D7-A41D-825FD68EBB6C
- Microsoft Device Emulator 1.0 Community Preview
http://beta.microsoft.com Use Guest ID "MSDEVICE" to access the Community Preview website
- Windows CE Utilities for Visual Studio .NET 2003 Add-on Pack 1.1
(if you also have VS 2003 installed, you need this to install Win CE 5.0 SDK, else no need)
http://www.microsoft.com/downloads/details.aspx?FamilyId=7EC99CA6-2095-4086-B0CC-7C6C39B28762
- Windows CE 5.0: Standard Software Development Kit (eMC++ 4 SP4 only)
http://www.microsoft.com/downloads/details.aspx?FamilyID=fa1a3d66-3f61-4ddc-9510-ae450e2318c3
- SDL 1.27 (use patch and zip in tools\SDL1.2.7_CE)
compile
use src\SDL\WinCE\SRB2CE.vcw
debug:
?
2. Explanation of the code
==========================
2.1 The memory model (original) (z_zone.c) (by BP)
--------------------
SRB2 allocate a heap of 6/32/48 megs at begining and provide a Z_Malloc function
to allocate in this heap.
Z_Malloc( int size,int tag,void* user )
size is the size in byte
tag can be : PU_STATIC allocated static (like malloc do)
call Z_Free to free it
PU_LEVEL same as static but the zone is "tagged" with the
tag PU_LEVEL, when calling
Z_FreeTag (PU_LEVEL, PU_LEVEL) all zone tagged
with PU_LEVEL are freed (at the end of the level)
PU_CACHE this one _can_ be freed automatiquely by one other
call to Z_Malloc. the *user point to a pointer
to this zone so when freed automatiquely the
pointer is set to NULL so eatch time you use it
you must check if the pointer is not NULL and
reload it.
(...)
2.2 Hardware Texture model (by BP)
--------------------------
Eatch texture/patch/flats/pic in SRB2 are converted to hardware texture at
runtime (the GlideMipmap_s structure (hw_data.h)). I will call hardware
texture a gr_texture so there is no confusion.
To remind you :
- Texture are set of patch and are associate to linedefs (walls) can be
upper, lower or middle texture. It can have hole on it.
- patch are sprites (the doom patch are run of vertical lines)
- flats are used for floors and ceiling of sectors and have size of 64x64
it can't have hole on it
- pic are new legacy format for picture, it can only handle plain texture
like flats it is now used for hud in full screen for the main picture
of legacy and for coronas (the format was extended to handle 32 bit color
or intensity + alpha, not all are implemented at this time)
Since patch, flat and pic are basic structure represented by only one lump in
the wad, the wad loader allocate for eatch lump a GlideMipmap_s (cache3Dfx)
and init data field to NULL. Since the data structure is allocated in
PU_3DFXCACHE (like PU_CACHE) the data will be initilised when needed
(hw_cache.c).
The GlideMipmap_s structures for textures are initialized on
HWR_PrepLevelCache (hw_cache.c) it is called in P_SetupLevel (load level)
the number of textures is computed with TEXTURE1, TEXTURE2 lumps since this
can be changed in runtime in SRB2 (load a wad while runing) it must be
reallocated. Well, at this time it is realloceted at eatch level start. We
can do better, since numtextures change only when a wad is loaded.
The 3dfx driver use glide3, it load gr_texture in gr_texture memory of the
card in fifo order when there is no more place it remove the first gr_texture,
the downloaded field of GlideMipmap_s go to false and when needed it is
reloaded in gr_texture memory. In OpenGl, since OpenGl keep texture in there
own memory and handle gr_texture memory of the card we no more need to
redownload it but if we not free time to time gr_texture memory in opengl,
it will get alot of memory, so the gr_texture memory is cleared at eatch
new level (same time of texture reallocation). Opengl and 3dfx link the
loaded gr_texture with the nextmipmap field of GlideMipmap_s so before clear
textures of the heap we MUST free gr_texture memory of OpenGl or 3dfx !
SRB2 can also draw patch with a differant colormap (thanks to Hurdler).
When needed it create the same gr_texture but just with a differant colormap.
This one is linked with the original in the GlideMipmap_s with the
nextcolormap field.
So when a polygone with a gr_texture must be drawn, first we check if the
gr_textures is not allready loaded in hadware memory (downloaded field) if
not then we check if gr_texture data is there (not grabbed by z_malloc
function) if not we must recompute it eatch type of gr_texture (texture,
patch, flat, pic have there own methode) the we can send the gr_texture
to 3dfx or OpenGl.
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ImportGroup Label="PropertySheets" />
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<IncludePath>$(SolutionDir)libs\SDL2\include;$(IncludePath)</IncludePath>
<LibraryPath>$(SolutionDir)libs\SDL2\lib\$(PlatformTarget);$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup>
<Link>
<AdditionalDependencies>SDL2.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup />
</Project>
+33 -10
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The 32-bit files are in i686-w64-mingw32
The 64-bit files are in x86_64-w64-mingw32
To compile and install SDL:
To install SDL for native development:
make native
1. Windows with Visual Studio:
* Read ./docs/README-visualc.md
To install SDL for cross-compiling development:
make cross
Windows with gcc, either native or cross-compiling:
* Read the FAQ at https://wiki.libsdl.org/FAQWindows
* Run './configure; make; make install'
Look at the example programs in ./test, and check out online documentation:
http://wiki.libsdl.org/
macOS with Xcode:
* Read docs/README-macosx.md
Join the SDL developer mailing list if you want to join the community:
http://www.libsdl.org/mailing-list.php
macOS from the command line:
* Run './configure; make; make install'
Linux and other UNIX systems:
* Run './configure; make; make install'
Android:
* Read docs/README-android.md
iOS:
* Read docs/README-ios.md
Using Cmake:
* Read docs/README-cmake.md
2. Look at the example programs in ./test, and check out the online
documentation at https://wiki.libsdl.org/
3. Join the SDL developer discussions, sign up on
https://discourse.libsdl.org/
and go to the development forum
https://discourse.libsdl.org/c/sdl-development/6
4. Sign up for the announcement list through the web interface:
https://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
+17 -21
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Simple DirectMedia Layer
(SDL)
Version 2.0
---
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
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)
# Simple DirectMedia Layer (SDL) Version 2.0
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
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)
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This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.30.0:
---------------------------------------------------------------------------
General:
* Added support for 2 bits-per-pixel indexed surface formats
* Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
* Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
* Added the environment variable SDL_LOGGING to control default log output
macOS:
* Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used
* Added the hint SDL_HINT_JOYSTICK_MFI to control whether the GCController controller driver should be used
* Added the hint SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE to choose whether high or low power GPU should be used for rendering, in the case where there are multiple GPUs available
Xbox:
* Added the function SDL_GDKGetDefaultUser()
---------------------------------------------------------------------------
2.28.2:
---------------------------------------------------------------------------
General:
* Added the hint SDL_HINT_JOYSTICK_WGI to control whether to use Windows.Gaming.Input for controllers
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# 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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Android
================================================================================
Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
The rest of this README covers the Android gradle style build process.
If you are using the older ant build process, it is no longer officially
supported, but you can use the "android-project-ant" directory as a template.
Requirements
================================================================================
Android SDK (version 34 or later)
https://developer.android.com/sdk/index.html
Android NDK r15c or later
https://developer.android.com/tools/sdk/ndk/index.html
Minimum API level supported by SDL: 19 (Android 4.4)
How the port works
================================================================================
- Android applications are Java-based, optionally with parts written in C
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
the SDL library
- This means that your application C code must be placed inside an Android
Java project, along with some C support code that communicates with Java
- This eventually produces a standard Android .apk package
The Android Java code implements an "Activity" and can be found in:
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
The Java code loads your game code, the SDL shared library, and
dispatches to native functions implemented in the SDL library:
src/core/android/SDL_android.c
Building an app
================================================================================
For simple projects you can use the script located at build-scripts/androidbuild.sh
There's two ways of using it:
androidbuild.sh com.yourcompany.yourapp < sources.list
androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
sources.list should be a text file with a source file name in each line
Filenames should be specified relative to the current directory, for example if
you are in the build-scripts directory and want to create the testgles.c test, you'll
run:
./androidbuild.sh org.libsdl.testgles ../test/testgles.c
One limitation of this script is that all sources provided will be aggregated into
a single directory, thus all your source files should have a unique name.
Once the project is complete the script will tell you where the debug APK is located.
If you want to create a signed release APK, you can use the project created by this
utility to generate it.
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
done in the build directory for the app!
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
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 "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 "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
add_executable() for the target containing your "main" function.
If you wish to use Android Studio, you can skip the last step.
4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
connected Android device
Here's an explanation of the files in the Android project, so you can customize them:
android-project/app
build.gradle - build info including the application version and SDK
src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
jni/ - directory holding native code
jni/Application.mk - Application JNI settings, including target platform and STL library
jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
jni/SDL/ - (symlink to) directory holding the SDL library files
jni/SDL/Android.mk - Android makefile for creating the SDL shared library
jni/src/ - directory holding your C/C++ source
jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references
src/main/assets/ - directory holding asset files for your application
src/main/res/ - directory holding resources for your application
src/main/res/mipmap-* - directories holding icons for different phone hardware
src/main/res/values/strings.xml - strings used in your application, including the application name
src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
Customizing your application name
================================================================================
To customize your application name, edit AndroidManifest.xml and replace
"org.libsdl.app" with an identifier for your product package.
Then create a Java class extending SDLActivity and place it in a directory
under src matching your package, e.g.
src/com/gamemaker/game/MyGame.java
Here's an example of a minimal class file:
--- MyGame.java --------------------------
package com.gamemaker.game;
import org.libsdl.app.SDLActivity;
/**
* A sample wrapper class that just calls SDLActivity
*/
public class MyGame extends SDLActivity { }
------------------------------------------
Then replace "SDLActivity" in AndroidManifest.xml with the name of your
class, .e.g. "MyGame"
Customizing your application icon
================================================================================
Conceptually changing your icon is just replacing the "ic_launcher.png" files in
the drawable directories under the res directory. There are several directories
for different screen sizes.
Loading assets
================================================================================
Any files you put in the "app/src/main/assets" directory of your project
directory will get bundled into the application package and you can load
them using the standard functions in SDL_rwops.h.
There are also a few Android specific functions that allow you to get other
useful paths for saving and loading data:
* SDL_AndroidGetInternalStoragePath()
* SDL_AndroidGetExternalStorageState()
* SDL_AndroidGetExternalStoragePath()
See SDL_system.h for more details on these functions.
The asset packaging system will, by default, compress certain file extensions.
SDL includes two asset file access mechanisms, the preferred one is the so
called "File Descriptor" method, which is faster and doesn't involve the Dalvik
GC, but given this method does not work on compressed assets, there is also the
"Input Stream" method, which is automatically used as a fall back by SDL. You
may want to keep this fact in mind when building your APK, specially when large
files are involved.
For more information on which extensions get compressed by default and how to
disable this behaviour, see for example:
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
Pause / Resume behaviour
================================================================================
If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
the event loop will block itself when the app is paused (ie, when the user
returns to the main Android dashboard). Blocking is better in terms of battery
use, and it allows your app to spring back to life instantaneously after resume
(versus polling for a resume message).
Upon resume, SDL will attempt to restore the GL context automatically.
In modern devices (Android 3.0 and up) this will most likely succeed and your
app can continue to operate as it was.
However, there's a chance (on older hardware, or on systems under heavy load),
where the GL context can not be restored. In that case you have to listen for
a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
manually or quit the app.
You should not use the SDL renderer API while the app going in background:
- SDL_APP_WILLENTERBACKGROUND:
after you read this message, GL context gets backed-up and you should not
use the SDL renderer API.
When this event is received, you have to set the render target to NULL, if you're using it.
(eg call SDL_SetRenderTarget(renderer, NULL))
- SDL_APP_DIDENTERFOREGROUND:
GL context is restored, and the SDL renderer API is available (unless you
receive SDL_RENDER_DEVICE_RESET).
Mouse / Touch events
================================================================================
In some case, SDL generates synthetic mouse (resp. touch) events for touch
(resp. mouse) devices.
To enable/disable this behavior, see SDL_hints.h:
- SDL_HINT_TOUCH_MOUSE_EVENTS
- SDL_HINT_MOUSE_TOUCH_EVENTS
Misc
================================================================================
For some device, it appears to works better setting explicitly GL attributes
before creating a window:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
Threads and the Java VM
================================================================================
For a quick tour on how Linux native threads interoperate with the Java VM, take
a look here: https://developer.android.com/guide/practices/jni.html
If you want to use threads in your SDL app, it's strongly recommended that you
do so by creating them using SDL functions. This way, the required attach/detach
handling is managed by SDL automagically. If you have threads created by other
means and they make calls to SDL functions, make sure that you call
Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
your thread automatically anyway (when you make an SDL call), but it'll never
detach it.
If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
it won't be able to find your java class and method because of the java class loader
which is different for native threads, than for java threads (eg your "main()").
the work-around is to find class/method, in you "main()" thread, and to use them
in your native thread.
see:
https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
Using STL
================================================================================
You can use STL in your project by creating an Application.mk file in the jni
folder and adding the following line:
APP_STL := c++_shared
For more information go here:
https://developer.android.com/ndk/guides/cpp-support
Using the emulator
================================================================================
There are some good tips and tricks for getting the most out of the
emulator here: https://developer.android.com/tools/devices/emulator.html
Especially useful is the info on setting up OpenGL ES 2.0 emulation.
Notice that this software emulator is incredibly slow and needs a lot of disk space.
Using a real device works better.
Troubleshooting
================================================================================
You can see if adb can see any devices with the following command:
adb devices
You can see the output of log messages on the default device with:
adb logcat
You can push files to the device with:
adb push local_file remote_path_and_file
You can push files to the SD Card at /sdcard, for example:
adb push moose.dat /sdcard/moose.dat
You can see the files on the SD card with a shell command:
adb shell ls /sdcard/
You can start a command shell on the default device with:
adb shell
You can remove the library files of your project (and not the SDL lib files) with:
ndk-build clean
You can do a build with the following command:
ndk-build
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
ndk-build V=1
If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
https://developer.android.com/ndk/guides/ndk-stack
If you want to go through the process manually, you can use addr2line to convert the
addresses in the stack trace to lines in your code.
For example, if your crash looks like this:
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
You can see that there's a crash in the C library being called from the main code.
I run addr2line with the debug version of my code:
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
and then paste in the number after "pc" in the call stack, from the line that I care about:
000014bc
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
You can add logging to your code to help show what's happening:
#include <android/log.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
"Application.mk" in the jni directory, with the following line in it:
APP_OPTIM := debug
Memory debugging
================================================================================
The best (and slowest) way to debug memory issues on Android is valgrind.
Valgrind has support for Android out of the box, just grab code using:
svn co svn://svn.valgrind.org/valgrind/trunk valgrind
... and follow the instructions in the file README.android to build it.
One thing I needed to do on Mac OS X was change the path to the toolchain,
and add ranlib to the environment variables:
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
Once valgrind is built, you can create a wrapper script to launch your
application with it, changing org.libsdl.app to your package identifier:
--- start_valgrind_app -------------------
#!/system/bin/sh
export TMPDIR=/data/data/org.libsdl.app
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
------------------------------------------
Then push it to the device:
adb push start_valgrind_app /data/local
and make it executable:
adb shell chmod 755 /data/local/start_valgrind_app
and tell Android to use the script to launch your application:
adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
If the setprop command says "could not set property", it's likely that
your package name is too long and you should make it shorter by changing
AndroidManifest.xml and the path to your class file in android-project/src
You can then launch your application normally and waaaaaaaiiittt for it.
You can monitor the startup process with the logcat command above, and
when it's done (or even while it's running) you can grab the valgrind
output file:
adb pull /sdcard/valgrind.log
When you're done instrumenting with valgrind, you can disable the wrapper:
adb shell setprop wrap.org.libsdl.app ""
Graphics debugging
================================================================================
If you are developing on a compatible Tegra-based tablet, NVidia provides
Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
and GLES libraries, you must follow their instructions for installing the
interposer library on a rooted device. The non-rooted instructions are not
compatible with applications that use SDL2 for video.
The Tegra Graphics Debugger is available from NVidia here:
https://developer.nvidia.com/tegra-graphics-debugger
Why is API level 19 the minimum required?
================================================================================
The latest NDK toolchain doesn't support targeting earlier than API level 19.
As of this writing, according to https://www.composables.com/tools/distribution-chart
about 99.7% of the Android devices accessing Google Play support API level 19 or
higher (August 2023).
A note regarding the use of the "dirty rectangles" rendering technique
================================================================================
If your app uses a variation of the "dirty rectangles" rendering technique,
where you only update a portion of the screen on each frame, you may notice a
variety of visual glitches on Android, that are not present on other platforms.
This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
contexts, in particular the use of the eglSwapBuffers function. As stated in the
documentation for the function "The contents of ancillary buffers are always
undefined after calling eglSwapBuffers".
Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
is not possible for SDL as it requires EGL 1.4, available only on the API level
17+, so the only workaround available on this platform is to redraw the entire
screen each frame.
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
Ending your application
================================================================================
Two legitimate ways:
- return from your main() function. Java side will automatically terminate the
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
can handle to save things and quit.
Don't call exit() as it stops the activity badly.
NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
SDLK_AC_BACK, for any purpose.
Known issues
================================================================================
- The number of buttons reported for each joystick is hardcoded to be 36, which
is the current maximum number of buttons Android can report.
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# 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
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
* Microsoft Visual C
* MinGW and Msys
* macOS, iOS, and tvOS, with support for XCode
* Android
* Emscripten
* RiscOS
* Playstation Vita
## Building SDL
Assuming the source for SDL is located at `~/sdl`
```sh
cd ~
mkdir build
cd build
cmake ~/sdl
cmake --build .
```
This will build the static and dynamic versions of SDL in the `~/build` directory.
Installation can be done using:
```sh
cmake --install . # '--install' requires CMake 3.15, or newer
```
## 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.
The following CMake script supports both, depending on the value of `MYGAME_VENDORED`.
```cmake
cmake_minimum_required(VERSION 3.5)
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.
When using a recent version of CMake (3.14+), it should be possible to:
- build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS/tvOS .app bundles)
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
To use, set the following CMake variables when running CMake's configuration stage:
- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`)
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
#### Examples
- for iOS-Simulator, using the latest, installed SDK:
```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
```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
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
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
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
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
```
- for tvOS-Device, using the latest, installed SDK:
```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.
-123
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DirectFB
========
Supports:
- Hardware YUV overlays
- OpenGL - software only
- 2D/3D accelerations (depends on directfb driver)
- multiple displays
- windows
What you need:
* DirectFB 1.0.1, 1.2.x, 1.3.0
* Kernel-Framebuffer support: required: vesafb, radeonfb ....
* Mesa 7.0.x - optional for OpenGL
The `/etc/directfbrc` file should contain the following lines to make
your joystick work and avoid crashes:
```
disable-module=joystick
disable-module=cle266
disable-module=cyber5k
no-linux-input-grab
```
To disable to use x11 backend when DISPLAY variable is found use
```
export SDL_DIRECTFB_X11_CHECK=0
```
To disable the use of linux input devices, i.e. multimice/multikeyboard support,
use
```
export SDL_DIRECTFB_LINUX_INPUT=0
```
To use hardware accelerated YUV-overlays for YUV-textures, use:
```
export SDL_DIRECTFB_YUV_DIRECT=1
```
This is disabled by default. It will only support one
YUV texture, namely the first. Every other YUV texture will be
rendered in software.
In addition, you may use (directfb-1.2.x)
```
export SDL_DIRECTFB_YUV_UNDERLAY=1
```
to make the YUV texture an underlay. This will make the cursor to
be shown.
Simple Window Manager
=====================
The driver has support for a very, very basic window manager you may
want to use when running with `wm=default`. Use
```
export SDL_DIRECTFB_WM=1
```
to enable basic window borders. In order to have the window title rendered,
you need to have the following font installed:
```
/usr/share/fonts/truetype/freefont/FreeSans.ttf
```
OpenGL Support
==============
The following instructions will give you *software* OpenGL. However this
works at least on all directfb supported platforms.
As of this writing 20100802 you need to pull Mesa from git and do the following:
```
git clone git://anongit.freedesktop.org/git/mesa/mesa
cd mesa
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
```
Edit `configs/linux-directfb` so that the Directories-section looks like this:
```
# Directories
SRC_DIRS = mesa glu
GLU_DIRS = sgi
DRIVER_DIRS = directfb
PROGRAM_DIRS =
```
Then do the following:
```
make linux-directfb
make
echo Installing - please enter sudo pw.
sudo make install INSTALL_DIR=/usr/local/dfb_GL
cd src/mesa/drivers/directfb
make
sudo make install INSTALL_DIR=/usr/local/dfb_GL
```
To run the SDL - testprograms:
```
export SDL_VIDEODRIVER=directfb
export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
./testgl
```
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# Dynamic API
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
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
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 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
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
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.
Static linking stops this dead.
So here's what we did:
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like:
```c
UInt32 SDL_Init(Uint32 flags)
{
return jump_table.SDL_Init(flags);
}
```
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
like this:
```c
Uint32 SDL_Init_DEFAULT(Uint32 flags)
{
SDL_InitDynamicAPI();
return jump_table.SDL_Init(flags);
}
```
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
level of indirection, we can do things like this:
```bash
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
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,
and everyone is happy.
So now:
- 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,
but it'll also just work in the default case.
- 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,
to keep abandoned games running on newer platforms.
- 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
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
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
calls a single function:
```c
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 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
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
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!"
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
nudged everyone towards what we think is the best solution.
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# 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 3.1.35 to build. Newer versions
are likely to work, as well.
Build:
$ mkdir build
$ cd build
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
$ emmake make
Or with cmake:
$ mkdir build
$ cd build
$ emcmake cmake ..
$ emmake make
To build one of the tests:
$ cd test/
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
Uses GLES2 renderer or software
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
$ EMCONFIGURE_JS=1 emconfigure ../configure
build as usual...
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
build as usual...
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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).
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Dollar Gestures
===========================================================================
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
Recording:
----------
To begin recording on a touch device call:
SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
A SDL_DOLLARRECORD event is a dgesture with the following fields:
* event.dgesture.touchId - the Id of the touch used to record the gesture.
* event.dgesture.gestureId - the unique id of the recorded gesture.
Performing:
-----------
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
* event.dgesture.touchId - the Id of the touch which performed the gesture.
* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
* event.dgesture.numFingers - the number of fingers used to draw the stroke.
Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
Saving:
-------
To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
Both functions return the number of gestures successfully saved.
Loading:
--------
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
===========================================================================
Multi Gestures
===========================================================================
SDL provides simple support for pinch/rotate/swipe gestures.
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
* event.mgesture.dDist - the amount that the fingers pinched during this motion.
* event.mgesture.numFingers - the number of fingers used in the gesture.
===========================================================================
Notes
===========================================================================
For a complete example see test/testgesture.c
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com
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git
=========
The latest development version of SDL is available via git.
Git allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "git" to mirror that
source tree instead of waiting for an official release. Please look
at the Git website ( https://git-scm.com/ ) for more
information on using git, where you can also download software for
macOS, Windows, and Unix systems.
git clone https://github.com/libsdl-org/SDL
If you are building SDL via configure, you will need to run autogen.sh
before running configure.
There is a web interface to the Git repository at:
http://github.com/libsdl-org/SDL/
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We are no longer hosted in Mercurial. Please see README-git.md for details.
Thanks!
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iOS
======
Building the Simple DirectMedia Layer for iOS 9.0+
==============================================================================
Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK.
Instructions:
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
2. Select your desired target, and hit build.
Using the Simple DirectMedia Layer for iOS
==============================================================================
1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology.
2. In the main view, delete all files except for Assets and LaunchScreen
3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj
4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name"
5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left
6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS"
7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library.
8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files
9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function.
10. Add any assets that your application needs.
11. Enjoy!
TODO: Add information regarding App Store requirements such as icons, etc.
Notes -- Retina / High-DPI and window sizes
==============================================================================
Window and display mode sizes in SDL are in "screen coordinates" (or "points",
in Apple's terminology) rather than in pixels. On iOS this means that a window
created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
rather than a size in pixels of 750 x 1334. All iOS apps are expected to
size their content based on screen coordinates / points rather than pixels,
as this allows different iOS devices to have different pixel densities
(Retina versus non-Retina screens, etc.) without apps caring too much.
By default SDL will not use the full pixel density of the screen on
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
creating your window to enable high-dpi support.
When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
will still be in "screen coordinates" rather than pixels, but the window will
have a much greater pixel density when the device supports it, and the
SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
whether raw OpenGL or the SDL_Render API is used) can be queried to determine
the size in pixels of the drawable screen framebuffer.
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
orthographic projection matrix using the size in screen coordinates
(SDL_GetWindowSize()) can be used in order to display content at the same scale
no matter whether a Retina device is used or not.
Notes -- Application events
==============================================================================
On iOS the application goes through a fixed life cycle and you will get
notifications of state changes via application events. When these events
are delivered you must handle them in an event callback because the OS may
not give you any processing time after the events are delivered.
e.g.
int HandleAppEvents(void *userdata, SDL_Event *event)
{
switch (event->type)
{
case SDL_APP_TERMINATING:
/* Terminate the app.
Shut everything down before returning from this function.
*/
return 0;
case SDL_APP_LOWMEMORY:
/* You will get this when your app is paused and iOS wants more memory.
Release as much memory as possible.
*/
return 0;
case SDL_APP_WILLENTERBACKGROUND:
/* Prepare your app to go into the background. Stop loops, etc.
This gets called when the user hits the home button, or gets a call.
*/
return 0;
case SDL_APP_DIDENTERBACKGROUND:
/* This will get called if the user accepted whatever sent your app to the background.
If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
When you get this, you have 5 seconds to save all your state or the app will be terminated.
Your app is NOT active at this point.
*/
return 0;
case SDL_APP_WILLENTERFOREGROUND:
/* This call happens when your app is coming back to the foreground.
Restore all your state here.
*/
return 0;
case SDL_APP_DIDENTERFOREGROUND:
/* Restart your loops here.
Your app is interactive and getting CPU again.
*/
return 0;
default:
/* No special processing, add it to the event queue */
return 1;
}
}
int main(int argc, char *argv[])
{
SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop
return 0;
}
Notes -- Accelerometer as Joystick
==============================================================================
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
Notes -- OpenGL ES
==============================================================================
Your SDL application for iOS uses OpenGL ES for video by default.
OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
Notes -- Keyboard
==============================================================================
The SDL keyboard API has been extended to support on-screen keyboards:
void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard.
void SDL_StopTextInput()
-- disables text events and hides the onscreen keyboard.
SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
Notes -- Mouse
==============================================================================
iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
Notes -- Reading and Writing files
==============================================================================
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
Once your application is installed its directory tree looks like:
MySDLApp Home/
MySDLApp.app
Documents/
Library/
Preferences/
tmp/
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
Notes -- 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
==============================================================================
Windows:
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
Textures:
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
Notes -- CoreBluetooth.framework
==============================================================================
SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
more game controller devices, but it requires permission from the user before
your app will be able to talk to the Bluetooth hardware. "Made For iOS"
branded controllers do not need this as we don't have to speak to them
directly with raw bluetooth, so many apps can live without this.
You'll need to link with CoreBluetooth.framework and add something like this
to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<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 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:
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
e.g.
extern "C"
void ShowFrame(void*)
{
... do event handling, frame logic and rendering ...
}
int main(int argc, char *argv[])
{
... initialize game ...
#if __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking
InitGameCenter();
// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else
while ( running ) {
ShowFrame(0);
DelayFrame();
}
#endif
return 0;
}
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 8.0
In order to do that you need to download an older version of Xcode:
https://developer.apple.com/download/more/?name=Xcode
Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
Open your project and set your deployment target to the desired version of iOS
Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController
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KMSDRM on *BSD
==================================================
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance.
OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices.
SDL2 WSCONS input backend features
===================================================
1. It is keymap-aware; it will work properly with different keymaps.
2. It has mouse support.
3. Accent input is supported.
4. Compose keys are supported.
5. AltGr and Meta Shift keys work as intended.
Partially working or no input on OpenBSD/NetBSD.
==================================================
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
Partially working or no input on FreeBSD.
==================================================
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.
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Linux
================================================================================
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
default configuration parameters.
Build Dependencies
--------------------------------------------------------------------------------
Ubuntu 18.04, all available features enabled:
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:
sudo yum install gcc git-core make cmake autoconf automake libtool \
alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
libsamplerate-devel pipewire-jack-audio-connection-kit-devel \
NOTES:
- This includes all the audio targets except arts and esd, because Ubuntu
(and/or Debian) pulled their packages, but in theory SDL still supports them.
The sndio audio target is also unavailable on Fedora.
- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
for higher-quality audio resampling. SDL will work without it if the library
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
configure script to include DirectFB support. Send patches. :)
Joystick does not work
--------------------------------------------------------------------------------
If you compiled or are using a version of SDL with udev support (and you should!)
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)
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
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.
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"
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# Mac OS X (aka macOS).
These instructions are for people using Apple's Mac OS X (pronounced
"ten"), which in newer versions is just referred to as "macOS".
From the developer's point of view, macOS is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode.
# Command Line Build
To build SDL using the command line, use the standard configure and make
process:
```bash
mkdir build
cd build
../configure
make
sudo make install
```
CMake is also known to work, although it continues to be a work in progress:
```bash
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ..
make
sudo make install
```
You can also build SDL as a Universal library (a single binary for both
64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
script.
```bash
mkdir build
cd build
CC=$PWD/../build-scripts/clang-fat.sh ../configure
make
sudo make install
```
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 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 10.8 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:
use the traditional autoconf/automake/make method, or use Xcode.
# Caveats for using SDL with Mac OS X
If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
SDL will not register its own. This means that SDL will not terminate using
SDL_Quit if it receives a termination request, it will terminate like a
normal app, and it will not send a SDL_DROPFILE when you request to open a
file with the app. To solve these issues, put the following code in your
NSApplicationDelegate implementation:
```objc
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
}
return NSTerminateCancel;
}
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_DROPFILE;
event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0);
}
return NO;
}
```
# Using the Simple DirectMedia Layer with a traditional Makefile
An existing autoconf/automake build system for your SDL app has good chances
to work almost unchanged on macOS. However, to produce a "real" Mac binary
that you can distribute to users, you need to put the generated binary into a
so called "bundle", which is basically a fancy folder with a name like
"MyCoolGame.app".
To get this build automatically, add something like the following rule to
your Makefile.am:
```make
bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
```
You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
what will be visible to the user in the Finder. Usually it will be the same
as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
usually is "TestGame". You might also want to use `@PACKAGE@` to use the
package name as specified in your configure.ac file.
If your project builds more than one application, you will have to do a bit
more. For each of your target applications, you need a separate rule.
If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:
```make
install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/
```
This rule takes the Bundle created by the rule from step 3 and installs them
into "$(DESTDIR)$(prefix)/Applications/".
Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.
But beware! That is only part of the story! With the above, you end up with
a barebones .app bundle, which is double-clickable from the Finder. But
there are some more things you should do before shipping your product...
1. The bundle right now probably is dynamically linked against SDL. That
means that when you copy it to another computer, *it will not run*,
unless you also install SDL on that other computer. A good solution
for this dilemma is to static link against SDL. On OS X, you can
achieve that by linking against the libraries listed by
```bash
sdl-config --static-libs
```
instead of those listed by
```bash
sdl-config --libs
```
Depending on how exactly SDL is integrated into your build systems, the
way to achieve that varies, so I won't describe it here in detail
2. Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window.
More information about Info.plist files can be found on Apple's homepage.
As a final remark, let me add that I use some of the techniques (and some
variations of them) in [Exult](https://github.com/exult/exult) and
[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
the net, so feel free to take a peek at them for inspiration!
# Using the Simple DirectMedia Layer with Xcode
These instructions are for using Apple's Xcode IDE to build SDL applications.
## First steps
The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
```bash
cd [path_to_SDL_source]
tar zxf Xcode.tar.gz
```
This will create a new folder called Xcode, which you can browse
normally from the Finder.
## Building the Framework
The SDL Library is packaged as a framework bundle, an organized
relocatable folder hierarchy of executable code, interface headers,
and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:
* ~/Library/Frameworks
* /Local/Library/Frameworks
* /System/Library/Frameworks
## Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself.
## Building the Testers
Open the SDLTest project and build away!
## Using the Project Stationary
Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier?
## Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips:
(this is accurate as of Xcode 12.5.)
* Click "File" -> "New" -> "Project...
* Choose "macOS" and then "App" from the "Application" section.
* Fill out the options in the next window. User interface is "XIB" and
Language is "Objective-C".
* Remove "main.m" from your project
* Remove "MainMenu.xib" from your project
* Remove "AppDelegates.*" from your project
* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Add your files
* Clean and build
## Building from command line
Use `xcode-build` in the same directory as your .pbxproj file
## Running your app
You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the
Executables" panel of the target settings.
# Implementation Notes
Some things that may be of interest about how it all works...
## Working directory
In SDL 1.2, the working directory of your SDL app is by default set to its
parent, but this is no longer the case in SDL 2.0. SDL2 does change the
working directory, which means it'll be whatever the command line prompt
that launched the program was using, or if launched by double-clicking in
the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
You can use SDL_GetBasePath() to find where the program is running from and
chdir() there directly.
## You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this.
# Bug reports
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
Please feel free to report bugs there!
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# 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.
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Native Client
================================================================================
Requirements:
* 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
platforms. This does not mean it won't work with the other toolchains!
================================================================================
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
you dump them into the SDK path, which is inconvenient).
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),
hiding the asynchronous nature of the browser behind the scenes...which is not the
same as making it disappear!
================================================================================
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
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).
================================================================================
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,
unsigned long mountflags, const void *data);
int umount(const char *target);
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
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
To be able to save into the directory "/save/" (like backup of game) :
mount("", "/save", "html5fs", 0, "type=PERSISTENT");
And add to manifest.json :
"permissions": [
"unlimitedStorage"
]
================================================================================
TODO - Known Issues
================================================================================
* Testing of all systems with a real application (something other than SDL's tests)
* Key events don't seem to work properly
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Nokia N-Gage
============
SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage
(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev).
Compiling
---------
SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project.
The library is included in the
[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a
sub-module.
A complete example project based on SDL2 can be found in the GitHub
account of the SDK: [Wordle](https://github.com/ngagesdk/wordle).
Current level of implementation
-------------------------------
The video driver currently provides full screen video support with
keyboard input.
At the moment only the software renderer works.
Audio is not yet implemented.
Acknowledgements
----------------
Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the
valuable insight into Symbian programming. Without the SDL 1.2 port
which was specially developed for CDoom (Doom for the Nokia 9210), this
adaptation would not have been possible.
I would like to thank my friends
[Razvan](https://twitter.com/bewarerazvan) and [Dan
Whelan](https://danwhelan.ie/), for their continuous support. Without
you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would
have lost my patience long ago.
Last but not least, I would like to thank the development team of
[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your
patience and support in troubleshooting helped me a lot.
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Simple DirectMedia Layer 2 for OS/2 & eComStation
================================================================================
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016
OpenGL not supported by this port.
Additional optional environment variables:
SDL_AUDIO_SHARE
Values: 0 or 1, default is 0
Initializes the device as shareable or exclusively acquired.
SDL_VIDEODRIVER
Values: DIVE or VMAN, default is DIVE
Use video subsystem: Direct interface video extensions (DIVE) or
Video Manager (VMAN).
You may significantly increase video output speed with OS4 kernel and patched
files vman.dll and dive.dll or with latest versions of ACPI support and video
driver Panorama.
Latest versions of OS/4 kernel:
http://gus.biysk.ru/os4/
(Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4)
Patched files vman.dll and dive.dll:
http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR
Compiling:
----------
Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see:
https://github.com/open-watcom/ and https://open-watcom.github.io
WATCOM environment variable must to be set to the Open Watcom install
directory. To compile, run: wmake -f Makefile.os2
Installing:
-----------
- eComStation:
If you have previously installed SDL2, make a Backup copy of SDL2.dll
located in D:\ecs\dll (where D: is disk on which installed eComStation).
Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll
- OS/2:
Copy SDL2.dll to any directory on your LIBPATH. If you have a previous
version installed, close all SDL2 applications before replacing the old
copy. Also make sure that any other older versions of DLLs are removed
from your system.
Joysticks in SDL2:
------------------
The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version.
Here is the original documentation from SDL-1.2:
The Joystick detection only works for standard joysticks (2 buttons, 2 axes
and the like). Therefore, if you use a non-standard joystick, you should
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
file or CONFIG.SYS, so SDL applications can provide full capability to your
device. The syntax is:
SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
the line should be:
SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
If you want to add spaces in your joystick name, just surround it with
quotes or double-quotes:
SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
or
SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
Note however that Balls and Hats are not supported under OS/2, and the
value will be ignored... but it is wise to define these correctly because
in the future those can be supported.
Also the number of buttons is limited to 2 when using two joysticks,
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
and 8 when using a joystick with 2 axes. Notice however these are limitations
of the Joystick Port hardware, not OS/2.
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Pandora
=====================================================================
( http://openpandora.org/ )
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
support to work on the pandora under the framebuffer. This driver do not have
input support for now, so if you use it you will have to add your own control code.
The video driver name is "pandora" so if you have problem running it from
the framebuffer, try to set the following variable before starting your application :
"export SDL_VIDEODRIVER=pandora"
- OpenGL ES support was added to the x11 driver, so it's working like the normal
x11 driver one with OpenGLX support, with SDL input event's etc..
David Carré (Cpasjuste)
cpasjuste@gmail.com
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Platforms
=========
We maintain the list of supported platforms on our wiki now, and how to
build and install SDL for those platforms:
https://wiki.libsdl.org/Installation
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Porting
=======
* Porting To A New Platform
The first thing you have to do when porting to a new platform, is look at
include/SDL_platform.h and create an entry there for your operating system.
The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
Ideally SDL_platform.h will be able to auto-detect the system it's building
on based on C preprocessor symbols.
There are two basic ways of building SDL at the moment:
1. The "UNIX" way: ./configure; make; make install
If you have a GNUish system, then you might try this. Edit configure.ac,
take a look at the large section labelled:
"Set up the configuration based on the host platform!"
Add a section for your platform, and then re-run autogen.sh and build!
2. Using an IDE:
If you're using an IDE or other non-configure build system, you'll probably
want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
add a section for your platform, and create a custom SDL_config_{platform}.h,
based on SDL_config_minimal.h and SDL_config.h.in
Add the top level include directory to the header search path, and then add
the following sources to the project:
src/*.c
src/atomic/*.c
src/audio/*.c
src/cpuinfo/*.c
src/events/*.c
src/file/*.c
src/haptic/*.c
src/joystick/*.c
src/power/*.c
src/render/*.c
src/render/software/*.c
src/stdlib/*.c
src/thread/*.c
src/timer/*.c
src/video/*.c
src/audio/disk/*.c
src/audio/dummy/*.c
src/filesystem/dummy/*.c
src/video/dummy/*.c
src/haptic/dummy/*.c
src/joystick/dummy/*.c
src/main/dummy/*.c
src/thread/generic/*.c
src/timer/dummy/*.c
src/loadso/dummy/*.c
Once you have a working library without any drivers, you can go back to each
of the major subsystems and start implementing drivers for your platform.
If you have any questions, don't hesitate to ask on the SDL mailing list:
http://www.libsdl.org/mailing-list.php
Enjoy!
Sam Lantinga (slouken@libsdl.org)
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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=$PS2DEV/ps2sdk/ps2dev.cmake
cmake --build build
cmake --install build
```
## Hints
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30.
## Notes
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer.
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
It could be something similar as:
```c
.....
SDL_PS2_SKIP_IOP_RESET();
int main(int argc, char *argv[])
{
.....
```
For a release binary is recommendable to reset the IOP always.
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
## Getting PS2 Dev
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
## Running on PCSX2 Emulator
[PCSX2](https://github.com/PCSX2/pcsx2)
[More PCSX2 information](https://pcsx2.net/)
## To Do
- PS2 Screen Keyboard
- Dialogs
- Others
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PSP
======
SDL2 port for the Sony PSP contributed by:
- Captian Lex
- Francisco Javier Trujillo Mata
- Wouter Wijsman
Credit to
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
Geecko for his PSP GU lib "Glib2d"
## Building
To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run:
```bash
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
cmake --build build
cmake --install build
```
## Getting PSP Dev
[Installing PSP Dev](https://github.com/pspdev/pspdev)
## Running on PPSSPP Emulator
[PPSSPP](https://github.com/hrydgard/ppsspp)
[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
## Compiling a HelloWorld
[PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
## To Do
- PSP Screen Keyboard
- Dialogs
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Raspberry Pi
============
Requirements:
Raspbian (other Linux distros may work as well).
Features
--------
* Works without X11
* Hardware accelerated OpenGL ES 2.x
* Sound via ALSA
* Input (mouse/keyboard/joystick) via EVDEV
* Hotplugging of input devices via UDEV
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
OpenGL ES 2.x, it usually comes pre-installed, but in any case:
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
NEON
----
If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
that SDL will select some otherwise-disabled highly-optimized code. The
original Pi units don't have NEON, the Pi2 probably does, and the Pi3
definitely does.
Cross compiling from x86 Linux
------------------------------
To cross compile SDL for Raspbian from your desktop machine, you'll need a
Raspbian system root and the cross compilation tools. We'll assume these tools
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
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.
export SYSROOT=/opt/rpi-sysroot
sudo kpartx -a -v <path_to_raspbian_image>.img
sudo mount -o loop /dev/mapper/loop0p2 /mnt
sudo cp -r /mnt $SYSROOT
sudo apt-get install qemu binfmt-support qemu-user-static
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
sudo mount --bind /dev $SYSROOT/dev
sudo mount --bind /proc $SYSROOT/proc
sudo mount --bind /sys $SYSROOT/sys
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
sudo chroot $SYSROOT
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev
exit
sudo umount $SYSROOT/dev
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
which doesn't quite work in our setup.
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
The final step is compiling SDL itself.
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
cd <SDL SOURCE>
mkdir -p build;cd build
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
make
make install
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
perl -w -pi -e "s#$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
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.
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
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
firmware, using CMA probably won't work, at least it's the current case).
No input
--------
Make sure you belong to the "input" group.
sudo usermod -aG input `whoami`
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
Text Input API support
----------------------
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]
* /dev/vc/0
* /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
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:
sudo dpkg-reconfigure locales
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
since the presence of OpenGL support supersedes the ES/ES2 variants.
The workaround is to disable OpenGL at configuration time:
./configure --disable-video-opengl
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
environment variable:
export SDL_RENDER_DRIVER=opengles2
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.
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RISC OS
=======
Requirements:
* RISC OS 3.5 or later.
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
Compiling:
----------
Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported.
The following commands can be used to build SDL2 for RISC OS using autoconf:
./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics
make
make install
The following commands can be used to build SDL2 for RISC OS using CMake:
cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF
cmake --build build-riscos
cmake --build build-riscos --target install
Current level of implementation
-------------------------------
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
The audio, loadso, thread and timer APIs are currently provided by UnixLib.
GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake.
The joystick, locale and power APIs are not yet implemented.
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Touch
===========================================================================
System Specific Notes
===========================================================================
Linux:
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
Mac:
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
iPhone:
Works out of box.
Windows:
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
===========================================================================
Events
===========================================================================
SDL_FINGERDOWN:
Sent when a finger (or stylus) is placed on a touch device.
Fields:
* event.tfinger.touchId - the Id of the touch device.
* event.tfinger.fingerId - the Id of the finger which just went down.
* event.tfinger.x - the x coordinate of the touch (0..1)
* event.tfinger.y - the y coordinate of the touch (0..1)
* event.tfinger.pressure - the pressure of the touch (0..1)
SDL_FINGERMOTION:
Sent when a finger (or stylus) is moved on the touch device.
Fields:
Same as SDL_FINGERDOWN but with additional:
* event.tfinger.dx - change in x coordinate during this motion event.
* event.tfinger.dy - change in y coordinate during this motion event.
SDL_FINGERUP:
Sent when a finger (or stylus) is lifted from the touch device.
Fields:
Same as SDL_FINGERDOWN.
===========================================================================
Functions
===========================================================================
SDL provides the ability to access the underlying SDL_Finger structures.
These structures should _never_ be modified.
The following functions are included from SDL_touch.h
To get a SDL_TouchID call SDL_GetTouchDevice(int index).
This returns a SDL_TouchID.
IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
The number of touch devices can be queried with SDL_GetNumTouchDevices().
A SDL_TouchID may be used to get pointers to SDL_Finger.
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
float x = event.tfinger.x;
float y = event.tfinger.y;
To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
As a result, be very careful to check for NULL return values.
A SDL_Finger has the following fields:
* x, y:
The current coordinates of the touch.
* pressure:
The pressure of the touch.
===========================================================================
Notes
===========================================================================
For a complete example see test/testgesture.c
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com
(original author, API was changed since)
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# Versioning
## Since 2.23.0
SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak
and older versions of the Linux kernel:
* The major version (first part) increases when backwards compatibility
is broken, which will happen infrequently.
* If the minor version (second part) is divisible by 2
(for example 2.24.x, 2.26.x), this indicates a version of SDL that
is believed to be stable and suitable for production use.
* In stable releases, the patchlevel or micro version (third part)
indicates bugfix releases. Bugfix releases should not add or
remove ABI, so the ".0" release (for example 2.24.0) should be
forwards-compatible with all the bugfix releases from the
same cycle (for example 2.24.1).
* The minor version increases when new API or ABI is added, or when
other significant changes are made. Newer minor versions are
backwards-compatible, but not fully forwards-compatible.
For example, programs built against SDL 2.24.x should work fine
with SDL 2.26.x, but programs built against SDL 2.26.x will not
necessarily work with 2.24.x.
* If the minor version (second part) is not divisible by 2
(for example 2.23.x, 2.25.x), this indicates a development prerelease
of SDL that is not suitable for stable software distributions.
Use with caution.
* The patchlevel or micro version (third part) increases with
each prerelease.
* Each prerelease might add new API and/or ABI.
* Prereleases are backwards-compatible with older stable branches.
For example, 2.25.x will be backwards-compatible with 2.24.x.
* Prereleases are not guaranteed to be backwards-compatible with
each other. For example, new API or ABI added in 2.25.1
might be removed or changed in 2.25.2.
If this would be a problem for you, please do not use prereleases.
* Only upgrade to a prerelease if you can guarantee that you will
promptly upgrade to the stable release that follows it.
For example, do not upgrade to 2.23.x unless you will be able to
upgrade to 2.24.0 when it becomes available.
* Software distributions that have a freeze policy (in particular Linux
distributions with a release cycle, such as Debian and Fedora)
should usually only package stable releases, and not prereleases.
## Before 2.23.0
Older versions of SDL followed a similar policy, but instead of the
odd/even rule applying to the minor version, it applied to the patchlevel
(micro version, third part). For example, 2.0.22 was a stable release
and 2.0.21 was a prerelease.
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Using SDL with Microsoft Visual C++
===================================
### by Lion Kimbro with additions by James Turk
You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
yourself.
### Building SDL
0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from
the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web).
_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_
1. Open the Visual Studio solution file at `./VisualC/SDL.sln`.
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_
panel in the _FileView_ tab), and selecting `Build`.
You may get a few warnings, but you should not get any errors.
Later, we will refer to the following `.lib` and `.dll` files that have just been generated:
- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll`
- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib`
- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib`
_Note for the `x64` versions, just replace `Win32` in the path with `x64`_
### Creating a Project with SDL
- Create a project as a `Win32 Application`.
- Create a C++ file for your project.
- Set the C runtime to `Multi-threaded DLL` in the menu:
`Project|Settings|C/C++ tab|Code Generation|Runtime Library `.
- Add the SDL `include` directory to your list of includes in the menu:
`Project|Settings|C/C++ tab|Preprocessor|Additional include directories `
*VC7 Specific: Instead of doing this, I find it easier to add the
include and library directories to the list that VC7 keeps. Do this by
selecting Tools|Options|Projects|VC++ Directories and under the "Show
Directories For:" dropbox select "Include Files", and click the "New
Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you
installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the
dropbox selection to "Library Files" and add [SDLROOT]\\lib.*
The "include directory" I am referring to is the `./include` folder.
Now we're going to use the files that we had created earlier in the *Build SDL* step.
Copy the following file into your Project directory:
- `SDL2.dll`
Add the following files to your project (It is not necessary to copy them to your project directory):
- `SDL2.lib`
- `SDL2main.lib`
To add them to your project, right click on your project, and select
`Add files to project`.
**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line
and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration
(e.g. Release,Debug).**
### Hello SDL2
Here's a sample SDL snippet to verify everything is setup in your IDE:
```
#include "SDL.h"
int main( int argc, char* argv[] )
{
const int WIDTH = 640;
const int HEIGHT = 480;
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
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.
Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
### Credits
Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port.
This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org).
Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com).
Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net)
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PS Vita
=======
SDL port for the Sony Playstation Vita and Sony Playstation TV
Credit to
* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
* vitasdk/dolcesdk devs
* CBPS discord (Namely Graphene and SonicMastr)
Building
--------
To build for the PSVita, make sure you have vitasdk and cmake installed and run:
```
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build
```
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:
`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.
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);`
* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
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WinCE
=====
Windows CE is no longer supported by SDL.
We have left the CE support in SDL 1.2 for those that must have it, and we
have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
--ryan.
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# Windows
## LLVM and Intel C++ compiler support
SDL will build with the Visual Studio project files with LLVM-based compilers, such as the Intel oneAPI C++
compiler, but you'll have to manually add the "-msse3" command line option
to at least the SDL_audiocvt.c source file, and possibly others. This may
not be necessary if you build SDL with CMake instead of the included Visual
Studio solution.
Details are here: https://github.com/libsdl-org/SDL/issues/5186
## OpenGL ES 2.x support
SDL has support for OpenGL ES 2.x under Windows via two alternative
implementations.
The most straightforward method consists in running your app in a system with
a graphic card paired with a relatively recent (as of November of 2013) driver
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
to ship said extension on Windows currently include nVidia and Intel.
The other method involves using the
[ANGLE library](https://code.google.com/p/angleproject/). If an OpenGL ES 2.x
context is requested and no WGL_EXT_create_context_es2_profile extension is
found, SDL will try to load the libEGL.dll library provided by ANGLE.
To obtain the ANGLE binaries, you can either compile from source from
https://chromium.googlesource.com/angle/angle or copy the relevant binaries
from a recent Chrome/Chromium install for Windows. The files you need are:
- libEGL.dll
- 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
comply with ANGLE's requirements. If you wish SDL to preload
d3dcompiler_43.dll (to support Windows XP) or to skip this step at all, you
can use the SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more
details).
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
it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
use Vulkan graphics in your application.
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WinRT
=====
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.
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) 2019.
- Free, "Community" or "Express" editions may be used, so long as they
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).
* 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
debug apps.
Status
------
Here is a rough list of what works, and what doesn't:
* What works:
* 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.
* OpenGL ES 2, via the ANGLE library (included separately from SDL)
* software rendering, via either SDL_Surface (optionally in conjunction with
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
SDL_Renderer APIs
* threads
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
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
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
anything outside of the app is not supported.
* system path retrieval via SDL's filesystem APIs
* game controllers. Support is provided via the SDL_Joystick and
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.)
* multi-touch input
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
appropriate.
* window events
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
choose to render content directly via Direct3D, using SDL to manage the
internal WinRT window, as well as input and audio. (Use
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
* What partially works:
* keyboard input. Most of WinRT's documented virtual keys are supported, as
well as many keys with documented hardware scancodes. Converting
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
(MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
* SDLmain. WinRT uses a different signature for each app's main() function.
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
functions to be called.
* What doesn't work:
* compilation with anything other than Visual C++
* programmatically-created custom cursors. These don't appear to be supported
by WinRT. Different OS-provided cursors can, however, be created via
SDL_CreateSystemCursor() (unsupported on Windows Phone)
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
supported by WinRT itself.
* joysticks and game controllers that either are not supported by
Microsoft's XInput API, or are not supported within UWP apps (many
controllers that work in Win32, do not work in UWP, due to restrictions in
UWP itself).
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
off on Windows Phone result either in Direct3D not drawing anything, or it
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
turned-on on Windows Phone. This limitation is not present in non-Phone
WinRT (such as Windows 8.x), where turning off VSync appears to work.
* probably anything else that's not listed as supported
Upgrade Notes
-------------
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
that these changes only apply to SDL-based WinRT apps, and not to apps for
any other platform.
1. SDL_GetPrefPath() would return an invalid path, one in which the path's
directory had not been created. Attempts to create files there
(via fopen(), for example), would fail, unless that directory was
explicitly created beforehand.
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
a WinRT 'Roaming' folder, the contents of which get automatically
synchronized across multiple devices. This process can occur while an
application runs, and can cause existing save-data to be overwritten
at unexpected times, with data from other devices. (Windows Phone apps
written with SDL 2.0.3 did not utilize a Roaming folder, due to API
restrictions in Windows Phone 8.0).
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
1. making sure that SDL_GetPrefPath() returns a directory in which data
can be written to immediately, without first needing to create directories.
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
contents of which do not automatically get synchronized across devices
(and which require less work to use safely, in terms of data integrity).
Apps that wish to get their Roaming folder's path can do so either by using
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
UCS-2/wide-char string), or directly through the WinRT class,
Windows.Storage.ApplicationData.
Setup, High-Level Steps
-----------------------
The steps for setting up a project for an SDL/WinRT app looks like the
following, at a high-level:
1. create a new Visual C++ project using Microsoft's template for a,
"Direct3D App".
2. remove most of the files from the project.
3. make your app's project directly reference SDL/WinRT's own Visual C++
project file, via use of Visual C++'s "References" dialog. This will setup
the linker, and will copy SDL's .dll files to your app's final output.
4. adjust your app's build settings, at minimum, telling it where to find SDL's
header files.
5. add files that contains a WinRT-appropriate main function, along with some
data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
work properly.
6. add SDL-specific app code.
7. build and run your app.
Setup, Detailed Steps
---------------------
### 1. Create a new project ###
Create a new project using one of Visual C++'s templates for a plain, non-XAML,
"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
don't see one of these templates, in Visual C++'s 'New Project' dialog, try
using the textbox titled, 'Search Installed Templates' to look for one.
### 2. Remove unneeded files from the project ###
In the new project, delete any file that has one of the following extensions:
- .cpp
- .h
- .hlsl
When you are done, you should be left with a few files, each of which will be a
necessary part of your app's project. These files will consist of:
- an .appxmanifest file, which contains metadata on your WinRT app. This is
similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
- a few .png files, one of which is a splash screen (displayed when your app
launches), others are app icons.
- a .pfx file, used for code signing purposes.
### 3. Add references to SDL's project files ###
SDL/WinRT can be built in multiple variations, spanning across three different
CPU architectures (x86, x64, and ARM) and two different configurations
(Debug and Release). WinRT and Visual C++ do not currently provide a means
for combining multiple variations of one library into a single file.
Furthermore, it does not provide an easy means for copying pre-built .dll files
into your app's final output (via Post-Build steps, for example). It does,
however, provide a system whereby an app can reference the MSVC projects of
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
output.
To set this up for SDL/WinRT, you'll need to run through the following steps:
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
"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, 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..."
7. check the box next to SDL
8. click OK to close the dialog
9. SDL will now show up in the list of references. Click OK to close that
dialog.
Your project is now linked to SDL's project, insofar that when the app is
built, SDL will be built as well, with its build output getting included with
your app.
### 4. Adjust Your App's Build Settings ###
Some build settings need to be changed in your app's project. This guide will
outline the following:
- making sure that the compiler knows where to find SDL's header files
- **Optional for C++, but NECESSARY for compiling C code:** telling the
compiler not to use Microsoft's C++ extensions for WinRT development.
- **Optional:** telling the compiler not generate errors due to missing
precompiled header files.
To change these settings:
1. right-click on the project
2. choose "Properties"
3. in the drop-down box next to "Configuration", choose, "All Configurations"
4. in the drop-down box next to "Platform", choose, "All Platforms"
5. in the left-hand list, expand the "C/C++" section
6. select "General"
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
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
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
10. close the dialog, saving settings, by clicking the "OK" button
### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
A few files should be included directly in your app's MSVC project, specifically:
1. a WinRT-appropriate main function (which is different than main() functions on
other platforms)
2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
(if and when the app needs to do so). *If this cursor resource is not
included, mouse-position reporting may fail if and when the cursor is
hidden, due to possible bugs/design-oddities in Windows itself.*
To include these files for C/C++ projects:
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:
- `SDL_winrt_main_NonXAML.cpp`
- `SDL2-WinRTResources.rc`
- `SDL2-WinRTResource_BlankCursor.cur`
3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
project), then click on "Properties...".
4. in the drop-down box next to "Configuration", choose, "All Configurations"
5. in the drop-down box next to "Platform", choose, "All Platforms"
6. in the left-hand list, click on "C/C++"
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
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
main function, and generate SDL2-WinRTResources.res manually by using `rc` via
the Developer Command Prompt and including it as a <Win32Resource> within the
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
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
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
source file, such as, "main.cpp".
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;
SDL_Window * window = NULL;
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) {
return 1;
} 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);
}
SDL_Quit();
return 0;
}
```
#### 6.B. Adding code and assets ####
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
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
available.
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
<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
<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
launch in window, rather than full-screen.
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
**These instructions do not include Windows Phone, despite Windows Phone
typically running on ARM processors.** They are specifically for devices
that use the "Windows RT" operating system, which was a modified version of
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
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
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
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
the same IP network as your development machine.
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
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
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
C++.
Troubleshooting
---------------
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
Try adding the following to your linker flags. In MSVC, this can be done by
right-clicking on the app project, navigating to Configuration Properties ->
Linker -> Command Line, then adding them to the Additional Options
section.
* For Release builds / MSVC-Configurations, add:
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
* For Debug builds / MSVC-Configurations, add:
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
This may be caused by a bug in Windows itself, whereby hiding the mouse
cursor can cause mouse-position reporting to fail.
SDL provides a workaround for this, but it requires that an app links to a
set of Win32-style cursor image-resource files. A copy of suitable resource
files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
project file should be sufficient to get the app to use them.
#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
This can be caused for any one of a few reasons, which Visual Studio can
report, but won't always do so in an up-front manner.
To help determine why this error comes up:
1. open a copy of Visual Studio without opening a project file. This can be
accomplished via Windows' Start Menu, among other means.
2. show Visual Studio's Output window. This can be done by going to VS'
menu bar, then to View, and then to Output.
3. try opening the SDL project file directly by going to VS' menu bar, then
to File, then to Open, then to Project/Solution. When a File-Open dialog
appears, open the SDL project (such as the one in SDL's source code, in its
directory, VisualC-WinRT/UWP_VS2015/).
4. after attempting to open SDL's Visual Studio project file, additional error
information will be output to the Output window.
If Visual Studio reports (via its Output window) that the project:
"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
Microsoft.VisualStudio.ComponentGroup.UWP.VC"
... then you will need to re-launch Visual Studio's installer, and make sure that
the workflow for "Universal Windows Platform development" is checked, and that its
optional component, "C++ Universal Windows Platform tools" is also checked. While
you are there, if you are planning on targeting UWP / Windows 10, also make sure
that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After
making sure these items are checked as-appropriate, install them.
Once you install these components, try re-launching Visual Studio, and re-opening
the SDL project file. If you still get the error dialog, try using the Output
window, again, seeing what Visual Studio says about it.
#### Game controllers / joysticks aren't working!
Windows only permits certain game controllers and joysticks to work within
WinRT / UWP apps. Even if a game controller or joystick works in a Win32
app, that device is not guaranteed to work inside a WinRT / UWP app.
According to Microsoft, "Xbox compatible controllers" should work inside
UWP apps, potentially with more working in the future. This includes, but
may not be limited to, Microsoft-made Xbox controllers and USB adapters.
(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
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# Simple DirectMedia Layer
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
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
SDL officially supports Windows, macOS, Linux, iOS, and Android.
Support for other platforms may be found in the source code.
SDL is written in C, works natively with C++, and there are bindings
available for several other languages, including C# and Python.
This library is distributed under the zlib license, which can be found
in the file "LICENSE.txt".
The best way to learn how to use SDL is to check out the header files in
the "include" subdirectory and the programs in the "test" subdirectory.
The header files and test programs are well commented and always up to date.
More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
- [Android](README-android.md)
- [CMake](README-cmake.md)
- [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)
- [Linux](README-linux.md)
- [macOS](README-macos.md)
- [OS/2](README-os2.md)
- [Native Client](README-nacl.md)
- [Pandora](README-pandora.md)
- [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)
- [WinCE](README-wince.md)
- [Windows](README-windows.md)
- [WinRT](README-winrt.md)
- [PSVita](README-vita.md)
- [Nokia N-Gage](README-ngage.md)
If you need help with the library, or just want to discuss SDL related
issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
which can be used as a web forum or a mailing list, at your preference.
If you want to report bugs or contribute patches, please submit them to
[our bug tracker](https://github.com/libsdl-org/SDL/issues)
Enjoy!
Sam Lantinga <mailto:slouken@libsdl.org>
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-49
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@@ -1,49 +0,0 @@
# 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:
* `./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
* If it was, do a new feature release (see above) instead
* Bump version number from 2.Y.Z to 2.Y.(Z+1) (Y is even)
* `./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
* `./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)
* `./build-scripts/update-version.sh 2 Y Z+1`
* Do the release
Binary file not shown.
@@ -1,65 +0,0 @@
#!/bin/sh
# Get the canonical path of the folder containing this script
bindir=$(cd -P -- "$(dirname -- "$0")" && printf '%s\n' "$(pwd -P)")
# Calculate the canonical path of the prefix, relative to the folder of this script
prefix=$(cd -P -- "$bindir/.." && printf '%s\n' "$(pwd -P)")
exec_prefix=${prefix}
exec_prefix_set=no
libdir=${exec_prefix}/lib
#usage="\
#Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs]"
usage="\
Usage: $0 [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs] [--static-libs]"
if test $# -eq 0; then
echo "${usage}" 1>&2
exit 1
fi
while test $# -gt 0; do
case "$1" in
-*=*) optarg=`echo "$1" | sed 's/[-_a-zA-Z0-9]*=//'` ;;
*) optarg= ;;
esac
case $1 in
--prefix=*)
prefix=$optarg
if test $exec_prefix_set = no ; then
exec_prefix=$optarg
fi
;;
--prefix)
echo $prefix
;;
--exec-prefix=*)
exec_prefix=$optarg
exec_prefix_set=yes
;;
--exec-prefix)
echo $exec_prefix
;;
--version)
echo 2.28.5
;;
--cflags)
echo -I${prefix}/include/SDL2 -Dmain=SDL_main
;;
--libs)
echo -L${exec_prefix}/lib -lmingw32 -lSDL2main -lSDL2 -mwindows
;;
--static-libs)
# --libs|--static-libs)
sdl_static_libs=$(echo "-lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,--dynamicbase -Wl,--nxcompat -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lsetupapi -lversion -luuid" | sed -E "s#-lSDL2[ $]#$libdir/libSDL2.a #g")
echo -L${exec_prefix}/lib $sdl_static_libs
;;
*)
echo "${usage}" 1>&2
exit 1
;;
esac
shift
done
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -25,7 +25,6 @@
* Main include header for the SDL library
*/
#ifndef SDL_h_
#define SDL_h_
@@ -70,6 +69,8 @@
extern "C" {
#endif
/* WIKI CATEGORY: Init */
/* As of version 0.5, SDL is loaded dynamically into the application */
/**
@@ -130,7 +131,7 @@ extern "C" {
* call SDL_Quit() to force shutdown). If a subsystem is already loaded then
* this call will increase the ref-count and return.
*
* \param flags subsystem initialization flags
* \param flags subsystem initialization flags.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -61,6 +61,8 @@ assert can have unique static variables associated with it.
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(__APPLE__) && defined(__arm__)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" )
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
@@ -191,8 +193,8 @@ extern DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *,
* A callback that fires when an SDL assertion fails.
*
* \param data a pointer to the SDL_AssertData structure corresponding to the
* current assertion
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler()
* current assertion.
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler().
* \returns an SDL_AssertState value indicating how to handle the failure.
*/
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
@@ -212,8 +214,8 @@ typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* \param handler the SDL_AssertionHandler function to call when an assertion
* fails or NULL for the default handler
* \param userdata a pointer that is passed to `handler`
* fails or NULL for the default handler.
* \param userdata a pointer that is passed to `handler`.
*
* \since This function is available since SDL 2.0.0.
*
@@ -254,7 +256,7 @@ extern DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void
* data, it is safe to pass a NULL pointer to this function to ignore it.
*
* \param puserdata pointer which is filled with the "userdata" pointer that
* was passed to SDL_SetAssertionHandler()
* was passed to SDL_SetAssertionHandler().
* \returns the SDL_AssertionHandler that is called when an assert triggers.
*
* \since This function is available since SDL 2.0.2.
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,38 +20,29 @@
*/
/**
* \file SDL_atomic.h
* # CategoryAtomic
*
* Atomic operations.
*
* IMPORTANT:
* If you are not an expert in concurrent lockless programming, you should
* only be using the atomic lock and reference counting functions in this
* file. In all other cases you should be protecting your data structures
* with full mutexes.
* IMPORTANT: If you are not an expert in concurrent lockless programming, you
* should not be using any functions in this file. You should be protecting
* your data structures with full mutexes instead.
*
* The list of "safe" functions to use are:
* SDL_AtomicLock()
* SDL_AtomicUnlock()
* SDL_AtomicIncRef()
* SDL_AtomicDecRef()
* ***Seriously, here be dragons!***
*
* Seriously, here be dragons!
* ^^^^^^^^^^^^^^^^^^^^^^^^^^^
*
* You can find out a little more about lockless programming and the
* subtle issues that can arise here:
* http://msdn.microsoft.com/en-us/library/ee418650%28v=vs.85%29.aspx
* You can find out a little more about lockless programming and the subtle
* issues that can arise here:
* https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming
*
* There's also lots of good information here:
* http://www.1024cores.net/home/lock-free-algorithms
* http://preshing.com/
*
* These operations may or may not actually be implemented using
* processor specific atomic operations. When possible they are
* implemented as true processor specific atomic operations. When that
* is not possible the are implemented using locks that *do* use the
* available atomic operations.
* - https://www.1024cores.net/home/lock-free-algorithms
* - https://preshing.com/
*
* These operations may or may not actually be implemented using processor
* specific atomic operations. When possible they are implemented as true
* processor specific atomic operations. When that is not possible the are
* implemented using locks that *do* use the available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
@@ -94,7 +85,7 @@ typedef int SDL_SpinLock;
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
* \param lock a pointer to a lock variable.
* \returns SDL_TRUE if the lock succeeded, SDL_FALSE if the lock is already
* held.
*
@@ -111,7 +102,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_AtomicTryLock(SDL_SpinLock *lock);
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
* \param lock a pointer to a lock variable.
*
* \since This function is available since SDL 2.0.0.
*
@@ -128,7 +119,7 @@ extern DECLSPEC void SDLCALL SDL_AtomicLock(SDL_SpinLock *lock);
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable
* \param lock a pointer to a lock variable.
*
* \since This function is available since SDL 2.0.0.
*
@@ -209,7 +200,7 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) || defined(__ARM_ARCH_5TE__)
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
@@ -257,10 +248,13 @@ typedef void (*SDL_KernelMemoryBarrierFunc)();
/**
* \brief A type representing an atomic integer value. It is a struct
* so people don't accidentally use numeric operations on it.
* A type representing an atomic integer value.
*
* It is a struct so people don't accidentally use numeric operations on it.
*/
typedef struct { int value; } SDL_atomic_t;
typedef struct SDL_atomic_t {
int value;
} SDL_atomic_t;
/**
* Set an atomic variable to a new value if it is currently an old value.
@@ -268,9 +262,9 @@ typedef struct { int value; } SDL_atomic_t;
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param oldval the old value
* \param newval the new value
* \param a a pointer to an SDL_atomic_t variable to be modified.
* \param oldval the old value.
* \param newval the new value.
* \returns SDL_TRUE if the atomic variable was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
@@ -289,8 +283,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCAS(SDL_atomic_t *a, int oldval, int
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param v the desired value
* \param a a pointer to an SDL_atomic_t variable to be modified.
* \param v the desired value.
* \returns the previous value of the atomic variable.
*
* \since This function is available since SDL 2.0.2.
@@ -305,7 +299,7 @@ extern DECLSPEC int SDLCALL SDL_AtomicSet(SDL_atomic_t *a, int v);
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable
* \param a a pointer to an SDL_atomic_t variable.
* \returns the current value of an atomic variable.
*
* \since This function is available since SDL 2.0.2.
@@ -322,8 +316,8 @@ extern DECLSPEC int SDLCALL SDL_AtomicGet(SDL_atomic_t *a);
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_atomic_t variable to be modified
* \param v the desired value to add
* \param a a pointer to an SDL_atomic_t variable to be modified.
* \param v the desired value to add.
* \returns the previous value of the atomic variable.
*
* \since This function is available since SDL 2.0.2.
@@ -356,9 +350,9 @@ extern DECLSPEC int SDLCALL SDL_AtomicAdd(SDL_atomic_t *a, int v);
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \param oldval the old pointer value
* \param newval the new pointer value
* \param a a pointer to a pointer.
* \param oldval the old pointer value.
* \param newval the new pointer value.
* \returns SDL_TRUE if the pointer was set, SDL_FALSE otherwise.
*
* \since This function is available since SDL 2.0.0.
@@ -375,8 +369,8 @@ extern DECLSPEC SDL_bool SDLCALL SDL_AtomicCASPtr(void **a, void *oldval, void *
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \param v the desired pointer value
* \param a a pointer to a pointer.
* \param v the desired pointer value.
* \returns the previous value of the pointer.
*
* \since This function is available since SDL 2.0.2.
@@ -392,7 +386,7 @@ extern DECLSPEC void* SDLCALL SDL_AtomicSetPtr(void **a, void* v);
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer
* \param a a pointer to a pointer.
* \returns the current value of a pointer.
*
* \since This function is available since SDL 2.0.2.
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -22,9 +22,9 @@
/* !!! FIXME: several functions in here need Doxygen comments. */
/**
* \file SDL_audio.h
* # CategoryAudio
*
* Access to the raw audio mixing buffer for the SDL library.
* Access to the raw audio mixing buffer for the SDL library.
*/
#ifndef SDL_audio_h_
@@ -44,24 +44,24 @@ extern "C" {
#endif
/**
* \brief Audio format flags.
* Audio format flags.
*
* These are what the 16 bits in SDL_AudioFormat currently mean...
* (Unspecified bits are always zero).
* These are what the 16 bits in SDL_AudioFormat currently mean...
* (Unspecified bits are always zero).
*
* \verbatim
++-----------------------sample is signed if set
||
|| ++-----------sample is bigendian if set
|| ||
|| || ++---sample is float if set
|| || ||
|| || || +---sample bit size---+
|| || || | |
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
\endverbatim
* ```
* ++-----------------------sample is signed if set
* ||
* || ++-----------sample is bigendian if set
* || ||
* || || ++---sample is float if set
* || || ||
* || || || +---sample bit size---+
* || || || | |
* 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
* ```
*
* There are macros in SDL 2.0 and later to query these bits.
* There are macros in SDL 2.0 and later to query these bits.
*/
typedef Uint16 SDL_AudioFormat;
@@ -149,33 +149,30 @@ typedef Uint16 SDL_AudioFormat;
/* @} *//* Audio flags */
/**
* This function is called when the audio device needs more data.
* This function is called when the audio device needs more data.
*
* \param userdata An application-specific parameter saved in
* the SDL_AudioSpec structure
* \param stream A pointer to the audio data buffer.
* \param len The length of that buffer in bytes.
*
* Once the callback returns, the buffer will no longer be valid.
* Stereo samples are stored in a LRLRLR ordering.
*
* You can choose to avoid callbacks and use SDL_QueueAudio() instead, if
* you like. Just open your audio device with a NULL callback.
* \param userdata An application-specific parameter saved in the
* SDL_AudioSpec structure.
* \param stream A pointer to the audio data buffer.
* \param len Length of **stream** in bytes.
*/
typedef void (SDLCALL * SDL_AudioCallback) (void *userdata, Uint8 * stream,
int len);
/**
* The calculated values in this structure are calculated by SDL_OpenAudio().
* The calculated values in this structure are calculated by SDL_OpenAudio().
*
* For multi-channel audio, the default SDL channel mapping is:
* 2: FL FR (stereo)
* 3: FL FR LFE (2.1 surround)
* 4: FL FR BL BR (quad)
* 5: FL FR LFE BL BR (4.1 surround)
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
* 7: FL FR FC LFE BC SL SR (6.1 surround)
* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
* For multi-channel audio, the default SDL channel mapping is:
*
* ```
* 2: FL FR (stereo)
* 3: FL FR LFE (2.1 surround)
* 4: FL FR BL BR (quad)
* 5: FL FR LFE BL BR (4.1 surround)
* 6: FL FR FC LFE SL SR (5.1 surround - last two can also be BL BR)
* 7: FL FR FC LFE BC SL SR (6.1 surround)
* 8: FL FR FC LFE BL BR SL SR (7.1 surround)
* ```
*/
typedef struct SDL_AudioSpec
{
@@ -196,11 +193,11 @@ typedef void (SDLCALL * SDL_AudioFilter) (struct SDL_AudioCVT * cvt,
SDL_AudioFormat format);
/**
* \brief Upper limit of filters in SDL_AudioCVT
* Upper limit of filters in SDL_AudioCVT
*
* The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
* currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers,
* one of which is the terminating NULL pointer.
* The maximum number of SDL_AudioFilter functions in SDL_AudioCVT is
* currently limited to 9. The SDL_AudioCVT.filters array has 10 pointers, one
* of which is the terminating NULL pointer.
*/
#define SDL_AUDIOCVT_MAX_FILTERS 9
@@ -287,7 +284,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void);
* meant to be proper names.
*
* \param index the index of the audio driver; the value ranges from 0 to
* SDL_GetNumAudioDrivers() - 1
* SDL_GetNumAudioDrivers() - 1.
* \returns the name of the audio driver at the requested index, or NULL if an
* invalid index was specified.
*
@@ -314,7 +311,7 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDriver(int index);
* specific need to designate the audio driver you want to use. You should
* normally use SDL_Init() or SDL_InitSubSystem().
*
* \param driver_name the name of the desired audio driver
* \param driver_name the name of the desired audio driver.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -408,13 +405,13 @@ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
SDL_AudioSpec * obtained);
/**
* SDL Audio Device IDs.
* SDL Audio Device IDs.
*
* A successful call to SDL_OpenAudio() is always device id 1, and legacy
* SDL audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
* always returns devices >= 2 on success. The legacy calls are good both
* for backwards compatibility and when you don't care about multiple,
* specific, or capture devices.
* A successful call to SDL_OpenAudio() is always device id 1, and legacy SDL
* audio APIs assume you want this device ID. SDL_OpenAudioDevice() calls
* always returns devices >= 2 on success. The legacy calls are good both for
* backwards compatibility and when you don't care about multiple, specific,
* or capture devices.
*/
typedef Uint32 SDL_AudioDeviceID;
@@ -452,7 +449,7 @@ typedef Uint32 SDL_AudioDeviceID;
* ```
*
* \param iscapture zero to request playback devices, non-zero to request
* recording devices
* recording devices.
* \returns the number of available devices exposed by the current driver or
* -1 if an explicit list of devices can't be determined. A return
* value of -1 does not necessarily mean an error condition.
@@ -478,7 +475,7 @@ extern DECLSPEC int SDLCALL SDL_GetNumAudioDevices(int iscapture);
* invalid next time any of several other SDL functions are called.
*
* \param index the index of the audio device; valid values range from 0 to
* SDL_GetNumAudioDevices() - 1
* SDL_GetNumAudioDevices() - 1.
* \param iscapture non-zero to query the list of recording devices, zero to
* query the list of output devices.
* \returns the name of the audio device at the requested index, or NULL on
@@ -504,11 +501,11 @@ extern DECLSPEC const char *SDLCALL SDL_GetAudioDeviceName(int index,
* count.
*
* \param index the index of the audio device; valid values range from 0 to
* SDL_GetNumAudioDevices() - 1
* SDL_GetNumAudioDevices() - 1.
* \param iscapture non-zero to query the list of recording devices, zero to
* query the list of output devices.
* \param spec The SDL_AudioSpec to be initialized by this function.
* \returns 0 on success, nonzero on error
* \returns 0 on success, nonzero on error.
*
* \since This function is available since SDL 2.0.16.
*
@@ -542,7 +539,7 @@ extern DECLSPEC int SDLCALL SDL_GetAudioDeviceSpec(int index,
* \param spec The SDL_AudioSpec to be initialized by this function.
* \param iscapture non-zero to query the default recording device, zero to
* query the default output device.
* \returns 0 on success, nonzero on error
* \returns 0 on success, nonzero on error.
*
* \since This function is available since SDL 2.24.0.
*
@@ -594,7 +591,7 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
* frames_ (with stereo output, two samples--left and right--would make a
* single sample frame). This number should be a power of two, and may be
* adjusted by the audio driver to a value more suitable for the hardware.
* Good values seem to range between 512 and 8096 inclusive, depending on
* Good values seem to range between 512 and 4096 inclusive, depending on
* the application and CPU speed. Smaller values reduce latency, but can
* lead to underflow if the application is doing heavy processing and cannot
* fill the audio buffer in time. Note that the number of sample frames is
@@ -645,12 +642,12 @@ extern DECLSPEC int SDLCALL SDL_GetDefaultAudioInfo(char **name,
* driver-specific name as appropriate. NULL requests the most
* reasonable default device.
* \param iscapture non-zero to specify a device should be opened for
* recording, not playback
* recording, not playback.
* \param desired an SDL_AudioSpec structure representing the desired output
* format; see SDL_OpenAudio() for more information
* format; see SDL_OpenAudio() for more information.
* \param obtained an SDL_AudioSpec structure filled in with the actual output
* format; see SDL_OpenAudio() for more information
* \param allowed_changes 0, or one or more flags OR'd together
* format; see SDL_OpenAudio() for more information.
* \param allowed_changes 0, or one or more flags OR'd together.
* \returns a valid device ID that is > 0 on success or 0 on failure; call
* SDL_GetError() for more information.
*
@@ -712,7 +709,7 @@ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioStatus(void);
* Use this function to get the current audio state of an audio device.
*
* \param dev the ID of an audio device previously opened with
* SDL_OpenAudioDevice()
* SDL_OpenAudioDevice().
* \returns the SDL_AudioStatus of the specified audio device.
*
* \since This function is available since SDL 2.0.0.
@@ -745,7 +742,7 @@ extern DECLSPEC SDL_AudioStatus SDLCALL SDL_GetAudioDeviceStatus(SDL_AudioDevice
*
* ...and is only useful if you used the legacy SDL_OpenAudio() function.
*
* \param pause_on non-zero to pause, 0 to unpause
* \param pause_on non-zero to pause, 0 to unpause.
*
* \since This function is available since SDL 2.0.0.
*
@@ -775,8 +772,8 @@ extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
* callback, you shouldn't pause the audio device, as it will lead to dropouts
* in the audio playback. Instead, you should use SDL_LockAudioDevice().
*
* \param dev a device opened by SDL_OpenAudioDevice()
* \param pause_on non-zero to pause, 0 to unpause
* \param dev a device opened by SDL_OpenAudioDevice().
* \param pause_on non-zero to pause, 0 to unpause.
*
* \since This function is available since SDL 2.0.0.
*
@@ -841,14 +838,14 @@ extern DECLSPEC void SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID dev,
* SDL_LoadWAV("sample.wav", &spec, &buf, &len);
* ```
*
* \param src The data source for the WAVE data
* \param freesrc If non-zero, SDL will _always_ free the data source
* \param src The data source for the WAVE data.
* \param freesrc If non-zero, SDL will _always_ free the data source.
* \param spec An SDL_AudioSpec that will be filled in with the wave file's
* format details
* format details.
* \param audio_buf A pointer filled with the audio data, allocated by the
* function.
* \param audio_len A pointer filled with the length of the audio data buffer
* in bytes
* in bytes.
* \returns This function, if successfully called, returns `spec`, which will
* be filled with the audio data format of the wave source data.
* `audio_buf` will be filled with a pointer to an allocated buffer
@@ -874,8 +871,9 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
Uint32 * audio_len);
/**
* Loads a WAV from a file.
* Compatibility convenience function.
* Loads a WAV from a file.
*
* Compatibility convenience function.
*/
#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
@@ -888,7 +886,7 @@ extern DECLSPEC SDL_AudioSpec *SDLCALL SDL_LoadWAV_RW(SDL_RWops * src,
* this function with a NULL pointer.
*
* \param audio_buf a pointer to the buffer created by SDL_LoadWAV() or
* SDL_LoadWAV_RW()
* SDL_LoadWAV_RW().
*
* \since This function is available since SDL 2.0.0.
*
@@ -912,15 +910,16 @@ extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 * audio_buf);
* and then can call SDL_ConvertAudio() to complete the conversion.
*
* \param cvt an SDL_AudioCVT structure filled in with audio conversion
* information
* information.
* \param src_format the source format of the audio data; for more info see
* SDL_AudioFormat
* \param src_channels the number of channels in the source
* \param src_rate the frequency (sample-frames-per-second) of the source
* SDL_AudioFormat.
* \param src_channels the number of channels in the source.
* \param src_rate the frequency (sample-frames-per-second) of the source.
* \param dst_format the destination format of the audio data; for more info
* see SDL_AudioFormat
* \param dst_channels the number of channels in the destination
* \param dst_rate the frequency (sample-frames-per-second) of the destination
* see SDL_AudioFormat.
* \param dst_channels the number of channels in the destination.
* \param dst_rate the frequency (sample-frames-per-second) of the
* destination.
* \returns 1 if the audio filter is prepared, 0 if no conversion is needed,
* or a negative error code on failure; call SDL_GetError() for more
* information.
@@ -991,12 +990,12 @@ typedef struct _SDL_AudioStream SDL_AudioStream;
/**
* Create a new audio stream.
*
* \param src_format The format of the source audio
* \param src_channels The number of channels of the source audio
* \param src_rate The sampling rate of the source audio
* \param dst_format The format of the desired audio output
* \param dst_channels The number of channels of the desired audio output
* \param dst_rate The sampling rate of the desired audio output
* \param src_format The format of the source audio.
* \param src_channels The number of channels of the source audio.
* \param src_rate The sampling rate of the source audio.
* \param dst_format The format of the desired audio output.
* \param dst_channels The number of channels of the desired audio output.
* \param dst_rate The sampling rate of the desired audio output.
* \returns 0 on success, or -1 on error.
*
* \since This function is available since SDL 2.0.7.
@@ -1018,9 +1017,9 @@ extern DECLSPEC SDL_AudioStream * SDLCALL SDL_NewAudioStream(const SDL_AudioForm
/**
* Add data to be converted/resampled to the stream.
*
* \param stream The stream the audio data is being added to
* \param buf A pointer to the audio data to add
* \param len The number of bytes to write to the stream
* \param stream The stream the audio data is being added to.
* \param buf A pointer to the audio data to add.
* \param len The number of bytes to write to the stream.
* \returns 0 on success, or -1 on error.
*
* \since This function is available since SDL 2.0.7.
@@ -1037,10 +1036,10 @@ extern DECLSPEC int SDLCALL SDL_AudioStreamPut(SDL_AudioStream *stream, const vo
/**
* Get converted/resampled data from the stream
*
* \param stream The stream the audio is being requested from
* \param buf A buffer to fill with audio data
* \param len The maximum number of bytes to fill
* \returns the number of bytes read from the stream, or -1 on error
* \param stream The stream the audio is being requested from.
* \param buf A buffer to fill with audio data.
* \param len The maximum number of bytes to fill.
* \returns the number of bytes read from the stream, or -1 on error.
*
* \since This function is available since SDL 2.0.7.
*
@@ -1118,6 +1117,9 @@ extern DECLSPEC void SDLCALL SDL_AudioStreamClear(SDL_AudioStream *stream);
*/
extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
/**
* Maximum volume allowed in calls to SDL_MixAudio and SDL_MixAudioFormat.
*/
#define SDL_MIX_MAXVOLUME 128
/**
@@ -1132,11 +1134,11 @@ extern DECLSPEC void SDLCALL SDL_FreeAudioStream(SDL_AudioStream *stream);
* ...where `format` is the obtained format of the audio device from the
* legacy SDL_OpenAudio() function.
*
* \param dst the destination for the mixed audio
* \param src the source audio buffer to be mixed
* \param len the length of the audio buffer in bytes
* \param dst the destination for the mixed audio.
* \param src the source audio buffer to be mixed.
* \param len the length of the audio buffer in bytes.
* \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
* for full audio volume
* for full audio volume.
*
* \since This function is available since SDL 2.0.0.
*
@@ -1165,13 +1167,13 @@ extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 * dst, const Uint8 * src,
* SDL_MixAudioFormat() is really only needed when you're mixing a single
* audio stream with a volume adjustment.
*
* \param dst the destination for the mixed audio
* \param src the source audio buffer to be mixed
* \param dst the destination for the mixed audio.
* \param src the source audio buffer to be mixed.
* \param format the SDL_AudioFormat structure representing the desired audio
* format
* \param len the length of the audio buffer in bytes
* format.
* \param len the length of the audio buffer in bytes.
* \param volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
* for full audio volume
* for full audio volume.
*
* \since This function is available since SDL 2.0.0.
*/
@@ -1215,9 +1217,9 @@ extern DECLSPEC void SDLCALL SDL_MixAudioFormat(Uint8 * dst,
* from planar audio formats into a non-planar one (see SDL_AudioFormat)
* before queuing audio.
*
* \param dev the device ID to which we will queue audio
* \param data the data to queue to the device for later playback
* \param len the number of bytes (not samples!) to which `data` points
* \param dev the device ID to which we will queue audio.
* \param data the data to queue to the device for later playback.
* \param len the number of bytes (not samples!) to which `data` points.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1263,9 +1265,9 @@ extern DECLSPEC int SDLCALL SDL_QueueAudio(SDL_AudioDeviceID dev, const void *da
* You should not call SDL_LockAudio() on the device before dequeueing; SDL
* handles locking internally for this function.
*
* \param dev the device ID from which we will dequeue audio
* \param data a pointer into where audio data should be copied
* \param len the number of bytes (not samples!) to which (data) points
* \param dev the device ID from which we will dequeue audio.
* \param data a pointer into where audio data should be copied.
* \param len the number of bytes (not samples!) to which (data) points.
* \returns the number of bytes dequeued, which could be less than requested;
* call SDL_GetError() for more information.
*
@@ -1299,7 +1301,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_DequeueAudio(SDL_AudioDeviceID dev, void *dat
* You should not call SDL_LockAudio() on the device before querying; SDL
* handles locking internally for this function.
*
* \param dev the device ID of which we will query queued audio size
* \param dev the device ID of which we will query queued audio size.
* \returns the number of bytes (not samples!) of queued audio.
*
* \since This function is available since SDL 2.0.4.
@@ -1334,7 +1336,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetQueuedAudioSize(SDL_AudioDeviceID dev);
*
* This function always succeeds and thus returns void.
*
* \param dev the device ID of which to clear the audio queue
* \param dev the device ID of which to clear the audio queue.
*
* \since This function is available since SDL 2.0.4.
*
@@ -1406,7 +1408,7 @@ extern DECLSPEC void SDLCALL SDL_LockAudio(void);
* at once, not only will you block the audio callback, you'll block the other
* thread.
*
* \param dev the ID of the device to be locked
* \param dev the ID of the device to be locked.
*
* \since This function is available since SDL 2.0.0.
*
@@ -1439,7 +1441,7 @@ extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
*
* This function should be paired with a previous SDL_LockAudioDevice() call.
*
* \param dev the ID of the device to be unlocked
* \param dev the ID of the device to be unlocked.
*
* \since This function is available since SDL 2.0.0.
*
@@ -1481,7 +1483,7 @@ extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
* The device ID is invalid as soon as the device is closed, and is eligible
* for reuse in a new SDL_OpenAudioDevice() call immediately.
*
* \param dev an audio device previously opened with SDL_OpenAudioDevice()
* \param dev an audio device previously opened with SDL_OpenAudioDevice().
*
* \since This function is available since SDL 2.0.0.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* \file SDL_bits.h
* # CategoryBits
*
* Functions for fiddling with bits and bitmasks.
* Functions for fiddling with bits and bitmasks.
*/
#ifndef SDL_bits_h_
@@ -56,6 +56,12 @@ extern __inline int _SDL_bsr_watcom(Uint32);
modify exact [eax] nomemory;
#endif
/**
* Use this function to get the index of the most significant (set) bit in a
*
* \param x the number to find the MSB of.
* \returns the index of the most significant bit of x, or -1 if x is 0.
*/
SDL_FORCE_INLINE int
SDL_MostSignificantBitIndex32(Uint32 x)
{
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* \file SDL_blendmode.h
* # CategoryBlendmode
*
* Header file declaring the SDL_BlendMode enumeration
* Header file declaring the SDL_BlendMode enumeration
*/
#ifndef SDL_blendmode_h_
@@ -35,9 +35,9 @@ extern "C" {
#endif
/**
* \brief The blend mode used in SDL_RenderCopy() and drawing operations.
* The blend mode used in SDL_RenderCopy() and drawing operations.
*/
typedef enum
typedef enum SDL_BlendMode
{
SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
dstRGBA = srcRGBA */
@@ -60,21 +60,22 @@ typedef enum
} SDL_BlendMode;
/**
* \brief The blend operation used when combining source and destination pixel components
* The blend operation used when combining source and destination pixel
* components
*/
typedef enum
typedef enum SDL_BlendOperation
{
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES */
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D9, D3D11 */
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D9, D3D11 */
} SDL_BlendOperation;
/**
* \brief The normalized factor used to multiply pixel components
* The normalized factor used to multiply pixel components
*/
typedef enum
typedef enum SDL_BlendFactor
{
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
@@ -158,18 +159,18 @@ typedef enum
* case.
*
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the source pixels
* blue components of the source pixels.
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the destination pixels
* blue components of the destination pixels.
* \param colorOperation the SDL_BlendOperation used to combine the red,
* green, and blue components of the source and
* destination pixels
* destination pixels.
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the source pixels
* the source pixels.
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the destination pixels
* the destination pixels.
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
* component of the source and destination pixels
* component of the source and destination pixels.
* \returns an SDL_BlendMode that represents the chosen factors and
* operations.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,7 +20,7 @@
*/
/**
* \file SDL_clipboard.h
* # CategoryClipboard
*
* Include file for SDL clipboard handling
*/
@@ -41,7 +41,7 @@ extern "C" {
/**
* Put UTF-8 text into the clipboard.
*
* \param text the text to store in the clipboard
* \param text the text to store in the clipboard.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -85,7 +85,7 @@ extern DECLSPEC SDL_bool SDLCALL SDL_HasClipboardText(void);
/**
* Put UTF-8 text into the primary selection.
*
* \param text the text to store in the primary selection
* \param text the text to store in the primary selection.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,313 +19,41 @@
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_config_windows_h_
#define SDL_config_windows_h_
#ifndef SDL_config_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* winsdkver.h defines _WIN32_MAXVER for SDK version detection. It is present since at least the Windows 7 SDK,
* but out of caution we'll only use it if the compiler supports __has_include() to confirm its presence.
* If your compiler doesn't support __has_include() but you have winsdkver.h, define HAVE_WINSDKVER_H. */
#if !defined(HAVE_WINSDKVER_H) && defined(__has_include)
#if __has_include(<winsdkver.h>)
#define HAVE_WINSDKVER_H 1
#endif
#endif
/* WIKI CATEGORY: - */
#ifdef HAVE_WINSDKVER_H
#include <winsdkver.h>
#endif
/* sdkddkver.h defines more specific SDK version numbers. This is needed because older versions of the
* Windows 10 SDK have broken declarations for the C API for DirectX 12. */
#if !defined(HAVE_SDKDDKVER_H) && defined(__has_include)
#if __has_include(<sdkddkver.h>)
#define HAVE_SDKDDKVER_H 1
#endif
#endif
#ifdef HAVE_SDKDDKVER_H
#include <sdkddkver.h>
#endif
/* This is a set of defines to configure the SDL features */
#if !defined(HAVE_STDINT_H) && !defined(_STDINT_H_)
/* Most everything except Visual Studio 2008 and earlier has stdint.h now */
#if defined(_MSC_VER) && (_MSC_VER < 1600)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
/* Add any platform that doesn't build using the configure system. */
#if defined(__WIN32__)
#include "SDL_config_windows.h"
#elif defined(__WINRT__)
#include "SDL_config_winrt.h"
#elif defined(__WINGDK__)
#include "SDL_config_wingdk.h"
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
#include "SDL_config_xbox.h"
#elif defined(__MACOSX__)
#include "SDL_config_macosx.h"
#elif defined(__IPHONEOS__)
#include "SDL_config_iphoneos.h"
#elif defined(__ANDROID__)
#include "SDL_config_android.h"
#elif defined(__OS2__)
#include "SDL_config_os2.h"
#elif defined(__EMSCRIPTEN__)
#include "SDL_config_emscripten.h"
#elif defined(__NGAGE__)
#include "SDL_config_ngage.h"
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
#else
#define HAVE_STDINT_H 1
#endif /* Visual Studio 2008 */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
/* This is a minimal configuration just to get SDL running on new platforms. */
#include "SDL_config_minimal.h"
#endif /* platform config */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#ifdef USING_GENERATED_CONFIG_H
#error Wrong SDL_config.h, check your include path?
#endif
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
#define HAVE_DDRAW_H 1
#define HAVE_DINPUT_H 1
#define HAVE_DSOUND_H 1
#ifndef __WATCOMC__
#define HAVE_DXGI_H 1
#define HAVE_XINPUT_H 1
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0A00 /* Windows 10 SDK */
#define HAVE_WINDOWS_GAMING_INPUT_H 1
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0602 /* Windows 8 SDK */
#define HAVE_D3D11_H 1
#define HAVE_ROAPI_H 1
#endif
#if defined(WDK_NTDDI_VERSION) && WDK_NTDDI_VERSION > 0x0A000008 /* 10.0.19041.0 */
#define HAVE_D3D12_H 1
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0603 /* Windows 8.1 SDK */
#define HAVE_SHELLSCALINGAPI_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_SENSORSAPI_H 1
#endif
#if (defined(_M_IX86) || defined(_M_X64) || defined(_M_AMD64)) && (defined(_MSC_VER) && _MSC_VER >= 1600)
#define HAVE_IMMINTRIN_H 1
#elif defined(__has_include) && (defined(__i386__) || defined(__x86_64))
# if __has_include(<immintrin.h>)
# define HAVE_IMMINTRIN_H 1
# endif
#endif
/* This is disabled by default to avoid C runtime dependencies and manifest requirements */
#ifdef HAVE_LIBC
/* Useful headers */
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
/* OpenWatcom requires specific calling conventions for qsort and bsearch */
#ifndef __WATCOMC__
#define HAVE_QSORT 1
#define HAVE_BSEARCH 1
#endif
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__STRUPR */
/* #undef HAVE__STRLWR */
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
/* #undef HAVE_STRTOK_R */
/* These functions have security warnings, so we won't use them */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE__WCSICMP 1
#define HAVE__WCSNICMP 1
#define HAVE__WCSDUP 1
#define HAVE_ACOS 1
#define HAVE_ASIN 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_CEIL 1
#define HAVE_COS 1
#define HAVE_EXP 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_FMOD 1
#define HAVE_LOG 1
#define HAVE_LOG10 1
#define HAVE_POW 1
#define HAVE_SIN 1
#define HAVE_SQRT 1
#define HAVE_TAN 1
#ifndef __WATCOMC__
#define HAVE_ACOSF 1
#define HAVE_ASINF 1
#define HAVE_ATANF 1
#define HAVE_ATAN2F 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COSF 1
#define HAVE_EXPF 1
#define HAVE_FABSF 1
#define HAVE_FLOORF 1
#define HAVE_FMODF 1
#define HAVE_LOGF 1
#define HAVE_LOG10F 1
#define HAVE_POWF 1
#define HAVE_SINF 1
#define HAVE_SQRTF 1
#define HAVE_TANF 1
#endif
#if defined(_MSC_VER)
/* These functions were added with the VC++ 2013 C runtime library */
#if _MSC_VER >= 1800
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE_SCALBN 1
#define HAVE_SCALBNF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#endif
/* This function is available with at least the VC++ 2008 C runtime library */
#if _MSC_VER >= 1400
#define HAVE__FSEEKI64 1
#endif
#ifdef _USE_MATH_DEFINES
#define HAVE_M_PI 1
#endif
#elif defined(__WATCOMC__)
#define HAVE__FSEEKI64 1
#define HAVE_STRTOLL 1
#define HAVE_STRTOULL 1
#define HAVE_VSSCANF 1
#define HAVE_ROUND 1
#define HAVE_SCALBN 1
#define HAVE_TRUNC 1
#else
#define HAVE_M_PI 1
#endif
#else
#define HAVE_STDARG_H 1
#define HAVE_STDDEF_H 1
#endif
/* Enable various audio drivers */
#if defined(HAVE_MMDEVICEAPI_H) && defined(HAVE_AUDIOCLIENT_H)
#define SDL_AUDIO_DRIVER_WASAPI 1
#endif
#define SDL_AUDIO_DRIVER_DSOUND 1
#define SDL_AUDIO_DRIVER_WINMM 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_HIDAPI 1
#ifndef __WINRT__
#define SDL_JOYSTICK_RAWINPUT 1
#endif
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
#define SDL_JOYSTICK_WGI 1
#endif
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_DINPUT 1
#define SDL_HAPTIC_XINPUT 1
/* Enable the sensor driver */
#ifdef HAVE_SENSORSAPI_H
#define SDL_SENSOR_WINDOWS 1
#else
#define SDL_SENSOR_DUMMY 1
#endif
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_DUMMY 1
#define SDL_VIDEO_DRIVER_WINDOWS 1
#ifndef SDL_VIDEO_RENDER_D3D
#define SDL_VIDEO_RENDER_D3D 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D11) && defined(HAVE_D3D11_H)
#define SDL_VIDEO_RENDER_D3D11 1
#endif
#if !defined(SDL_VIDEO_RENDER_D3D12) && defined(HAVE_D3D12_H)
#define SDL_VIDEO_RENDER_D3D12 1
#endif
/* Enable OpenGL support */
#ifndef SDL_VIDEO_OPENGL
#define SDL_VIDEO_OPENGL 1
#endif
#ifndef SDL_VIDEO_OPENGL_WGL
#define SDL_VIDEO_OPENGL_WGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL
#define SDL_VIDEO_RENDER_OGL 1
#endif
#ifndef SDL_VIDEO_RENDER_OGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_OPENGL_ES2 1
#endif
#ifndef SDL_VIDEO_OPENGL_EGL
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable Vulkan support */
#define SDL_VIDEO_VULKAN 1
/* Enable system power support */
#define SDL_POWER_WINDOWS 1
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
#endif /* SDL_config_windows_h_ */
/* vi: set ts=4 sw=4 expandtab: */
#endif /* SDL_config_h_ */
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -99,9 +99,11 @@ typedef unsigned int uintptr_t;
#define HAVE_D3D11_H 1
#define HAVE_ROAPI_H 1
#endif
#if defined(WDK_NTDDI_VERSION) && WDK_NTDDI_VERSION > 0x0A000008 /* 10.0.19041.0 */
#if defined(__has_include)
#if __has_include(<d3d12.h>) && __has_include(<d3d12sdklayers.h>)
#define HAVE_D3D12_H 1
#endif
#endif
#if defined(_WIN32_MAXVER) && _WIN32_MAXVER >= 0x0603 /* Windows 8.1 SDK */
#define HAVE_SHELLSCALINGAPI_H 1
#endif
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -18,12 +18,3 @@
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_types.h
*
* \deprecated
*/
/* DEPRECATED */
#include "SDL_stdinc.h"
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,10 +19,16 @@
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: CPUInfo */
/**
* \file SDL_cpuinfo.h
* # CategoryCPUInfo
*
* CPU feature detection for SDL.
* CPU feature detection for SDL.
*
* These functions are largely concerned with reporting if the system has
* access to various SIMD instruction sets, but also has other important info
* to share, such as number of logical CPU cores.
*/
#ifndef SDL_cpuinfo_h_
@@ -53,9 +59,11 @@ _m_prefetch(void *__P)
#ifndef __MMX__
#define __MMX__
#endif
/*
#ifndef __3dNOW__
#define __3dNOW__
#endif
*/
#endif
#ifndef __SSE__
#define __SSE__
@@ -107,7 +115,8 @@ _m_prefetch(void *__P)
#include <lasxintrin.h>
#define __LASX__
#endif
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H)
#if defined(HAVE_IMMINTRIN_H) && !defined(SDL_DISABLE_IMMINTRIN_H) && \
(defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86))
#include <immintrin.h>
#else
#if defined(__MMX__) && !defined(SDL_DISABLE_MMINTRIN_H)
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -19,11 +19,10 @@
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_egl.h
*
* This is a simple file to encapsulate the EGL API headers.
/*
* This is a simple file to encapsulate the EGL API headers.
*/
#if !defined(_MSC_VER) && !defined(__ANDROID__) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS)
#if defined(__vita__) || defined(__psp2__)
@@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -20,9 +20,9 @@
*/
/**
* \file SDL_endian.h
* # CategoryEndian
*
* Functions for reading and writing endian-specific values
* Functions for reading and writing endian-specific values
*/
#ifndef SDL_endian_h_
@@ -59,6 +59,15 @@ _m_prefetch(void *__P)
#ifdef __linux__
#include <endian.h>
#define SDL_BYTEORDER __BYTE_ORDER
#elif defined(__sun) && defined(__SVR4) /* Solaris */
#include <sys/byteorder.h>
#if defined(_LITTLE_ENDIAN)
#define SDL_BYTEORDER SDL_LIL_ENDIAN
#elif defined(_BIG_ENDIAN)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#error Unsupported endianness
#endif
#elif defined(__OpenBSD__) || defined(__DragonFly__)
#include <endian.h>
#define SDL_BYTEORDER BYTE_ORDER
@@ -79,7 +88,7 @@ _m_prefetch(void *__P)
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
(defined(__MIPS__) && defined(__MIPSEB__)) || \
defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \
defined(__sparc__)
defined(__sparc__) || defined(__sparc)
#define SDL_BYTEORDER SDL_BIG_ENDIAN
#else
#define SDL_BYTEORDER SDL_LIL_ENDIAN
@@ -180,6 +189,16 @@ extern __inline Uint16 SDL_Swap16(Uint16);
parm [ax] \
modify [ax];
#else
/**
* Use this function to swap the byte order of a 16-bit value.
*
* \param x the value to be swapped.
* \returns the swapped value.
*
* \sa SDL_SwapBE16
* \sa SDL_SwapLE16
*/
SDL_FORCE_INLINE Uint16
SDL_Swap16(Uint16 x)
{
@@ -231,6 +250,16 @@ extern __inline Uint32 SDL_Swap32(Uint32);
parm [eax] \
modify [eax];
#else
/**
* Use this function to swap the byte order of a 32-bit value.
*
* \param x the value to be swapped.
* \returns the swapped value.
*
* \sa SDL_SwapBE32
* \sa SDL_SwapLE32
*/
SDL_FORCE_INLINE Uint32
SDL_Swap32(Uint32 x)
{
@@ -276,6 +305,16 @@ extern __inline Uint64 SDL_Swap64(Uint64);
parm [eax edx] \
modify [eax edx];
#else
/**
* Use this function to swap the byte order of a 64-bit value.
*
* \param x the value to be swapped.
* \returns the swapped value.
*
* \sa SDL_SwapBE64
* \sa SDL_SwapLE64
*/
SDL_FORCE_INLINE Uint64
SDL_Swap64(Uint64 x)
{
@@ -293,6 +332,15 @@ SDL_Swap64(Uint64 x)
#endif
/**
* Use this function to swap the byte order of a floating point value.
*
* \param x the value to be swapped.
* \returns the swapped value.
*
* \sa SDL_SwapFloatBE
* \sa SDL_SwapFloatLE
*/
SDL_FORCE_INLINE float
SDL_SwapFloat(float x)
{
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