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No files matched your search
@@ -43,7 +43,7 @@ jobs:
|
||||
- v1-SRB2-APT
|
||||
- run:
|
||||
name: Install SDK
|
||||
command: apt-get -qq -y --no-install-recommends install git build-essential nasm 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
|
||||
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:
|
||||
|
||||
@@ -16,3 +16,5 @@
|
||||
#Appveyor
|
||||
/appveyor.yml -crlf -whitespace
|
||||
# Other
|
||||
*.c text=auto
|
||||
*.h text=auto
|
||||
+436
@@ -0,0 +1,436 @@
|
||||
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
|
||||
@@ -109,13 +109,10 @@ FILE_PATTERNS = *.c \
|
||||
*.mm \
|
||||
*.dox
|
||||
RECURSIVE = YES
|
||||
EXCLUDE = ./src/djgppdos/internal.h \
|
||||
./src/djgppdos/setup.c \
|
||||
./src/sdl/IMG_xpm.c \
|
||||
EXCLUDE = ./src/sdl/IMG_xpm.c \
|
||||
./src/sdl/SRB2DC/scramble.c
|
||||
EXCLUDE_SYMLINKS = NO
|
||||
EXCLUDE_PATTERNS = */src/hardware/*/* \
|
||||
*/src/djgppdos/bcd.? \
|
||||
*/src/sdl/SDL_main/* \
|
||||
*/src/*/*_private.h \
|
||||
*/src/sdl/*/*help.? \
|
||||
|
||||
+132
@@ -0,0 +1,132 @@
|
||||
# SRB2Kart Saturn: Custom lua features
|
||||
|
||||
## mobj.localskin and player.localskin fields
|
||||
|
||||
Allow reading and assigning localskins.
|
||||
|
||||
## mobj.rollsum field
|
||||
|
||||
**Not netsafe**. Returns total sprite rotation value, taking sliptideroll and sloperoll cvars value into account.
|
||||
Mainly for use in visual-only addons like secondcolor.
|
||||
|
||||
## player.sliproll field
|
||||
|
||||
**Not netsafe**. Returns player's current sliptide roll angle, taking sliptideroll cvar value into account.
|
||||
|
||||
## hud.setVoteBackground(name)
|
||||
|
||||
Changes vote background texture prefix (game looks for PREFIX + "W" or "C" (depends on resolution) + FRAME\_NUMBER).
|
||||
|
||||
## hud.add(fn, "vote") and hud.add(fn, "intermission")
|
||||
|
||||
Hud hooks for vote screen and intermission screen. They only get drawer (`v`) as argument.
|
||||
To check if those hooks are available, check if globals FEATURE\_VOTEHUD and FEATURE\_INTERMISSIONHUD
|
||||
exist.
|
||||
|
||||
## x, y = hud.getOffsets(item)
|
||||
|
||||
Returns the values of the given HUD item's `xoffset`/`yoffset` cvars.
|
||||
Available for any HUD item with offset cvars.
|
||||
|
||||
## x, y, flags = v.getDrawInfo(item)
|
||||
|
||||
Returns the X, Y and flags where the given HUD item will be drawn for the current displayplayer.
|
||||
Available for `item`, `gametypeinfo` and `minimap`.
|
||||
|
||||
## patch, colormap = v.getColorHudPatch(item)
|
||||
|
||||
Returns the patch and colormap to use for the given HUD item. Colorization is based on the user's settings.
|
||||
Available for `item` and `itemmul`.
|
||||
Extra arguments for some items:
|
||||
### item
|
||||
* `small`: true for small item box, false for big item box.
|
||||
* `dark`: true to darken item box. Depends on `darkitembox`.
|
||||
### itemmul
|
||||
* `small`: true for small sticker, false for big sticker.
|
||||
|
||||
## hudcolor = v.getHudColor()
|
||||
|
||||
Returns the displayplayer's HUD color.
|
||||
|
||||
## colorize = v.useColorHud()
|
||||
|
||||
Returns true if colorization is enabled, false otherwise.
|
||||
|
||||
## v.interpolate(true)
|
||||
|
||||
Enables HUD interpolation. Each call to a drawing function will have its coordinates interpolated
|
||||
by assigning an unique ID to every call.
|
||||
For example, three successive calls to `v.draw` will each have their own ID and interpolation offsets.
|
||||
Pass `true` to enable interpolation, `false` to disable.
|
||||
|
||||
Alternatively, pass a number to enable interpolation with the specified tag.
|
||||
Tags allow HUD items drawn by the same call to a drawing function to be differentiated.
|
||||
Valid tags range from 0-255.
|
||||
For example, when iterating players, use a unique tag for each player to avoid artifacting:
|
||||
```lua
|
||||
for p in players.iterate do
|
||||
-- enable interpolation, using player numbers as the tag
|
||||
-- every draw will have different interp offsets per player
|
||||
v.interpolate(#p)
|
||||
|
||||
-- doesn't matter for unconditional draws like this one...
|
||||
v.draw(...)
|
||||
|
||||
-- but it does matter if there's a condition!
|
||||
-- without tags, this patch would warp between players
|
||||
-- whenever their `someVar` changes
|
||||
if p.someVar then v.draw(...) end
|
||||
end
|
||||
|
||||
-- don't want interpolation anymore? then disable it
|
||||
v.interpolate(false)
|
||||
```
|
||||
NOTE: The default tag for `true` is 0.
|
||||
|
||||
## v.interpLatch(true)
|
||||
|
||||
Enables interpolation offset latching. The next call to a drawing function will have its lerp offsets
|
||||
saved and reused for all following draw calls. Disable with `false` when done.
|
||||
Interpolation cannot easily "snap" between two points; latching can help overcome this by manually
|
||||
setting the lerp offsets.
|
||||
```lua
|
||||
v.interpolate(true)
|
||||
|
||||
-- X coordinate for the HUD item
|
||||
-- every so often, this will wrap around to zero
|
||||
local x = (leveltime*4) % 256
|
||||
|
||||
-- draw an interpolated patch, but... when X rolls back to zero,
|
||||
-- the patch will slide all the way across the screen!
|
||||
v.draw(x, 100, ...)
|
||||
|
||||
-- this is where interpLatch comes into play
|
||||
-- enable latching, then draw an invisible patch,
|
||||
-- moving at the same speed as the visible patch
|
||||
-- the exact coordinates don't matter, it just has to move at the right speed
|
||||
v.interpLatch(true)
|
||||
v.draw(leveltime*4, 0, v.cachePatch("K_TRNULL"))
|
||||
|
||||
-- now we can draw the patch again, and when X becomes zero,
|
||||
-- it'll snap right back without sliding across the screen
|
||||
v.draw(x, 150, ...)
|
||||
|
||||
-- don't forget to turn off latching!
|
||||
v.interpLatch(false)
|
||||
```
|
||||
When using a custom string drawer, enable this mode to avoid interpolation artifacting when the string changes.
|
||||
|
||||
## mobj.spritexscale, mobj.spriteyscale, mobj.spritexoffset, mobj.spriteyoffset, mobj.rollangle, mobj.sloperoll, mobj.rollmodel fields
|
||||
|
||||
Same fields as in SRB2 2.2
|
||||
|
||||
## S\_StopSoundByNum
|
||||
|
||||
Allows stopping specific sound globally. Because this function starts with S\_, like state, checking
|
||||
if it exists is a bit more complicated:
|
||||
|
||||
```lua
|
||||
if rawget(_G, "S_StopSoundByNum") ~= nil then
|
||||
... -- Can use it
|
||||
end
|
||||
```
|
||||
@@ -7,9 +7,11 @@
|
||||
- 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!)
|
||||
@@ -17,9 +19,12 @@
|
||||
- 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
|
||||
|
||||
@@ -39,6 +44,9 @@
|
||||
- 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
|
||||
|
||||
@@ -57,6 +65,15 @@
|
||||
- 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 Camara Tilting feature is no longer turned on by default
|
||||
@@ -67,13 +84,16 @@
|
||||
- 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
|
||||
- NASM (x86 builds only)
|
||||
- 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)
|
||||
|
||||
## Compiling
|
||||
|
||||
|
||||
@@ -1996,24 +1996,6 @@ HW3SOUND for 3D hardware sound support
|
||||
<Option compilerVar="CC" />
|
||||
</Unit>
|
||||
<Unit filename="src/v_video.h" />
|
||||
<Unit filename="src/vid_copy.s">
|
||||
<Option compilerVar="CC" />
|
||||
<Option compiler="avrgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="gnu_gcc_compiler_for_mingw32" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="gnu_gcc_compiler_for_mingw64" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="armelfgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="tricoregcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="ppcgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option compiler="gcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Mingw/DirectX" />
|
||||
<Option target="Release Mingw/DirectX" />
|
||||
</Unit>
|
||||
<Unit filename="src/w_wad.c">
|
||||
<Option compilerVar="CC" />
|
||||
</Unit>
|
||||
|
||||
@@ -25,9 +25,6 @@
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(PlatformTarget)'=='x86'">
|
||||
<ClCompile>
|
||||
<PreprocessorDefinitions>USEASM;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
|
||||
</Link>
|
||||
|
||||
@@ -5,7 +5,7 @@ Ver=3
|
||||
IsCpp=0
|
||||
Type=0
|
||||
UnitCount=279
|
||||
Folders=A_Asm,B_Bot,BLUA,D_Doom,F_Frame,G_Game,H_Hud,Hw_Hardware,Hw_Hardware/r_opengl,I_Interface,I_Interface/Dummy,I_Interface/SDL,I_Interface/Win32,LUA,M_Misc,P_Play,R_Rend,S_Sounds,W_Wad
|
||||
Folders=B_Bot,BLUA,D_Doom,F_Frame,G_Game,H_Hud,Hw_Hardware,Hw_Hardware/r_opengl,I_Interface,I_Interface/Dummy,I_Interface/SDL,I_Interface/Win32,LUA,M_Misc,P_Play,R_Rend,S_Sounds,W_Wad
|
||||
CommandLine=
|
||||
CompilerSettings=00000000000100000111e1
|
||||
PchHead=-1
|
||||
@@ -1473,36 +1473,6 @@ Priority=1000
|
||||
OverrideBuildCmd=0
|
||||
BuildCmd=
|
||||
|
||||
[Unit149]
|
||||
FileName=src\tmap.nas
|
||||
Folder=A_Asm
|
||||
Compile=0
|
||||
CompileCpp=0
|
||||
Link=0
|
||||
Priority=1000
|
||||
OverrideBuildCmd=1
|
||||
BuildCmd=nasm.exe -g -o $@ -f win32 src/tmap.nas
|
||||
|
||||
[Unit150]
|
||||
FileName=src\asm_defs.inc
|
||||
Folder=A_Asm
|
||||
Compile=0
|
||||
CompileCpp=0
|
||||
Link=0
|
||||
Priority=1000
|
||||
OverrideBuildCmd=0
|
||||
BuildCmd=
|
||||
|
||||
[Unit151]
|
||||
FileName=src\vid_copy.s
|
||||
Folder=A_Asm
|
||||
Compile=1
|
||||
CompileCpp=0
|
||||
Link=1
|
||||
Priority=1000
|
||||
OverrideBuildCmd=1
|
||||
BuildCmd=$(CC) $(CFLAGS) -x assembler-with-cpp -c src/vid_copy.s -o $@
|
||||
|
||||
[Unit152]
|
||||
FileName=src\y_inter.h
|
||||
Folder=H_Hud
|
||||
@@ -1543,26 +1513,6 @@ Priority=1000
|
||||
OverrideBuildCmd=0
|
||||
BuildCmd=
|
||||
|
||||
[Unit156]
|
||||
FileName=src\p5prof.h
|
||||
Folder=A_Asm
|
||||
Compile=1
|
||||
CompileCpp=0
|
||||
Link=1
|
||||
Priority=1000
|
||||
OverrideBuildCmd=0
|
||||
BuildCmd=
|
||||
|
||||
[Unit157]
|
||||
FileName=src\tmap_mmx.nas
|
||||
Folder=A_Asm
|
||||
Compile=0
|
||||
CompileCpp=0
|
||||
Link=0
|
||||
Priority=1000
|
||||
OverrideBuildCmd=1
|
||||
BuildCmd=nasm.exe -g -o $@ -f win32 src/tmap_mmx.nas
|
||||
|
||||
[Unit159]
|
||||
FileName=src\lzf.h
|
||||
Folder=W_Wad
|
||||
|
||||
@@ -11,8 +11,6 @@ environment:
|
||||
# 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
|
||||
NASM_ZIP: nasm-2.12.01
|
||||
NASM_URL: http://www.nasm.us/pub/nasm/releasebuilds/2.12.01/win64/nasm-2.12.01-win64.zip
|
||||
UPX_ZIP: upx391w
|
||||
UPX_URL: http://upx.sourceforge.net/download/upx391w.zip
|
||||
CCACHE_EXE: ccache.exe
|
||||
@@ -46,7 +44,6 @@ environment:
|
||||
ASSET_CLEAN: 0
|
||||
|
||||
cache:
|
||||
- nasm-2.12.01.zip
|
||||
- upx391w.zip
|
||||
- ccache.exe
|
||||
- C:\Users\appveyor\.ccache
|
||||
@@ -58,10 +55,6 @@ install:
|
||||
- if [%X86_64%] == [1] ( set "MINGW_SDK=%MINGW_SDK_64%" )
|
||||
- if [%X86_64%] == [1] ( set "CCACHE_CC=%CCACHE_CC_64%" )
|
||||
|
||||
- if not exist "%NASM_ZIP%.zip" appveyor DownloadFile "%NASM_URL%" -FileName "%NASM_ZIP%.zip"
|
||||
- 7z x -y "%NASM_ZIP%.zip" -o%TMP% >null
|
||||
- robocopy /S /xx /ns /nc /nfl /ndl /np /njh /njs "%TMP%\%NASM_ZIP%" "%MINGW_SDK%\bin" nasm.exe || exit 0
|
||||
|
||||
- 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
|
||||
@@ -78,7 +71,6 @@ 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 [%X86_64%] == [1] ( nasm -v )
|
||||
- if not [%NOUPX%] == [1] ( upx -V )
|
||||
- ccache -V
|
||||
- ccache -s
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,5 +0,0 @@
|
||||
/*.elf
|
||||
/*.self
|
||||
/*.pkg
|
||||
/*.BIN
|
||||
/pkg
|
||||
@@ -1,5 +0,0 @@
|
||||
/*.elf
|
||||
/*.self
|
||||
/*.pkg
|
||||
/*.BIN
|
||||
/pkg
|
||||
@@ -1,4 +0,0 @@
|
||||
/EBOOT.PBP
|
||||
/PARAM.SFO
|
||||
/SRB2PSP.PBP
|
||||
/SRB2PSP.elf
|
||||
@@ -1,2 +0,0 @@
|
||||
/Release
|
||||
/Debug
|
||||
@@ -1,2 +0,0 @@
|
||||
/Win32
|
||||
/x64
|
||||
@@ -1,3 +0,0 @@
|
||||
/*.elf
|
||||
/*.dol
|
||||
/apps
|
||||
@@ -1,3 +0,0 @@
|
||||
/*.elf
|
||||
/*.dol
|
||||
/apps
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,2 +0,0 @@
|
||||
# DON'T REMOVE
|
||||
# This keeps the folder from disappearing
|
||||
@@ -1,3 +0,0 @@
|
||||
*.arm9
|
||||
*.elf*
|
||||
*.nds
|
||||
@@ -1,3 +0,0 @@
|
||||
*.arm9
|
||||
*.elf*
|
||||
*.nds
|
||||
@@ -1,46 +0,0 @@
|
||||
|
||||
#=============================================================================
|
||||
# Copyright 2010 Kitware, Inc.
|
||||
#
|
||||
# Distributed under the OSI-approved BSD License (the "License");
|
||||
# see accompanying file Copyright.txt for details.
|
||||
#
|
||||
# This software is distributed WITHOUT ANY WARRANTY; without even the
|
||||
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
# See the License for more information.
|
||||
#=============================================================================
|
||||
# (To distribute this file outside of CMake, substitute the full
|
||||
# License text for the above reference.)
|
||||
|
||||
# support for the yasm assembler
|
||||
|
||||
set(CMAKE_ASM_YASM_SOURCE_FILE_EXTENSIONS nasm yasm asm)
|
||||
|
||||
if(NOT CMAKE_ASM_YASM_OBJECT_FORMAT)
|
||||
if(WIN32)
|
||||
if(CMAKE_C_SIZEOF_DATA_PTR EQUAL 8)
|
||||
set(CMAKE_ASM_YASM_OBJECT_FORMAT win64)
|
||||
else()
|
||||
set(CMAKE_ASM_YASM_OBJECT_FORMAT win32)
|
||||
endif()
|
||||
elseif(APPLE)
|
||||
if(CMAKE_C_SIZEOF_DATA_PTR EQUAL 8)
|
||||
set(CMAKE_ASM_YASM_OBJECT_FORMAT macho64)
|
||||
else()
|
||||
set(CMAKE_ASM_YASM_OBJECT_FORMAT macho)
|
||||
endif()
|
||||
else()
|
||||
if(CMAKE_C_SIZEOF_DATA_PTR EQUAL 8)
|
||||
set(CMAKE_ASM_YASM_OBJECT_FORMAT elf64)
|
||||
else()
|
||||
set(CMAKE_ASM_YASM_OBJECT_FORMAT elf)
|
||||
endif()
|
||||
endif()
|
||||
endif()
|
||||
|
||||
set(CMAKE_ASM_YASM_COMPILE_OBJECT "<CMAKE_ASM_YASM_COMPILER> <FLAGS> -f ${CMAKE_ASM_YASM_OBJECT_FORMAT} -o <OBJECT> <SOURCE>")
|
||||
|
||||
# Load the generic ASMInformation file:
|
||||
set(ASM_DIALECT "_YASM")
|
||||
include(CMakeASMInformation)
|
||||
set(ASM_DIALECT)
|
||||
@@ -1,27 +0,0 @@
|
||||
|
||||
#=============================================================================
|
||||
# Copyright 2010 Kitware, Inc.
|
||||
#
|
||||
# Distributed under the OSI-approved BSD License (the "License");
|
||||
# see accompanying file Copyright.txt for details.
|
||||
#
|
||||
# This software is distributed WITHOUT ANY WARRANTY; without even the
|
||||
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
# See the License for more information.
|
||||
#=============================================================================
|
||||
# (To distribute this file outside of CMake, substitute the full
|
||||
# License text for the above reference.)
|
||||
|
||||
# Find the nasm assembler. yasm (http://www.tortall.net/projects/yasm/) is nasm compatible
|
||||
|
||||
set(CMAKE_ASM_YASM_COMPILER_LIST nasm yasm)
|
||||
|
||||
if(NOT CMAKE_ASM_YASM_COMPILER)
|
||||
find_program(CMAKE_ASM_YASM_COMPILER yasm
|
||||
"$ENV{ProgramFiles}/YASM")
|
||||
endif()
|
||||
|
||||
# Load the generic DetermineASM compiler file with the DIALECT set properly:
|
||||
set(ASM_DIALECT "_YASM")
|
||||
include(CMakeDetermineASMCompiler)
|
||||
set(ASM_DIALECT)
|
||||
@@ -1,23 +0,0 @@
|
||||
|
||||
#=============================================================================
|
||||
# Copyright 2010 Kitware, Inc.
|
||||
#
|
||||
# Distributed under the OSI-approved BSD License (the "License");
|
||||
# see accompanying file Copyright.txt for details.
|
||||
#
|
||||
# This software is distributed WITHOUT ANY WARRANTY; without even the
|
||||
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
# See the License for more information.
|
||||
#=============================================================================
|
||||
# (To distribute this file outside of CMake, substitute the full
|
||||
# License text for the above reference.)
|
||||
|
||||
# This file is used by EnableLanguage in cmGlobalGenerator to
|
||||
# determine that the selected ASM_NASM "compiler" works.
|
||||
# For assembler this can only check whether the compiler has been found,
|
||||
# because otherwise there would have to be a separate assembler source file
|
||||
# for each assembler on every architecture.
|
||||
|
||||
set(ASM_DIALECT "_YASM")
|
||||
include(CMakeTestASMCompiler)
|
||||
set(ASM_DIALECT)
|
||||
+23
-32
@@ -1,54 +1,45 @@
|
||||
#!/bin/bash -e
|
||||
#!/bin/sh
|
||||
path="."
|
||||
if [ x"$1" != x ]; then
|
||||
path="$1"
|
||||
fi
|
||||
|
||||
versiongit() {
|
||||
gitbranch=`git rev-parse --abbrev-ref HEAD`
|
||||
gitversion=`git rev-parse HEAD`
|
||||
cat <<EOF > $path/comptime.h
|
||||
version() {
|
||||
cat <<EOF > "$path/comptime.h"
|
||||
|
||||
// Do not edit! This file was autogenerated
|
||||
// by the $0 script with git
|
||||
//
|
||||
const char* compbranch = "$gitbranch";
|
||||
const char* comprevision = "${gitversion:0:8}";
|
||||
const char* compbranch = "$1";
|
||||
const char* comprevision = "$2";
|
||||
EOF
|
||||
exit 0
|
||||
}
|
||||
|
||||
versiongit() {
|
||||
gitbranch="$(git rev-parse --abbrev-ref HEAD)"
|
||||
gitversion="$(git rev-parse HEAD | cut -c -8)"
|
||||
version "$gitbranch" "$gitversion";
|
||||
exit 0
|
||||
}
|
||||
|
||||
versionsvn() {
|
||||
svnrevision=`svnversion -n $1`
|
||||
cat <<EOF > $path/comptime.h
|
||||
|
||||
// Do not edit! This file was autogenerated
|
||||
// by the $0 script with subversion
|
||||
//
|
||||
const char* compbranch = "Subversion";
|
||||
const char* comprevision = "r$svnrevision";
|
||||
EOF
|
||||
exit 0
|
||||
svnrevision="$(svnversion -n "$1")"
|
||||
version "Subversion" "r$svnrevision";
|
||||
exit 0
|
||||
}
|
||||
|
||||
versionfake() {
|
||||
cat <<EOF > $path/comptime.h
|
||||
|
||||
// Do not edit! This file was autogenerated
|
||||
// by the $0 script with an unknown or nonexist SCM
|
||||
//
|
||||
const char* compbranch = "Unknown";
|
||||
const char* comprevision = "illegal";
|
||||
EOF
|
||||
version "Unknown" "illegal";
|
||||
}
|
||||
|
||||
compversion() {
|
||||
touch $path/comptime.c
|
||||
versionfake
|
||||
test -d $path/.svn && versionsvn
|
||||
test -d $path/../.git && versiongit
|
||||
exit 1
|
||||
touch "$path/comptime.c"
|
||||
versionfake
|
||||
[ -d "$path/.svn" ] && versionsvn "$@"
|
||||
[ -d "$path/../.git" ] && versiongit
|
||||
exit 1
|
||||
}
|
||||
|
||||
test -f $path/comptime.c && compversion
|
||||
[ -f "$path/comptime.c" ] && compversion "$@"
|
||||
exit 2
|
||||
|
||||
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
File diff suppressed because it is too large.
Load diff
@@ -1,576 +0,0 @@
|
||||
|
||||
; Defines general parameters of the game for which wadfiles are intended.
|
||||
;
|
||||
; Name textual name for internal use
|
||||
; IWAD standard 8.3 base name and extension of main wadfile
|
||||
; NewMap default name for new map -- dictates format for all maps
|
||||
; Directory directory in which main wadfile (and game files) reside
|
||||
; Run command to execute (from the directory) for running a map
|
||||
|
||||
[WadGame]
|
||||
Name=Sonic Robo Blast 2
|
||||
IWAD=srb2.srb
|
||||
NewMap=MAP01
|
||||
Directory=C:\Documents and Settings\Ben\My Documents\srb2
|
||||
Run=fd\srb2win.exe -file $_Wadfile -warp $_Wadmap
|
||||
|
||||
; Defines parameters of the default sector motif created when no motif
|
||||
; file can be located at startup.
|
||||
|
||||
[Default.Sector]
|
||||
Above=GFZROCK
|
||||
Main=GFZROCK
|
||||
Below=GFZROCK
|
||||
Ceiling=F_SKY1
|
||||
Floor=FLOOR0_6
|
||||
CeilingHeight=4096
|
||||
FloorHeight=0
|
||||
Lighting=255
|
||||
|
||||
; Defines parameters of the default door motif created when no motif
|
||||
; file can be located at startup.
|
||||
|
||||
[Default.Door]
|
||||
Base=FLAT1
|
||||
Door=BIGDOOR2
|
||||
Track=DOORTRAK
|
||||
Type=1
|
||||
|
||||
; Defines parameters of the default stair motif created when no motif
|
||||
; file can be located at startup.
|
||||
|
||||
[Default.Stair]
|
||||
FloorRunner=GFZROCK
|
||||
CeilingRunner=GFZROCK
|
||||
Stairwell=GFZROCK
|
||||
FloorInc=8
|
||||
CeilingInc=0
|
||||
LightingInc=0
|
||||
|
||||
; ID used to classify things
|
||||
; Flags supplies some additional information:
|
||||
; 0x0001 - indicate thing facing angle
|
||||
; Red red value for drawing things of said class
|
||||
; Green green value for drawing things of said class
|
||||
; Blue blue value for drawing things of said class
|
||||
; Name textual description of class
|
||||
|
||||
[Things.Classes]
|
||||
0x001 0x0001 255 255 255 Starts
|
||||
0x002 0x0000 192 0 224 Emeralds
|
||||
0x003 0x0001 255 0 0 Enemies
|
||||
0x004 0x0000 255 192 0 Nights Things
|
||||
0x005 0x0000 0 192 192 Power-Up Monitors
|
||||
0x006 0x0000 192 0 224 Misc.
|
||||
0x007 0x0000 192 192 192 Scenery
|
||||
0x008 0x0000 255 255 0 Mario
|
||||
0x009 0x0000 255 192 224 Christmas
|
||||
0x00b 0x0000 0 0 255 Rings
|
||||
0x00c 0x0000 0 224 0 Springs and Such
|
||||
|
||||
; ID used to uniquely identify things in a map
|
||||
; Class classification (defined above section)
|
||||
; Size approximate thing size (in map units)
|
||||
; Sprite name of the sprite to use for display purposes
|
||||
; Name textual description of thing
|
||||
|
||||
[Things.Types]
|
||||
0x001 1 32 suptd0 Player 01 Start
|
||||
0x002 1 32 suptd0 Player 02 Start
|
||||
0x003 1 32 suptd0 Player 03 Start
|
||||
0x004 1 32 suptd0 Player 04 Start
|
||||
0xfa1 1 32 suptd0 Player 05 Start
|
||||
0xfa2 1 32 suptd0 Player 06 Start
|
||||
0xfa3 1 32 suptd0 Player 07 Start
|
||||
0xfa4 1 32 suptd0 Player 08 Start
|
||||
0xfa5 1 32 suptd0 Player 09 Start
|
||||
0xfa6 1 32 suptd0 Player 10 Start
|
||||
0xfa7 1 32 suptd0 Player 11 Start
|
||||
0xfa8 1 32 suptd0 Player 12 Start
|
||||
0xfa9 1 32 suptd0 Player 13 Start
|
||||
0xfaa 1 32 suptd0 Player 14 Start
|
||||
0xfab 1 32 suptd0 Player 15 Start
|
||||
0xfac 1 32 suptd0 Player 16 Start
|
||||
0xfad 1 32 suptd0 Player 17 Start
|
||||
0xfae 1 32 suptd0 Player 18 Start
|
||||
0xfaf 1 32 suptd0 Player 19 Start
|
||||
0xfb0 1 32 suptd0 Player 20 Start
|
||||
0xfb1 1 32 suptd0 Player 21 Start
|
||||
0xfb2 1 32 suptd0 Player 22 Start
|
||||
0xfb3 1 32 suptd0 Player 23 Start
|
||||
0xfb4 1 32 suptd0 Player 24 Start
|
||||
0xfb5 1 32 suptd0 Player 25 Start
|
||||
0xfb6 1 32 suptd0 Player 26 Start
|
||||
0xfb7 1 32 suptd0 Player 27 Start
|
||||
0xfb8 1 32 suptd0 Player 28 Start
|
||||
0xfb9 1 32 suptd0 Player 29 Start
|
||||
0xfba 1 32 suptd0 Player 30 Start
|
||||
0xfbb 1 32 suptd0 Player 31 Start
|
||||
0xfbc 1 32 suptd0 Player 32 Start
|
||||
0x057 1 32 suptd0 CTF Team Start (Red)
|
||||
0x059 1 32 suptd0 CTF Team Start (Blue)
|
||||
0x00b 1 32 suptd0 Deathmatch Start
|
||||
0x1a4 2 20 cemga0 Emerald 1 (Green)
|
||||
0x1a5 2 20 cemoa0 Emerald 2 (Orange)
|
||||
0x1a6 2 20 cempa0 Emerald 3 (Pink)
|
||||
0x1a7 2 20 cemba0 Emerald 4 (Blue)
|
||||
0x1a8 2 20 cemra0 Emerald 5 (Red)
|
||||
0x1a9 2 20 cemla0 Emerald 6 (Light Blue)
|
||||
0x1aa 2 20 cemga0 Emerald 7 (Grey)
|
||||
0x1ab 2 20 cemka0 Emerald 8 (Master)
|
||||
0x009 3 40 sposa1 Crawla (Red)
|
||||
0xbbc 3 40 possa1 Crawla (Blue)
|
||||
0x02a 3 40 tfogi0 Pop-up Turret
|
||||
0xbbd 3 40 jetba1 Jetty-Syn Bomber
|
||||
0x016 3 40 jetga1 Jetty-Syn Gunner
|
||||
0x03a 3 40 fisha0 Stupid Dumb Unnamed Robofish (tm)
|
||||
0x047 3 40 detna1 Deton
|
||||
0x038 3 40 skima0 Skim
|
||||
0x7d4 3 40 treta1 THZ Turret
|
||||
0x010 3 80 eggma1 Egg Mobile (Boss 1)
|
||||
0x7d8 3 80 eggna1 Egg Slimer (Boss 2)
|
||||
0x015 3 40 ccoma1 Crawla Commander
|
||||
0x008 3 40 tfogi0 Chaos Mode Enemy Spawn
|
||||
0x138d 3 40 buzza0 Gold Buzz
|
||||
0x138e 3 40 rbuza0 Red Buzz
|
||||
0x034 4 20 dissa0 1024 Axis
|
||||
0x035 4 20 dissa0 512 Axis
|
||||
0x03b 4 20 dissa0 2048 Axis
|
||||
0x03e 4 20 dissa0 1024 Axis (Inverted)
|
||||
0x00f 4 20 dissa0 512 Axis (Inverted)
|
||||
0x02d 4 20 dissa0 2048 Axis (Inverted)
|
||||
0x03d 4 20 dissa0 Axis Transfer
|
||||
0x02e 4 20 dissa0 Axis Transfer Closest
|
||||
0x037 4 20 dissa0 Axis Transfer LastToFirst
|
||||
0x03c 4 20 ndrna1 Ideya Drone
|
||||
0x039 4 20 hoopa0 Hoop
|
||||
0x02f 4 20 bon1a0 Circle of Rings
|
||||
0x7d7 4 20 bon1a0 Circle of Rings (Big)
|
||||
0x800 4 20 nwnga0 Circle of Wing Logos
|
||||
0x7da 4 20 nwnga0 Circle of Wing Logos (Big)
|
||||
0x7fe 4 20 nwnga0 Circle of Rings and Wings
|
||||
0x7ff 4 20 nwnga0 Circle of Rings and Wings (Big)
|
||||
0x025 4 20 nwnga0 Wing Logo
|
||||
0x052 4 20 dissa0 Axis Transfer Condition
|
||||
0x055 4 20 dissa0 Axis Transfer Condition 2
|
||||
0xbbf 4 20 npraa0 Super Loop
|
||||
0xbc0 4 20 nprba0 Drill Refill
|
||||
0xbc1 4 20 nprca0 Helper
|
||||
0x019 5 20 shtva0 Super Sneakers
|
||||
0x023 5 20 whtva0 Whirlwind Shield
|
||||
0x029 5 20 prupa0 Extra Life
|
||||
0x030 5 20 yltva0 Attraction Shield
|
||||
0x7d2 5 20 rdtva0 Inferno Shield
|
||||
0x7e2 5 20 bktva0 Armageddon Shield
|
||||
0x7e6 5 20 pinva0 Invincibility
|
||||
0x7ec 5 20 bltva0 Liquid Shield
|
||||
0x7db 5 20 srbxa0 Super Ring (10 Rings)
|
||||
0x7dc 5 20 grbxa0 Silver Ring (25 Rings)
|
||||
0x04e 5 20 mixua0 Teleporter
|
||||
0x7d5 5 20 eggba0 Eggman
|
||||
0xbb8 5 20 quesa0 Random
|
||||
0x01f 6 20 rflga0 CTF Flag (Red)
|
||||
0x022 6 20 bflga0 CTF Flag (Blue)
|
||||
0x7dd 6 20 tokea0 Special Stage Token
|
||||
0x056 6 20 signd0 End Level Sign
|
||||
0x021 6 20 bubla0 Air Bubble Patch
|
||||
0x040 6 20 emera0 Emerald Hunt Location 1
|
||||
0xbba 6 20 emera0 Emerald Hunt Location 2
|
||||
0xbb9 6 20 emera0 Emerald Hunt Location 3
|
||||
0xbbe 6 20 stpta0 Star Post
|
||||
0x1389 6 20 ppsha0 Push
|
||||
0x138a 6 20 pplla0 Pull
|
||||
0x138b 6 20 dissa0 Teleport Destination
|
||||
0x138f 6 20 dissa0 Cut-Away View
|
||||
0x043 6 20 dspka0 Ceiling Spike
|
||||
0x044 6 20 uspka0 Floor Spike
|
||||
0x017 6 20 spika0 Spikeball (Special Stage)
|
||||
0x011 6 20 dissa0 Boss Flypoint
|
||||
0x012 6 20 dissa0 Zoom Tube Waypoint
|
||||
0x801 6 20 dissa0 Egg Capsule Center
|
||||
0x033 6 20 lasra0 Laser
|
||||
0x024 7 20 fwr1b0 GFZ Flower (Normal)
|
||||
0x046 7 20 fwr2a0 GFZ Sunflower
|
||||
0x049 7 20 fwr3a0 GFZ Budding Flower
|
||||
0x04a 7 20 bus1a0 Berry Bush
|
||||
0x04b 7 20 bus2a0 Bush
|
||||
0x7f3 7 20 thzpa0 THZ Flower
|
||||
0x00d 7 20 xms2a0 Palm Tree
|
||||
0x051 7 20 garga1 Gargoyle
|
||||
;wtraa0 through wtrha0 are empty sprites, formerly used for the below
|
||||
0x7ea 7 20 dumba0 Ambient Water SFX 1A (Large)
|
||||
0x7e8 7 20 dumba0 Ambient Water SFX 1B (Large)
|
||||
0x7e7 7 20 dumba0 Ambient Water SFX 2A (Medium)
|
||||
0x7fd 7 20 dumba0 Ambient Water SFX 2B (Medium)
|
||||
0x053 7 20 dumba0 Ambient Water SFX 3A (Small)
|
||||
0x7e3 7 20 dumba0 Ambient Water SFX 3B (Small)
|
||||
0x7e9 7 20 dumba0 Ambient Water SFX 4A (Extra Large)
|
||||
0x01b 7 20 dumba0 Ambient Water SFX 4B (Extra Large)
|
||||
0x00e 7 20 dumba0 Random Ambience 1
|
||||
0x02b 7 20 dumba0 Random Ambience 2
|
||||
0x031 7 20 chana0 Hanging Chain
|
||||
0x7d6 7 20 alrma0 THZ Alarm
|
||||
0x7d1 7 20 fwr4a0 CEZ Flower
|
||||
0x018 7 20 flama0 CEZ Torch
|
||||
0x7d3 7 20 dissa0 Light Source (MAP92)
|
||||
0x2710 8 20 gooma0 Overworld Goomba
|
||||
0x2711 8 20 bgoma0 Underworld Goomba
|
||||
0x2712 8 20 mus1a0 Bush (Short)
|
||||
0x2713 8 20 mus2a0 Bush (Tall)
|
||||
0x2714 8 20 toada0 Toad
|
||||
0x2715 8 20 coina0 Coin
|
||||
0x013 8 20 koopa0 King Bowser
|
||||
0x00a 8 20 shlla0 Koopa Shell
|
||||
0x00c 8 20 maxea0 Axe
|
||||
0x032 8 20 ffwra0 Fire Flower
|
||||
0x01d 8 20 pumaa0 Puma (Mario Fireball)
|
||||
0x005 9 20 xms1a0 Pole
|
||||
0x006 9 20 xms3a0 Snowman
|
||||
0x00d 9 20 xms2a0 Candy Cane
|
||||
0x054 11 20 bon1a0 5 Vertical Rings (Yellow Spring)
|
||||
0x02c 11 20 bon1a0 5 Vertical Rings (Red Spring)
|
||||
0x04c 11 20 bon1a0 5 Diagonal Rings (Yellow Spring)
|
||||
0x04d 11 20 bon1a0 10 Diagonal Rings (Red Spring)
|
||||
0x7de 11 20 bon1a0 Ring
|
||||
0x045 11 20 homra0 Homing Ring
|
||||
0xbbb 11 20 raila0 Rail Ring
|
||||
0x01a 11 20 autra0 Automatic Ring
|
||||
0x036 11 20 bomra0 Explosion Ring
|
||||
0x050 11 20 infra0 Infinity Ring
|
||||
0x138c 12 20 sprba0 Blue Spring
|
||||
0x01c 12 20 sprya0 Yellow Spring (Up)
|
||||
0x04f 12 20 sprra0 Red Spring (Up)
|
||||
0x7df 12 20 yspra1 Yellow Spring (Diagonal Up)
|
||||
0x026 12 20 rspra1 Red Spring (Diagonal Up)
|
||||
0x014 12 20 ysuda1 Yellow Spring (Diagonal Down)
|
||||
0x027 12 20 rsuda1 Red Spring (Diagonal Down)
|
||||
0x041 12 20 sudya0 Yellow Spring (Down)
|
||||
0x042 12 20 sudra0 Red Spring (Down)
|
||||
0x01e 12 20 stemd0 THZ Gas Jet
|
||||
0x020 12 20 fansa0 THZ Fan
|
||||
|
||||
; ID used to classify linedefs
|
||||
; Name textual description of class
|
||||
;
|
||||
; Note: When converting a sector to a door, the linedef types
|
||||
; available are those in class number two.
|
||||
|
||||
[LineDefs.Classes]
|
||||
0x001 *Important
|
||||
0x002 Floor Over Floor
|
||||
0x003 Linedef Executor
|
||||
0x004 Plane Movement
|
||||
0x005 Lighting
|
||||
0x006 Scroll Effects
|
||||
0x007 Pushers
|
||||
0x008 Miscellaneous
|
||||
|
||||
; ID
|
||||
; class
|
||||
; codes
|
||||
; n does NOT require a tag number
|
||||
; W walk-over activation
|
||||
; S switch (triggered by player use)
|
||||
; G gunfire (pistol, shotgun, chaingun) cross or hit line
|
||||
; 1 the line may be activated once only
|
||||
; R potentially repeatable activation
|
||||
; & affected sectors locked out from further changes
|
||||
; m monster actions can activate the line's effect
|
||||
; speed
|
||||
; (slow=1, medium = 2, fast = 3, turbo = 4)
|
||||
; time
|
||||
; texture changes
|
||||
; description
|
||||
|
||||
[LineDefs.Types]
|
||||
; Commonly used types
|
||||
0x019 1 - - - - Floor Over Floor: Solid, Opaque, Shadowcasting
|
||||
0x02d 1 - - - - Floor Over Floor: Water, Translucent
|
||||
0x010 1 - - - - Colormap
|
||||
|
||||
0x001 2 - - - - Crumbling (No Respawn), Floating, Bobbing
|
||||
0x002 4 - - - - Continuous Floor/Ceiling Mover
|
||||
0x003 4 - - - - Continuous Floor Mover
|
||||
0x004 4 - - - - Continuous Ceiling Mover
|
||||
0x005 5 - - - - Ceiling Lighting
|
||||
0x006 4 - - - - Continuous Two-Speed Floor/Ceiling Mover
|
||||
0x007 4 - - - - Continuous Two-Speed Floor Mover
|
||||
0x008 4 - - - - Continuous Two-Speed Ceiling Mover
|
||||
0x009 3 - - - - Trigger Linedef Executor (Race Only, Once)
|
||||
0x00a 3 - - - - Trigger Linedef Executor (CTF Red Team, Continuous)
|
||||
0x00b 3 - - - - Trigger Linedef Executor (CTF Red Team, Each Time)
|
||||
0x00c 3 - - - - Trigger Linedef Executor (CTF Blue Team, Continuous)
|
||||
0x00d 3 - - - - Trigger Linedef Executor (CTF Blue Team, Each Time)
|
||||
|
||||
0x00f 3 - - - - Trigger Linedef Executor (No More Enemies, Once)
|
||||
0x010 5 - - - - Colormap
|
||||
|
||||
0x012 8 - - - - Zoom Tube Parameters
|
||||
0x013 3 - - - - Trigger Linedef Executor (Character Ability, Continuous)
|
||||
0x014 3 - - - - Trigger Linedef Executor (Character Ability, Each Time)
|
||||
0x015 3 - - - - Trigger Linedef Executor (Character Ability, Once)
|
||||
|
||||
0x018 4 - - - - Instant Ceiling Raise
|
||||
0x019 2 - - - - Solid, Opaque, Shadowcasting
|
||||
0x01a 4 - - - - Instant Floor Lower
|
||||
|
||||
0x021 2 - - - - Solid, Opaque, Non-Shadowcasting
|
||||
0x022 2 - - - - Floating, Bobbing
|
||||
0x023 2 - - - - Crumbling (No Respawn)
|
||||
0x024 2 - - - - Crumbling (Respawn)
|
||||
0x025 2 - - - - Crumbling (Respawn), Floating
|
||||
0x026 2 - - - - Bobbing (Air)
|
||||
0x027 2 - - - - Crumbling (Respawn), Floating, Bobbing
|
||||
0x028 2 - - - - Crumbling (Respawn), Bobbing (Air)
|
||||
0x029 2 - - - - Mario Block
|
||||
0x02a 2 - - - - Crumbling (No Respawn), Floating
|
||||
0x02b 4 - - - - Crusher 1 (Ceiling to Floor)
|
||||
0x02c 2 - - - - Solid, Translucent
|
||||
0x02d 2 - - - - Water, Translucent
|
||||
0x02e 2 - - - - Fog Block
|
||||
0x02f 2 - - - - Half Light Block
|
||||
0x030 2 - - - - Water, Opaque
|
||||
0x031 2 - - - - Light Block
|
||||
0x032 4 - - - - Crusher 2 (Floor to Ceiling)
|
||||
0x033 2 - - - - Solid, No Sides
|
||||
0x034 2 - - - - Intangible, Translucent
|
||||
0x035 2 - - - - Laser Block
|
||||
0x036 2 - - - - Thwomp Block
|
||||
0x037 2 - - - - Bustable Block
|
||||
0x038 2 - - - - Quicksand Block
|
||||
0x039 2 - - - - Solid, Invisible
|
||||
0x03a 2 - - - - Intangible, Invisible
|
||||
0x03b 2 - - - - Intangible from Bottom, Opaque
|
||||
0x03c 5 - - - - Adjustable Pulsating Light
|
||||
0x03d 5 - - - - Adjustable Flickering Light
|
||||
0x03e 2 - - - - Intangible, Opaque
|
||||
0x03f 8 - - - - Camera Scanner
|
||||
0x040 8 - - - - Per-Sector Gravity
|
||||
0x041 8 - - - - Speed Pad
|
||||
0x042 8 - - - - Flat Alignment
|
||||
0x043 2 - - - - Intangible, Sides Only
|
||||
0x044 2 - - - - Adjustable Bobbing (Air)
|
||||
0x045 2 - - - - Solid, Sides Only
|
||||
0x046 8 - - - - Ideya Time Modifier
|
||||
0x047 8 - - - - Custom Exit
|
||||
0x048 2 - - - - Reverse Adjustable Bobbing (Air)
|
||||
0x049 8 - - - - Disable Linedef
|
||||
0x04a 2 - - - - Water, Translucent, No Sides
|
||||
0x04b 2 - - - - Water, Opaque, No Sides
|
||||
0x04c 2 - - - - Shatter Block
|
||||
0x04d 2 - - - - Intangible from Bottom, Translucent, No Sides
|
||||
0x04e 2 - - - - Spin Bust Block
|
||||
0x04f 2 - - - - Crumbling (Respawn)
|
||||
0x050 2 - - - - Crumbling (No Respawn)
|
||||
0x051 2 - - - - Intangible from Bottom, Translucent
|
||||
0x052 2 - - - - Intangible from Bottom, Crumbling (Respawn), Translucent
|
||||
0x053 2 - - - - Intangible from Bottom, Crumbling (No Respawn), Translucent
|
||||
0x054 2 - - - - Spin Bust Block, Translucent
|
||||
0x055 6 - - - - Scroll Wall First Side Opposite Direction
|
||||
0x056 2 - - - - Shatter Block, Translucent
|
||||
0x057 2 - - - - Custom
|
||||
0x058 4 - - - - Continuously Falling Sector
|
||||
0x059 2 - - - - Rising, Solid, Opaque, Shadowcasting
|
||||
0x05a 2 - - - - Rising, Solid, Opaque, Non-shadowcasting
|
||||
0x05b 2 - - - - Rising, Solid, Translucent
|
||||
0x05c 2 - - - - Rising, Intangible from Bottom, Opaque
|
||||
0x05d 2 - - - - Rising, Intangible from Bottom, Translucent
|
||||
0x05e 2 - - - - Rising, Solid, Invisible
|
||||
0x05f 3 - - - - Trigger Linedef Executor (Ring Count, Continuous)
|
||||
0x060 3 - - - - Trigger Linedef Executor (Continuous)
|
||||
0x061 3 - - - - Trigger Linedef Executor (Each Time)
|
||||
0x062 3 - - - - Trigger Linedef Executor (Once)
|
||||
0x063 3 - - - - Trigger Linedef Executor (Ring Count, Once)
|
||||
0x064 6 - - - - Scroll Wall First Side Left
|
||||
0x065 3 - - - - Set Tagged Sector's Floor Height/Pic
|
||||
0x066 3 - - - - Set Tagged Sector's Ceiling Height/Pic
|
||||
0x067 3 - - - - Set Tagged Sector's Light Level
|
||||
0x068 3 - - - - Teleport Player to Tagged Sector
|
||||
0x069 3 - - - - Change Music
|
||||
0x06a 3 - - - - Move Tagged Sector's Floor
|
||||
0x06b 3 - - - - Move Tagged Sector's Ceiling
|
||||
0x06c 3 - - - - Lower Floor by Line
|
||||
0x06d 3 - - - - Raise Floor by Line
|
||||
0x06e 3 - - - - Lower Ceiling by Line
|
||||
0x06f 3 - - - - Raise Ceiling by Line
|
||||
0x070 3 - - - - Change Tagged Sector's Tag
|
||||
0x071 3 - - - - Run Script
|
||||
0x072 3 - - - - Change Front Sector's Tag
|
||||
0x073 3 - - - - Play SFX
|
||||
0x074 3 - - - - Stop Plane Movement
|
||||
0x075 3 - - - - Fade Light Level
|
||||
0x076 3 - - - - Stop Lighting Effect
|
||||
0x077 3 - - - - Start Adjustable Fire Flicker
|
||||
0x078 3 - - - - Start Adjustable Glowing Light
|
||||
0x079 3 - - - - Cut-Away View
|
||||
0x07a 3 - - - - Stop Object
|
||||
0x07b 3 - - - - Change Sky
|
||||
0x07c 3 - - - - Change Weather
|
||||
0x07d 3 - - - - Change Object State
|
||||
0x07e 3 - - - - Stop Object
|
||||
0x07f 3 - - - - Award Score
|
||||
0x080 3 - - - - Start Platform Movement
|
||||
0x081 3 - - - - Crush Ceiling Once
|
||||
0x082 3 - - - - Crush Floor Once
|
||||
0x083 3 - - - - Crush Floor And Ceiling Once
|
||||
0x084 3 - - - - Enable/Disable 2D Mode
|
||||
0x085 3 - - - - Enable/Disable Gravity Flip
|
||||
0x086 3 - - - - Award Power-Up
|
||||
0x087 3 - - - - Change Plane Scroller Direction
|
||||
0x088 3 - - - - Shatter FOF
|
||||
0x089 3 - - - - Disable Player Control
|
||||
0x08a 3 - - - - Change Object Size
|
||||
0x08b 3 - - - - Change Tagged Linedef Textures
|
||||
0x08c 3 - - - - Start Metal Sonic Race
|
||||
0x08d 3 - - - - Unlockable Trigger
|
||||
0x08e 3 - - - - Change Object Type State
|
||||
0x08f 3 - - - - Call Lua Function
|
||||
0x090 3 - - - - Earthquake
|
||||
0x096 3 - - - - Execute Linedef Executor (from tag)
|
||||
0x097 3 - - - - Execute Linedef Executor (random range)
|
||||
|
||||
0x0c8 6 - - - - Disp Scroll Ceiling Texture and Carry Objects
|
||||
0x0c9 6 - - - - Disp Carry Objects on Ceiling
|
||||
0x0ca 6 - - - - Scroll Ceiling Texture and Carry Objects
|
||||
0x0cb 6 - - - - Carry Objects on Ceiling
|
||||
0x0cc 6 - - - - Acc Scroll Ceiling Texture and Carry Objects
|
||||
0x0cd 6 - - - - Acc Carry Objects on Ceiling
|
||||
|
||||
0x0d5 5 - - - - Floor Lighting
|
||||
0x0d6 6 - - - - Acc Scroll Ceiling Texture
|
||||
0x0d7 6 - - - - Acc Scroll Floor Texture
|
||||
0x0d8 6 - - - - Acc Carry Objects on Floor
|
||||
0x0d9 6 - - - - Acc Scroll Floor Texture and Carry Objects
|
||||
0x0da 6 - - - - Acc Scroll Wall According to Linedef
|
||||
|
||||
0x0df 8 - - - - Friction
|
||||
0x0e0 7 - - - - Wind
|
||||
0x0e1 7 - - - - Current
|
||||
0x0e2 7 - - - - Boom Push/Pull Thing
|
||||
0x0e3 7 - - - - Upwards Current
|
||||
0x0e4 7 - - - - Downwards Current
|
||||
0x0e5 7 - - - - Upwards Wind
|
||||
0x0e6 7 - - - - Downwards Wind
|
||||
|
||||
0x0e8 4 - - - - Activate Floating Platform
|
||||
0x0e9 4 - - - - Activate Floating Platform (Adjustable Speed)
|
||||
|
||||
0x0f2 8 - - - - Fake Floor
|
||||
|
||||
0x0f5 6 - - - - Disp Scroll Ceiling Texture
|
||||
0x0f6 6 - - - - Disp Scroll Floor Texture
|
||||
0x0f7 6 - - - - Disp Carry Objects on Floor
|
||||
0x0f8 6 - - - - Disp Scroll Floor Texture and Carry Objects
|
||||
0x0f9 6 - - - - Disp Scroll Wall According to Linedef
|
||||
0x0fa 6 - - - - Scroll Ceiling Texture
|
||||
0x0fb 6 - - - - Scroll Floor Texture
|
||||
0x0fc 6 - - - - Carry Objects on Floor
|
||||
0x0fd 6 - - - - Scroll Floor Texture and Carry Objects
|
||||
0x0fe 6 - - - - Scroll Wall According to Linedef
|
||||
0x0ff 6 - - - - Scroll Texture by Offsets
|
||||
|
||||
[Sectors.Types]
|
||||
0x001 Blink (random)
|
||||
0x002 Blink (1/2 second)
|
||||
0x003 Blink (1 second)
|
||||
0x004 Spikes
|
||||
0x005 Death Pit (no camera modifications)
|
||||
0x006 Space Countdown
|
||||
0x007 Damage (Fire)
|
||||
0x008 Light oscillates
|
||||
0x009 Damage (Special Stage)
|
||||
0x00a Instant Kill
|
||||
0x00b Damage (Non-Elemental)
|
||||
0x00c Blink (1 second synch)
|
||||
0x00d Blink (1/2 second synch)
|
||||
0x00e Bouncy Sector (FOF Control Only)
|
||||
|
||||
0x010 Death Pit (camera modifications)
|
||||
0x011 Light flickers like fire
|
||||
0x012 Damage (Electrical)
|
||||
|
||||
0x021 Special Stage Goal
|
||||
|
||||
0x100 Ice/Sludge
|
||||
|
||||
0x200 Wind/Current
|
||||
|
||||
0x207 Damage (Fire) and Current
|
||||
|
||||
0x29a Egg Trap Capsule
|
||||
|
||||
0x2b2 Button 1 (Open Door A/700 B/701)
|
||||
0x2b3 Button 2 (Open Door A/702 B/703)
|
||||
0x2b4 Button 3 (Open Door A/704 B/705)
|
||||
0x2b5 Button 4 (Open Door A/706 B/707)
|
||||
0x2b6 Button 5 (Open Door A/708 B/709)
|
||||
0x2b7 Button 6 (Open Door A/710 B/711)
|
||||
0x2b8 Button 7 (Open Door A/712 B/713)
|
||||
0x2b9 Button 8 (Open Door A/714 B/715)
|
||||
0x2ba Button 9 (Open Door A/716 B/717)
|
||||
0x2bb Button 10 (Open Door A/718 B/719)
|
||||
0x2bc Button 11 (Open Door A/720 B/721)
|
||||
0x2bd Button 12 (Open Door A/722 B/723)
|
||||
0x2be Button 13 (Open Door A/724 B/725)
|
||||
0x2bf Button 14 (Open Door A/726 B/727)
|
||||
0x2c0 Button 15 (Open Door A/728 B/729)
|
||||
0x2c1 Button 16 (Open Door A/730 B/731)
|
||||
0x2c2 Button 17 (Open Door A/732 B/733)
|
||||
0x2c3 Button 18 (Open Door A/734 B/735)
|
||||
0x2c4 Button 19 (Open Door A/736 B/737)
|
||||
0x2c5 Button 20 (Open Door A/738 B/739)
|
||||
0x2c6 Button 21 (THZ2 A/740 B/741 D/742)
|
||||
0x2c7 Close Door Blazing (Tag 743)
|
||||
|
||||
0x300 Ice/Sludge and Wind/Current
|
||||
|
||||
0x3c7 Linedef Executor (Emerald Check)
|
||||
0x3c8 Linedef Executor (NiGHTS Mare)
|
||||
0x3c9 Super Sonic Transform
|
||||
0x3ca Check 3DFloors for Linedef Executor
|
||||
0x3cb Linedef Executor (Pushable Objects)
|
||||
0x3cc Linedef Executor (No Floor Touch, All Players)
|
||||
0x3cd Linedef Executor (Floor Touch, All Players)
|
||||
0x3ce Linedef Executor (No Floor Touch)
|
||||
0x3cf Linedef Executor (Floor Touch)
|
||||
0x3d0 Speed Pad (No Spin)
|
||||
0x3d1 Speed Pad (Spin)
|
||||
0x3d2 Ring Drainer (Floor Touch)
|
||||
0x3d3 Spinner
|
||||
0x3d4 Ring Drainer (No Floor Touch)
|
||||
0x3d5 Raise Ceiling to Highest (Tag 744)
|
||||
0x3d6 Exit Sector
|
||||
0x3d7 Damage (Water)
|
||||
0x3d8 Damage (Water) and Current
|
||||
0x3d9 Conveyor Belt
|
||||
0x3da THZ2 Slime Raise (B/712 S/713 P/714 D/715 S/716)
|
||||
0x3db No Tag Zone
|
||||
0x3dc CTF - Red Team Base
|
||||
0x3dd CTF - Blue Team Base
|
||||
0x3de Special Stage (Floor=Time) (Ceiling=Rings)
|
||||
0x3df Custom Gravity
|
||||
0x3e0 Ramp Sector
|
||||
0x3e1 Starpost Activator
|
||||
0x3e2 Finish Line
|
||||
|
||||
0x3e4 Non-Ramp Sector
|
||||
0x3e5 Fan Sector
|
||||
0x3e6 Zoom Tube Start
|
||||
0x3e7 Zoom Tube End
|
||||
|
||||
0x5dc Bustable Block Sprite ROIA
|
||||
0x5dd Bustable Block Sprite ROIB
|
||||
0x5de Bustable Block Sprite ROIC
|
||||
0x5df Bustable Block Sprite ROID
|
||||
0x5e0 Bustable Block Sprite ROIE
|
||||
0x5e1 Bustable Block Sprite ROIF
|
||||
0x5e2 Bustable Block Sprite ROIG
|
||||
0x5e3 Bustable Block Sprite ROIH
|
||||
0x5e4 Bustable Block Sprite ROII
|
||||
0x5e5 Bustable Block Sprite ROIJ
|
||||
0x5e6 Bustable Block Sprite ROIK
|
||||
0x5e7 Bustable Block Sprite ROIL
|
||||
0x5e8 Bustable Block Sprite ROIM
|
||||
0x5e9 Bustable Block Sprite ROIN
|
||||
0x5ea Bustable Block Sprite ROIO
|
||||
0x5eb Bustable Block Sprite ROIP
|
||||
@@ -1,539 +0,0 @@
|
||||
# Yadex game definition file version 4
|
||||
#
|
||||
# srb2.ygd
|
||||
# Yadex Game Definitions for Sonic Robo Blast 2
|
||||
# See Yadex's doc/ygd.html for the specs.
|
||||
#
|
||||
|
||||
# File made by Alam_GBC.
|
||||
# Updated by Graue, 2006-06-19
|
||||
|
||||
# Yadex has only a few games like "doom2", etc. hardcoded into it.
|
||||
# Rather than hack the code, since I don't expect to ever edit Doom 2,
|
||||
# I went into /usr/local/share/games/yadex/1.7.0/ and renamed
|
||||
# doom2.ygd to doom2_real.ygd, then installed this file as srb2.ygd,
|
||||
# then made a hard link from doom2.ygd to srb2.ygd; that is:
|
||||
# ln srb2.ygd /usr/local/share/games/yadex/1.7.0/doom2.ygd
|
||||
|
||||
# If you do that, change "iwad2" in yadex.cfg to point to your copy of
|
||||
# srb2.srb.
|
||||
|
||||
# It's not the most beautiful thing to do, but it works. Also, Doom 2
|
||||
# is the default game, so this way you don't have to do anything
|
||||
# special when starting Yadex.
|
||||
|
||||
# I claim no copyright on this file. -- Graue <graue@oceanbase.org>
|
||||
|
||||
level_format doom
|
||||
level_name map01
|
||||
picture_format normal
|
||||
sky_flat sky1
|
||||
texture_format normal
|
||||
texture_lumps normal
|
||||
|
||||
#
|
||||
# Definition of linedef type groups
|
||||
# Format is : ldtgroup <ldtgroup> <description>
|
||||
#
|
||||
|
||||
ldtgroup e "Linedef Executor"
|
||||
ldtgroup E "3D Floors"
|
||||
ldtgroup A "Water"
|
||||
ldtgroup t "Scroll Effects"
|
||||
ldtgroup x "Misc."
|
||||
ldtgroup L "Lighting"
|
||||
ldtgroup l "Pushers"
|
||||
ldtgroup P "Plane Movement"
|
||||
|
||||
#
|
||||
# Definition of linedef types
|
||||
# Format is : ldt <number> <ldtgroup> <shortdesc> <longdesc>
|
||||
# <shortdesc> must not exceed 16 characters.
|
||||
#
|
||||
|
||||
# Linedef Executor
|
||||
ldt 00009 e "Trigger(Race1)" "Trigger (Race, Once) (1.09)"
|
||||
ldt 00010 e "Trigger(RedCont)" "Trigger (CTF Red Team, Continuous) (1.09)"
|
||||
ldt 00011 e "Trigger(RedEach)" "Trigger (CTF Red Team, Once per Floor Touch) (1.09)"
|
||||
ldt 00012 e "Trigger(BluCont)" "Trigger (CTF Blue Team, Continuous) (1.09)"
|
||||
ldt 00013 e "Trigger(BluEach)" "Trigger (CTF Blue Team, Once per Floor Touch) (1.09)"
|
||||
ldt 00015 e "Trigger(NoEnemy)" "Trigger (Once when no more enemies) (1.09)"
|
||||
ldt 00019 e "Trigger(ChrCont)" "Trigger (Character Ability, Continuous) (1.09)"
|
||||
ldt 00020 e "Trigger(ChrEach)" "Trigger (Character Ability, Once per Floor Touch) (1.09)"
|
||||
ldt 00021 e "Trigger(Chr1)" "Trigger (Character Ability, Once) (1.09)"
|
||||
ldt 00095 e "Trigger(RngCont)" "Trigger (Ring Count, Continuous) (1.09)"
|
||||
ldt 00096 e "Trigger (Cont)" "Trigger (Continuous)"
|
||||
ldt 00097 e "Trigger (Each)" "Trigger (Once per Floor Touch)"
|
||||
ldt 00098 e "Trigger (1)" "Trigger (Once)"
|
||||
ldt 00099 e "Trigger (Rng1)" "Trigger (Ring Count, Once) (1.09)"
|
||||
ldt 00101 e "Set Floor" "Set Tagged Sector's Floor Height/Flat"
|
||||
ldt 00102 e "Set Ceiling" "Set Tagged Sector's Ceiling Height/Flat"
|
||||
ldt 00103 e "Set Light Level" "Set Tagged Sector's Light Level"
|
||||
ldt 00104 e "Teleport to" "Teleport to Tagged Sector"
|
||||
ldt 00105 e "Music Change" "Music Change"
|
||||
ldt 00106 e "Move Floor by FS" "Move Floor by Front Sector (Length=Speed)"
|
||||
ldt 00107 e "Move Ceil. by FS" "Move Ceiling by Front Sector (Length=Speed)"
|
||||
ldt 00108 e "Lower Flr by Ld" "Lower Floor by Line (dx=speed, dy=amount)"
|
||||
ldt 00109 e "Raise Flr by Ld" "Raise Floor by Line (dx=speed, dy=amount)"
|
||||
ldt 00110 e "Lower Ceil by Ld" "Lower Ceiling by Line (dx=speed, dy=amount)"
|
||||
ldt 00111 e "Raise Ceil by Ld" "Raise Ceiling by Line (dx=speed, dy=amount)"
|
||||
ldt 00112 e "Change Clg/T Tag" "Change Calling Sector's Tag (Change Tagged Sector's Tag in 1.09)"
|
||||
ldt 00113 e "Run Script" "Run Script"
|
||||
ldt 00114 e "Change FS Tag" "Change Front Sector's Tag"
|
||||
ldt 00115 e "Play SFX" "Play SFX"
|
||||
ldt 00116 e "Stop Plane Move" "Stop Plane Movement"
|
||||
ldt 00117 e "Fade Light to FS" "Fade Light Level to Front Sector (Length=Speed)"
|
||||
ldt 00118 e "Stop Light FX" "Stop Lighting Effect"
|
||||
ldt 00119 e "Start Fire Flckr" "Start Adjustable Fire Flicker"
|
||||
ldt 00120 e "Start Pulsate" "Start Adjustable Pulsating Light"
|
||||
ldt 00121 e "Cut-Away View" "Cut-Away View"
|
||||
ldt 00122 e "Stop Object" "Stop Object"
|
||||
ldt 00123 e "Change Sky" "Change Sky (1.09)"
|
||||
ldt 00124 e "Change Weather" "Change Weather (1.09)"
|
||||
ldt 00125 e "Change Obj State" "Change Object State (1.09)"
|
||||
ldt 00126 e "Award Score" "Award Score (1.09)"
|
||||
ldt 00127 e "Start Platf Mvmt" "Start Platform Movement"
|
||||
|
||||
# 3D Floors/Blocks
|
||||
ldt 00001 E "CrumBobFlt NoRet" "Crumbling Floating Bobbing FOF (Never Reappears)"
|
||||
ldt 00025 E "FOFSoliOpaquShad" "FOF (Solid, Opaque, Shadows)"
|
||||
ldt 00033 E "FOFSolOpaqNShado" "FOF (Solid, Opaque, No Shadows)"
|
||||
ldt 00034 E "BobbingFOFWater" "Bobbing Platform (Water)"
|
||||
ldt 00035 E "CrumblingFOFNRea" "Crumbling FOF (Never Reappears)"
|
||||
ldt 00036 E "CrumblingFOFReap" "Crumbling FOF (Reappears)"
|
||||
ldt 00037 E "CrumblingFOFRaps" "Crumbling Floating FOF (Reappears)"
|
||||
ldt 00038 E "BobbingFOF(Air)" "Bobbing FOF (Air)"
|
||||
ldt 00039 E "CrumBobbFOF(Rep)" "Crumbling Floating Bobbing FOF (Reappears)"
|
||||
ldt 00040 E "CrumBobbFOF(Air)" "Crumbling Bobbing FOF (Air)"
|
||||
ldt 00041 E "Mario Block" "Mario Block"
|
||||
ldt 00042 E "CrumblingFOF(NR)" "Crumbling Floating FOF (Never Reappears)"
|
||||
ldt 00044 E "FOFSolidTransluc" "FOF (Solid, Translucent)"
|
||||
ldt 00046 E "Fog Block" "Fog Block"
|
||||
ldt 00047 E "Light Block" "Light Block"
|
||||
ldt 00049 E "2x Light Block" "Double Light Block"
|
||||
ldt 00051 E "FOFSolid,NoSides" "FOF (Solid, No Sides)"
|
||||
ldt 00052 E "FOFIntangTranslu" "FOF (Intangible, Translucent)"
|
||||
ldt 00053 E "Laser Block" "Laser Block"
|
||||
ldt 00054 E "Thwomp Block" "Thwomp Block"
|
||||
ldt 00055 E "Bustable Block" "Bustable Block"
|
||||
ldt 00056 E "Quicksand Block" "Quicksand Block"
|
||||
ldt 00057 E "FOFSolidInv" "FOF (Solid, Invisible)"
|
||||
ldt 00058 E "FOFIntangiInvisi" "FOF (Intangible, Invisible)"
|
||||
ldt 00059 E "Platform" "Platform"
|
||||
ldt 00062 E "FOFIntangibOpaqu" "FOF (Intangible, Opaque)"
|
||||
ldt 00067 E "FOFIntaSidesOnly" "FOF (Intangible, Sides Only)"
|
||||
#removed: ldt 00068 E "AdjBobbFOF(Air)" "Adjustable Bobbing FOF (Air)"
|
||||
ldt 00069 E "FOFSoliSidesOnly" "FOF (Solid, Sides Only)"
|
||||
#removed: ldt 00072 E "RevAdjBobFOFAir" "Reverse Adjustable Bobbing FOF (Air)"
|
||||
ldt 00076 E "Shatter Block" "Shatter Block"
|
||||
ldt 00077 E "Platf (Trnsl-NS)" "Platform (Translucent, No Sides)"
|
||||
ldt 00078 E "Spin Bust Block" "Spin Bust Block"
|
||||
ldt 00079 E "CrumblPlatf(Rep)" "Crumbling Platform (Reappears)"
|
||||
ldt 00080 E "CrumblPlat(NRep)" "Crumbling Platform (Never Reappears)"
|
||||
ldt 00081 E "Platform (Trnsl)" "Platform (Translucent)"
|
||||
ldt 00082 E "CrmPlt(Trns,Rep)" "Crumbling Platform (Translucent, Reappears)"
|
||||
ldt 00083 E "CrmPlt(Trs,NRep)" "Crumbling Platform (Translucent, Never Reappears)"
|
||||
ldt 00084 E "SpinBust (Trnsl)" "Spin Bust Block (Translucent)"
|
||||
ldt 00086 E "Shatter (Trnsl.)" "Shatter Block (Translucent)"
|
||||
ldt 00087 E "Custom FOF" "Custom FOF (1.09)"
|
||||
ldt 00089 E "Rising FOF Shado" "Rising FOF (Solid, Opaque, Shadows) (1.09)"
|
||||
ldt 00090 E "Rising FOF NShad" "Rising FOF (Solid, Opaque, No Shadows) (1.09)"
|
||||
ldt 00091 E "Rising FOF Trnsl" "Rising FOF (Translucent) (1.09)"
|
||||
ldt 00092 E "Rising Plat Opaq" "Rising Platform (Opaque) (1.09)"
|
||||
ldt 00093 E "Rising Plat Trsl" "Rising Platform (Translucent) (1.09)"
|
||||
ldt 00094 E "Rising FOF SlInv" "Rising FOF (Solid, Invisible) (1.09)"
|
||||
|
||||
# Water
|
||||
ldt 00045 A "Water (Transl.)" "Water (Translucent)"
|
||||
ldt 00048 A "Water (Opaque)" "Water (Opaque)"
|
||||
ldt 00074 A "Water (Trnsl-NS)" "Water (Translucent, No Sides)"
|
||||
ldt 00075 A "Water (Opaq-NS)" "Water (Opaque, No Sides)"
|
||||
|
||||
# Scroll Effects
|
||||
ldt 00085 t "Scr Wl Front Opp" "Scroll Wall First Side Opposite Direction"
|
||||
ldt 00100 t "Scr Wl FrontLeft" "Scroll Wall First Side Left"
|
||||
ldt 00202 t "Scr&Carry Ceil" "Scroll&Carry Things Sector Ceiling (FOF Conveyor)"
|
||||
ldt 00203 t "Carry Ceiling" "Carry Things on Sector Ceiling (FOF Conveyor)"
|
||||
ldt 00214 t "AccScr Ceiling" "Accel Scroll Sector's Ceiling"
|
||||
ldt 00215 t "AccScr Floor" "Accel Scroll Sector's Floor"
|
||||
ldt 00216 t "AccCarry Floor" "Accel Carry Things on Floor"
|
||||
ldt 00217 t "AccScr&Carry Flr" "Accel Scroll Floor & Carry Things"
|
||||
ldt 00218 t "AccScr Front" "Accel Scroll 1st Side Tagged Line"
|
||||
ldt 00245 t "RemScr Ceiling" "Remote Scroll Sector's Ceiling"
|
||||
ldt 00246 t "RemScr Floor" "Remote Scroll Sector's Floor"
|
||||
ldt 00247 t "RemCarry Floor" "Remote Carry Things on Floor"
|
||||
ldt 00248 t "RemScr&Carry Flr" "Remote Scroll Floor & Carry Things"
|
||||
ldt 00249 t "RemScr Front" "Remote Scroll 1st Side Tagged Line"
|
||||
ldt 00250 t "Scroll Ceiling" "Scroll Sector's Ceiling"
|
||||
ldt 00251 t "Scroll Floor" "Scroll Sector's Floor"
|
||||
ldt 00252 t "Carry on Floor" "Carry Things On Sector Floor"
|
||||
ldt 00253 t "Scroll&Carry Flr" "Scroll&Carry Things Sector Floor"
|
||||
ldt 00254 t "Scroll Front" "Scroll First Side of Tagged Line"
|
||||
ldt 00255 t "Scroll by Offset" "Effect Scrolling From XY Offsets"
|
||||
|
||||
# Misc.
|
||||
ldt 00018 x "Zoom Tube Params" "Zoom Tube Parameters (1.09)"
|
||||
ldt 00063 x "Camera Scanner" "Camera Scanner"
|
||||
ldt 00064 x "Sector Gravity" "Per-Sector Gravity"
|
||||
ldt 00065 x "Speed Pad" "Speed Pad"
|
||||
ldt 00066 x "Flat Alignment" "Flat Alignment"
|
||||
ldt 00070 x "IdeyaTimeModify " "Ideya Time Modifier"
|
||||
ldt 00071 x "Custom Exit" "Custom Exit"
|
||||
ldt 00073 x "Disable Linedef" "Disable Linedef (main game only)"
|
||||
ldt 00223 x "Friction" "Friction (Ice>100, Sludge<100)"
|
||||
ldt 00242 x "Fake Floor" "Fake Floor"
|
||||
|
||||
# Lighting
|
||||
ldt 00005 L "Ceiling Lighting" "Ceiling Lighting"
|
||||
ldt 00016 L "Colormap" "Colormap"
|
||||
ldt 00060 L "AdjPulsLight" "Adjustable Pulsating Light"
|
||||
ldt 00061 L "AdjFlickLight" "Adjustable Flickering Light"
|
||||
ldt 00213 L "Floor Lighting" "Floor Lighting"
|
||||
|
||||
# Plane Movement
|
||||
ldt 00002 P "ContMover F/C" "Continuous Floor/Ceiling Mover"
|
||||
ldt 00003 P "ContMover Floor" "Continuous Floor Mover"
|
||||
ldt 00004 P "ContMover Ceilng" "Continuous Ceiling Mover"
|
||||
ldt 00006 P "Cont2Mover F/C" "Continuous 2-Speed Floor/Ceiling Mover"
|
||||
ldt 00007 P "Cont2Mover Floor" "Continuous 2-Speed Floor Mover"
|
||||
ldt 00008 P "Cont2Mover Ceilg" "Continuous 2-Speed Ceiling Mover"
|
||||
ldt 00024 P "InstCeilingRaise" "Instant Ceiling Raise"
|
||||
ldt 00026 P "InstFloorLower" "Instant Floor Lower"
|
||||
ldt 00043 P "Crusher 1 (C2F)" "Crusher 1 (Ceiling to Floor)"
|
||||
ldt 00050 P "Crusher 2 (F2C)" "Crusher 2 (Floor to Ceiling)"
|
||||
ldt 00088 P "Continuous Fall" "Continuously Falling Sector (1.09)"
|
||||
ldt 00232 P "FloatingPlatform" "Floating Platform"
|
||||
ldt 00233 P "FloatPFAdjuSpeed" "Floating Platform Adjustable Speed"
|
||||
|
||||
# Pushers
|
||||
ldt 00224 l "Wind Force/Dir" "Wind Force/Direction"
|
||||
ldt 00225 l "Water Force/Dir" "Water Current Force/Direction"
|
||||
ldt 00226 l "Boom Push/Pull" "Boom Push/Pull Thing"
|
||||
ldt 00227 l "Upwards Current" "Upwards Current"
|
||||
ldt 00228 l "DownwardsCurrent" "Downwards Current"
|
||||
ldt 00229 l "Upwards Wind" "Upwards Wind"
|
||||
ldt 00230 l "Downwards Wind" "Downwards Wind"
|
||||
|
||||
#
|
||||
# Definition of sector types
|
||||
# Format is : st <number> <shortdesc> <longdesc>
|
||||
# <shortdesc> must not exceed 14 characters.
|
||||
#
|
||||
|
||||
st 00000 "X Normal" "X Normal"
|
||||
st 00001 "Blink random" "Blink (random)"
|
||||
st 00002 "Blink halfsec" "Blink (1/2 second)"
|
||||
st 00003 "Blink oneasec" "Blink (1 second)"
|
||||
st 00004 "Spikes of Doom" "Spikes"
|
||||
st 00005 "DeathPit (ncm)" "Death Pit (no camera modifications)"
|
||||
st 00006 "SpaceCountdown" "Space Countdown"
|
||||
st 00007 "Fire Damage" "Damage (Fire)"
|
||||
st 00008 "Lightoscilates" "Light oscillates"
|
||||
st 00009 "SS Damage" "Damage (Special Stage)"
|
||||
st 00010 "Instant Kill" "Instant Kill"
|
||||
st 00011 "Normal Damage" "Damage (Non-elemental)"
|
||||
st 00012 "Blinks oneasec" "Blink (1 second synch)"
|
||||
st 00013 "Blinks hafasec" "Blink (1/2 second synch)"
|
||||
st 00014 "FOF Bouncy Con" "Bouncy Sector (FOF Control Only)"
|
||||
st 00016 "DeathPit (wcm)" "Death Pit (camera modifications)"
|
||||
st 00017 "Lightslikefire" "Light flickers like fire"
|
||||
|
||||
st 00018 "Elec Damage" "Damage (Electrical)"
|
||||
|
||||
st 00256 "Ice/Sludge" "Ice/Sludge"
|
||||
|
||||
st 00512 "Wind/Current" "Wind/Current"
|
||||
|
||||
st 00680 "EggCapsule But" "Egg Capsule (Button)"
|
||||
st 00681 "EggCapsule Top" "Egg Capsule (Top)"
|
||||
st 00682 "EggCapsule Bot" "Egg Capsule (Bottom)"
|
||||
st 00683 "EggCapsule Cen" "Egg Capsule (Center)"
|
||||
|
||||
st 00690 "Button 01" "Button 1 (Open Door A/700 B/701)"
|
||||
st 00691 "Button 02" "Button 2 (Open Door A/702 B/703)"
|
||||
st 00692 "Button 03" "Button 3 (Open Door A/704 B/705)"
|
||||
st 00693 "Button 04" "Button 4 (Open Door A/706 B/707)"
|
||||
st 00694 "Button 05" "Button 5 (Open Door A/708 B/709)"
|
||||
st 00695 "Button 06" "Button 6 (Open Door A/710 B/711)"
|
||||
st 00696 "Button 07" "Button 7 (Open Door A/712 B/713)"
|
||||
st 00697 "Button 08" "Button 8 (Open Door A/714 B/715)"
|
||||
st 00698 "Button 09" "Button 9 (Open Door A/716 B/717)"
|
||||
st 00699 "Button 10" "Button 10 (Open Door A/718 B/719)"
|
||||
st 00700 "Button 11" "Button 11 (Open Door A/720 B/721)"
|
||||
st 00701 "Button 12" "Button 12 (Open Door A/722 B/723)"
|
||||
st 00702 "Button 13" "Button 13 (Open Door A/724 B/725)"
|
||||
st 00703 "Button 14" "Button 14 (Open Door A/726 B/727)"
|
||||
st 00704 "Button 15" "Button 15 (Open Door A/728 B/729)"
|
||||
st 00705 "Button 16" "Button 16 (Open Door A/730 B/731)"
|
||||
st 00706 "Button 17" "Button 17 (Open Door A/732 B/733)"
|
||||
st 00707 "Button 18" "Button 18 (Open Door A/734 B/735)"
|
||||
st 00708 "Button 19" "Button 19 (Open Door A/736 B/737)"
|
||||
st 00709 "Button 20" "Button 20 (Open Door A/738 B/739)"
|
||||
st 00710 "Button 21" "Button 21 (THZ2 A/740 B/741 D/742)"
|
||||
|
||||
st 00768 "IceSluWindCurr" "Ice/Sludge and Wind/Current"
|
||||
|
||||
st 00974 "Linedefx (NFT)" "Linedef Executor (No Floor Touch)"
|
||||
st 00975 "Linedefx (WFT)" "Linedef Executor (Floor Touch)"
|
||||
st 00976 "Speed Pad (NS)" "Speed Pad (No Spin)"
|
||||
st 00977 "Speed Pad (WS)" "Speed Pad (Spin)"
|
||||
st 00978 "Ring Drainer" "Ring Drainer"
|
||||
st 00979 "Spinner" "Spinner"
|
||||
st 00980 "Ring Drain NFT" "Ring Drainer (No Floor Touch)" # 1.09?
|
||||
st 00981 "RaiseCeilHghst" "Raise Ceiling to Highest (tag 744) (obsolete)"
|
||||
st 00982 "Exit" "Exit Sector"
|
||||
st 00983 "Water Damage" "Damage (Water)"
|
||||
st 00984 "WaterDm&Curent" "Damage (Water) and Current"
|
||||
st 00985 "ConveyorBelt" "Conveyor Belt"
|
||||
st 00986 "Slime Raise" "THZ2 Slime Raise (B/712 W/713 P/714 D/715 S/716)"
|
||||
st 00987 "No Tag Zone" "No Tag Zone"
|
||||
st 00988 "CTF - Red" "CTF - Red Team Base"
|
||||
st 00989 "CTF - Bule" "CTF - Blue Team Base"
|
||||
st 00990 "SS Control" "Special Stage (Floor=Time) (Ceiling=Rings)"
|
||||
st 00991 "Custom Gravity" "Custom Gravity"
|
||||
st 00992 "Ramp" "Ramp Sector (Stairs)"
|
||||
st 00993 "Starpost Actor" "Starpost Activator"
|
||||
st 00994 "Hockey - Red" "Hockey - Red Team Goal (Finish Line in 1.09)"
|
||||
st 00995 "Hockey - Blue" "Hockey - Blue Team Goal (not in 1.09)"
|
||||
st 00996 "Non-Ramp" "Non-Ramp Sector"
|
||||
st 00997 "Fan Sector" "Fan Sector"
|
||||
st 00998 "Zoom Tube Strt" "Zoom Tube Start (1.09)"
|
||||
st 00999 "Zoom Tube End" "Zoom Tube End (1.09)"
|
||||
st 01500 "BustSprt ROIA" "Bustable Block Sprite ROIA (1.09)"
|
||||
st 01501 "BustSprt ROIB" "Bustable Block Sprite ROIB (1.09)"
|
||||
st 01502 "BustSprt ROIC" "Bustable Block Sprite ROIC (1.09)"
|
||||
st 01503 "BustSprt ROID" "Bustable Block Sprite ROID (1.09)"
|
||||
st 01504 "BustSprt ROIE" "Bustable Block Sprite ROIE (1.09)"
|
||||
st 01505 "BustSprt ROIF" "Bustable Block Sprite ROIF (1.09)"
|
||||
st 01506 "BustSprt ROIG" "Bustable Block Sprite ROIG (1.09)"
|
||||
st 01507 "BustSprt ROIH" "Bustable Block Sprite ROIH (1.09)"
|
||||
st 01508 "BustSprt ROII" "Bustable Block Sprite ROII (1.09)"
|
||||
st 01509 "BustSprt ROIJ" "Bustable Block Sprite ROIJ (1.09)"
|
||||
st 01510 "BustSprt ROIK" "Bustable Block Sprite ROIK (1.09)"
|
||||
st 01511 "BustSprt ROIL" "Bustable Block Sprite ROIL (1.09)"
|
||||
st 01512 "BustSprt ROIM" "Bustable Block Sprite ROIM (1.09)"
|
||||
st 01513 "BustSprt ROIN" "Bustable Block Sprite ROIN (1.09)"
|
||||
st 01514 "BustSprt ROIO" "Bustable Block Sprite ROIO (1.09)"
|
||||
st 01515 "BustSprt ROIP" "Bustable Block Sprite ROIP (1.09)"
|
||||
|
||||
#
|
||||
# Definition of thing groups
|
||||
# Format is : thinggroup <thinggroup> <colour> <description>
|
||||
#
|
||||
|
||||
thinggroup b rgb:f/f/f "Starts"
|
||||
thinggroup e rgb:f/0/0 "Enemies"
|
||||
thinggroup n rgb:f/b/0 "Nights Things"
|
||||
thinggroup p rgb:0/b/b "Power-Up Monitors"
|
||||
thinggroup o rgb:b/0/c "Misc."
|
||||
thinggroup d rgb:b/b/b "Scenery"
|
||||
thinggroup m rgb:f/f/0 "Mario"
|
||||
thinggroup c rgb:f/b/c "Christmas"
|
||||
thinggroup r rgb:0/0/f "Rings"
|
||||
thinggroup s rgb:0/c/0 "Springs and Such"
|
||||
|
||||
#
|
||||
# Definition of things
|
||||
# Format is :
|
||||
# thing <number> <thinggroup> <flags> <radius> <desc> [<sprite>]
|
||||
# <desc> must not exceed 19 characters. <flags> s for see-thur
|
||||
#
|
||||
|
||||
# FIXME: replace dissa0 and dumba0 with sprites that are really there
|
||||
|
||||
# FIXME: replace start images of ndrna1 with something better.
|
||||
# ndrna1 is really the nights drone
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00001 b - 32 "Player 01 Start" ndrna1
|
||||
thing 00002 b - 32 "Player 02 Start" ndrna1
|
||||
thing 00003 b - 32 "Player 03 Start" ndrna1
|
||||
thing 00004 b - 32 "Player 04 Start" ndrna1
|
||||
thing 04001 b - 32 "Player 05 Start" ndrna1
|
||||
thing 04002 b - 32 "Player 06 Start" ndrna1
|
||||
thing 04003 b - 32 "Player 07 Start" ndrna1
|
||||
thing 04004 b - 32 "Player 08 Start" ndrna1
|
||||
thing 04005 b - 32 "Player 09 Start" ndrna1
|
||||
thing 04006 b - 32 "Player 10 Start" ndrna1
|
||||
thing 04007 b - 32 "Player 11 Start" ndrna1
|
||||
thing 04008 b - 32 "Player 12 Start" ndrna1
|
||||
thing 04009 b - 32 "Player 13 Start" ndrna1
|
||||
thing 04010 b - 32 "Player 14 Start" ndrna1
|
||||
thing 04011 b - 32 "Player 15 Start" ndrna1
|
||||
thing 04012 b - 32 "Player 16 Start" ndrna1
|
||||
thing 04013 b - 32 "Player 17 Start" ndrna1
|
||||
thing 04014 b - 32 "Player 18 Start" ndrna1
|
||||
thing 04015 b - 32 "Player 19 Start" ndrna1
|
||||
thing 04016 b - 32 "Player 20 Start" ndrna1
|
||||
thing 04017 b - 32 "Player 21 Start" ndrna1
|
||||
thing 04018 b - 32 "Player 22 Start" ndrna1
|
||||
thing 04019 b - 32 "Player 23 Start" ndrna1
|
||||
thing 04020 b - 32 "Player 24 Start" ndrna1
|
||||
thing 04021 b - 32 "Player 25 Start" ndrna1
|
||||
thing 04022 b - 32 "Player 26 Start" ndrna1
|
||||
thing 04023 b - 32 "Player 27 Start" ndrna1
|
||||
thing 04024 b - 32 "Player 28 Start" ndrna1
|
||||
thing 04025 b - 32 "Player 29 Start" ndrna1
|
||||
thing 04026 b - 32 "Player 30 Start" ndrna1
|
||||
thing 04027 b - 32 "Player 31 Start" ndrna1
|
||||
thing 04028 b - 32 "Player 32 Start" ndrna1
|
||||
thing 00087 b - 32 "CTF Red Team Start" ndrna1
|
||||
thing 00089 b - 32 "CTF Blue Team Start" ndrna1
|
||||
thing 00011 b - 32 "Deathmatch Start" ndrna1
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00009 e - 40 "Crawla (Red)" sposa1
|
||||
thing 03004 e - 40 "Crawla (Blue)" possa1
|
||||
thing 03005 e - 40 "Jetty-Syn Bomber" jetba1
|
||||
thing 00022 e - 40 "Jetty-Syn Gunner" jetga1
|
||||
thing 00058 e - 40 "Robofish (tm)" fisha0
|
||||
thing 00071 e - 40 "Deton" detna1
|
||||
thing 00056 e - 40 "Skim" skima0
|
||||
thing 05005 e - 40 "Buzz (Yellow)" buzza0
|
||||
thing 05006 e - 40 "Buzz (Red)" rbuza0
|
||||
thing 02004 e - 40 "THZ Turret" treta1
|
||||
thing 00042 e - 40 "Popup Turret" turre1
|
||||
thing 00016 e - 80 "Egg Mobile (Boss 1)" eggma1
|
||||
thing 01008 e - 80 "Egg Slimer (Boss 2)" eggna1
|
||||
thing 00021 e - 40 "Crawla Commander" ccoma1
|
||||
thing 00008 e s 20 "ChaosModeEnemySpawn" tfogi0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00052 n s 20 "1024 Axis" dissa0
|
||||
thing 00053 n s 20 "512 Axis" dissa0
|
||||
thing 00059 n s 20 "2048 Axis" dissa0
|
||||
thing 00062 n s 20 "1024 Axis(Inverted)" dissa0
|
||||
thing 00015 n s 20 "512 Axis (Inverted)" dissa0
|
||||
thing 00045 n s 20 "2048 Axis(Inverted)" dissa0
|
||||
thing 00061 n s 20 "Axis Transfer" dissa0
|
||||
thing 00046 n s 20 "Axis Transfer Closest" dissa0
|
||||
thing 00055 n s 20 "Axis Transfer LastToFirst" dissa0
|
||||
thing 00060 n - 20 "Ideya Drone" ndrna1
|
||||
thing 00057 n - 20 "Hoop" hoopa0
|
||||
thing 00047 n - 20 "Circle of Rings" bon1a0
|
||||
thing 02007 n - 20 "Circle ofRings(Big)" bon1a0
|
||||
thing 02048 n - 20 "Circle ofWing Logos" nwnga0
|
||||
thing 02010 n - 20 "CircleofWingLogos-B" nwnga0
|
||||
thing 02046 n - 20 "CircleofRings&Wings" nwnga0
|
||||
thing 02047 n - 20 "CirleofRngs&Wings-B" nwnga0
|
||||
thing 00037 n - 20 "Wing Logo" nwnga0
|
||||
thing 00082 n s 20 "AxisTrnsferCodtion" dissa0
|
||||
thing 00085 n s 20 "AxisTrnsferCodtion2" dissa0
|
||||
thing 03007 n - 20 "Super Loop" npraa0
|
||||
thing 03008 n - 20 "Drill Refill" nprba0
|
||||
thing 03009 n - 20 "Helper" nprca0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00025 p - 20 "Super Sneakers" shtva0
|
||||
thing 00035 p - 20 "Basic/WhirlShield" bltva0
|
||||
thing 00041 p - 20 "Extra Life" prupa0
|
||||
thing 00048 p - 20 "Attraction Shield" yltva0
|
||||
thing 02002 p - 20 "Inferno Shield" rdtva0
|
||||
thing 02018 p - 20 "Armageddon Shield" bktva0
|
||||
thing 02022 p - 20 "Invincibility" pinva0
|
||||
thing 02028 p - 20 "Liquid Shield" grtva0
|
||||
thing 02011 p - 20 "SuperRing(10 Rings)" srbxa0
|
||||
thing 02012 p - 20 "SilverRing(25Rings)" grbxa0
|
||||
thing 00078 p - 20 "Teleporter" mixua0
|
||||
thing 02005 p - 20 "Eggman" eggba0
|
||||
thing 03000 p - 20 "Random" quesa0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00031 o - 20 "CTF Flag (Red)" rflga0
|
||||
thing 00034 o - 20 "CTF Flag (Blue)" bflga0
|
||||
thing 02013 o - 20 "Special Stage Token" tokea0
|
||||
thing 00086 o - 20 "End Level Sign" signd0
|
||||
thing 00033 o - 20 "Air Bubble Patch" bubla0
|
||||
thing 00064 o - 20 "Emerald Hunt Place1" emera0
|
||||
thing 03002 o - 20 "Emerald Hunt Place2" emera0
|
||||
thing 03001 o - 20 "Emerald Hunt Place3" emera0
|
||||
thing 03006 o - 20 "Star Post" stpta0
|
||||
thing 05001 o s 20 "Push" ppsha0
|
||||
thing 05002 o s 20 "Pull" pplla0
|
||||
thing 05003 o s 20 "TeleportDestination" dissa0
|
||||
thing 05007 o s 20 "Cut-Away View Thing" dissa0
|
||||
thing 00067 o - 20 "Ceiling Spike" dspka0
|
||||
thing 00068 o - 20 "Floor Spike" uspka0
|
||||
thing 00023 o - 20 "Spikeball" spika0
|
||||
thing 00017 o s 20 "Boss Flypoint" dissa0
|
||||
thing 02049 o s 20 "Egg Capsule Center" dissa0
|
||||
thing 00051 o - 20 "Laser" lasra0
|
||||
thing 00018 o - 20 "ZoomTubeWaypoint109" dissa0
|
||||
thing 00420 o - 20 "Emerald 1 (Green)" emmya0
|
||||
thing 00421 o - 20 "Emerald 2 (Orange)" emmyb0
|
||||
thing 00422 o - 20 "Emerald 3 (Pink)" emmyc0
|
||||
thing 00423 o - 20 "Emerald 4 (Blue)" emmyd0
|
||||
thing 00424 o - 20 "Emerald 5 (Red)" emmye0
|
||||
thing 00425 o - 20 "Emerald 6 (LtBlue)" emmyf0
|
||||
thing 00426 o - 20 "Emerald 7 (Gray)" emmyg0
|
||||
# FIXME: add correct sprite for this emerald
|
||||
thing 00427 o - 20 "Emerald 8 (Master)" dissa0
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00036 d - 20 "GFZ Flower (Normal)" fwr1b0
|
||||
thing 00070 d - 20 "GFZ Sunflower" fwr2a0
|
||||
thing 00073 d - 20 "GFZ Budding Flower" fwr3a0
|
||||
thing 00074 d - 20 "Berry Bush" bus1a0
|
||||
thing 00075 d - 20 "Bush" bus2a0
|
||||
thing 02035 d - 20 "THZ Flower" thzpa0
|
||||
thing 00081 d - 20 "Gargoyle" garga1
|
||||
thing 02026 d s 20 "AmbientWaterSFX1A-L" dumba0
|
||||
thing 02024 d s 20 "AmbientWaterSFX1B-L" dumba0
|
||||
thing 02025 d s 20 "AmbientWaterSFX2A-M" dumba0
|
||||
thing 02045 d s 20 "AmbientWaterSFX2B-M" dumba0
|
||||
thing 00083 d s 20 "AmbientWaterSFX3A-S" dumba0
|
||||
thing 02019 d s 20 "AmbientWaterSFX3B-S" dumba0
|
||||
thing 02025 d s 20 "AmbientWaterSFX4A-E" dumba0
|
||||
thing 00027 d s 20 "AmbientWaterSFX4B-E" dumba0
|
||||
thing 00014 d s 20 "Random Ambience 1" dumba0
|
||||
thing 00043 d s 20 "Random Ambience 2" dumba0
|
||||
thing 00049 d - 20 "Hanging Chain" chana0
|
||||
thing 02006 d - 20 "THZ Alarm" alrma0
|
||||
thing 02001 d - 20 "CEZ Flower" fwr4a0
|
||||
thing 00024 d - 20 "CEZ Torch" flama0
|
||||
thing 02003 d s 20 "LightSource (MAP92)" dissa0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 100000 m - 20 "Overworld Goomba" gooma0
|
||||
thing 100001 m - 20 "Underworld Goomba" bgoma0
|
||||
thing 100002 m - 20 "Bush (Short)" mus1a0
|
||||
thing 100003 m - 20 "Bush (Tall)" mus2a0
|
||||
thing 100004 m - 20 "Toad" toada0
|
||||
thing 100005 m - 20 "Coin" coina0
|
||||
thing 00019 m - 20 "King Bowser" koopa0
|
||||
thing 00010 m - 20 "Koopa Shell" shlla0
|
||||
thing 00012 m - 20 "Axe" maxea0
|
||||
thing 00050 m - 20 "Fire Flower" ffwra0
|
||||
thing 00029 m - 20 "Puma(MarioFireball)" pumaa0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
|
||||
#thig 00000 g s ## " " ?????#
|
||||
thing 00005 c - 20 "Pole" xms1a0
|
||||
thing 00006 c - 20 "Snowman" xms3a0
|
||||
thing 00013 c - 20 "Candy Cane" xms2a0
|
||||
thing 00084 r - 20 "5VerticalRings-YwSg" bon1a0
|
||||
thing 00044 r - 20 "5VerticalRings-RdSg" bon1a0
|
||||
thing 00076 r - 20 "5DiagonalRings-YwSg" bon1a0
|
||||
thing 00077 r - 20 "10DiagonalRings-RSg" bon1a0
|
||||
thing 02014 r - 20 "Ring" bon1a0
|
||||
thing 00069 r - 20 "Homing Ring" homra0
|
||||
thing 03003 r - 20 "Rail Ring" raila0
|
||||
thing 00026 r - 20 "Automatic Ring" autra0
|
||||
thing 00054 r - 20 "Explosion Ring" bomra0
|
||||
thing 00080 r - 20 "Infinity Ring" infra0
|
||||
thing 00028 s - 20 "Yellow Spring (Up)" sprya0
|
||||
thing 00079 s - 20 "Red Spring (Up)" sprra0
|
||||
thing 02015 s - 20 "Yellow Spring (DU)" yspra1
|
||||
thing 00038 s - 20 "Red Spring (DU)" rspra1
|
||||
thing 00020 s - 20 "Yellow Spring (DD)" ysuda1
|
||||
thing 00039 s - 20 "Red Spring (DD)" rsuda1
|
||||
thing 00065 s - 20 "Yellow Spring (Dn)" sudya0
|
||||
thing 00066 s - 20 "Red Spring (Dn)" sudra0
|
||||
thing 05004 s - 20 "Blue Spring" sprba0
|
||||
thing 00030 s - 20 "THZ Gas Jet" stemd0
|
||||
thing 00032 s - 20 "THZ Fan" fansa0
|
||||
#thig 00000 g s ## " " ?????#
|
||||
File diff suppressed because it is too large.
Load diff
@@ -1,58 +0,0 @@
|
||||
# wminput configuration for SRB2Wii by Alam Arias
|
||||
# based on Callum Dickinson's version
|
||||
|
||||
#Wiimote.Up = KEY_RESERVED
|
||||
#Wiimote.Down = KEY_RESERVED
|
||||
#Wiimote.Left = KEY_RESERVED
|
||||
#Wiimote.Right = KEY_RESERVED
|
||||
Wiimote.A = BTN_THUMB
|
||||
Wiimote.B = BTN_TRIGGER
|
||||
Wiimote.Minus = BTN_THUMBL
|
||||
Wiimote.Plus = BTN_THUMBR
|
||||
Wiimote.Home = BTN_MODE
|
||||
Wiimote.1 = BTN_1
|
||||
Wiimote.2 = BTN_2
|
||||
|
||||
Wiimote.Dpad.X = -ABS_HAT0Y
|
||||
Wiimote.Dpad.Y = -ABS_HAT0X
|
||||
|
||||
Nunchuk.C = BTN_C
|
||||
Nunchuk.Z = BTN_Z
|
||||
|
||||
Nunchuk.Stick.X = ABS_THROTTLE
|
||||
Nunchuk.Stick.Y = -ABS_RUDDER
|
||||
|
||||
#Classic.Up = KEY_RESERVED
|
||||
#Classic.Down = KEY_RESERVED
|
||||
#Classic.Left = KEY_RESERVED
|
||||
#Classic.Right = KEY_RESERVED
|
||||
Classic.Minus = BTN_SELECT
|
||||
Classic.Plus = BTN_START
|
||||
Classic.Home = BTN_MODE
|
||||
Classic.A = BTN_A
|
||||
Classic.B = BTN_B
|
||||
Classic.X = BTN_X
|
||||
Classic.Y = BTN_Y
|
||||
Classic.ZL = BTN_TL2
|
||||
Classic.ZR = BTN_TR2
|
||||
Classic.L = BTN_TL
|
||||
Classic.R = BTN_TR
|
||||
|
||||
Classic.Dpad.X = ABS_HAT1X
|
||||
Classic.Dpad.Y = -ABS_HAT1Y
|
||||
Classic.LStick.X = ABS_X
|
||||
Classic.LStick.Y = -ABS_Y
|
||||
Classic.RStick.X = ABS_RX
|
||||
Classic.RStick.Y = -ABS_RY
|
||||
Classic.LAnalog = ABS_GAS
|
||||
Classic.RAnalog = ABS_BRAKE
|
||||
|
||||
# Nunchuk Stick buttons
|
||||
Plugin.nunchuk_stick2btn.Up = BTN_BASE
|
||||
Plugin.nunchuk_stick2btn.Down = BTN_BASE2
|
||||
Plugin.nunchuk_stick2btn.Left = BTN_BASE3
|
||||
Plugin.nunchuk_stick2btn.Right = BTN_BASE4
|
||||
|
||||
# Mouse Control
|
||||
#Plugin.ir_ptr.X = REL_X
|
||||
#Plugin.ir_ptr.Y = REL_Y
|
||||
+4
-2
@@ -23,10 +23,12 @@ and don't forget to build r_opengl.dll for srb2dd.
|
||||
|
||||
## srb2kart, 64-bit
|
||||
|
||||
* libs\dll-binaries\x86_64\exchndl.dll
|
||||
* libs\dll-binaries\x86_64\libgme.dll
|
||||
* libs\dll-binaries\x86_64\discord-rpc.dll
|
||||
* libs\dll-binaries\x86_64\mgwhelp.dll (depend for exchndl.dll)
|
||||
* libs\SDL2\x86_64-w64-mingw32\bin\SDL2.dll
|
||||
* libs\SDL2_mixer\x86_64-w64-mingw32\bin\*.dll (get everything)
|
||||
* libs\libopenmpt\x86_64\bin\mingw\libopenmpt.dll
|
||||
|
||||
Updated 2/17/2024 (v1.6 Saturn)
|
||||
No i threw everthing into dll-binaries
|
||||
theres no reason at all to have stuff spread across multiple directories
|
||||
+16
-16
@@ -1,16 +1,16 @@
|
||||
|
||||
Bugs are now managed in the SDL issue tracker, here:
|
||||
|
||||
https://github.com/libsdl-org/SDL/issues
|
||||
|
||||
You may report bugs there, and search to see if a given issue has already
|
||||
been reported, discussed, and maybe even fixed.
|
||||
|
||||
|
||||
You may also find help at the SDL forums/mailing list:
|
||||
|
||||
https://discourse.libsdl.org/
|
||||
|
||||
Bug reports are welcome here, but we really appreciate if you use the issue
|
||||
tracker, as bugs discussed on the mailing list may be forgotten or missed.
|
||||
|
||||
|
||||
Bugs are now managed in the SDL issue tracker, here:
|
||||
|
||||
https://github.com/libsdl-org/SDL/issues
|
||||
|
||||
You may report bugs there, and search to see if a given issue has already
|
||||
been reported, discussed, and maybe even fixed.
|
||||
|
||||
|
||||
You may also find help at the SDL forums/mailing list:
|
||||
|
||||
https://discourse.libsdl.org/
|
||||
|
||||
Bug reports are welcome here, but we really appreciate if you use the issue
|
||||
tracker, as bugs discussed on the mailing list may be forgotten or missed.
|
||||
|
||||
+20
-20
@@ -1,20 +1,20 @@
|
||||
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 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.
|
||||
|
||||
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 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.
|
||||
|
||||
+53
-53
@@ -1,53 +1,53 @@
|
||||
|
||||
Simple DirectMedia Layer CREDITS
|
||||
Thanks to everyone who made this possible, including:
|
||||
|
||||
* Cliff Matthews, for giving me a reason to start this project. :)
|
||||
-- Executor rocks! *grin*
|
||||
|
||||
* Ryan Gordon for helping everybody out and keeping the dream alive. :)
|
||||
|
||||
* Gabriel Jacobo for his work on the Android port and generally helping out all around.
|
||||
|
||||
* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
|
||||
|
||||
* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
|
||||
|
||||
* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
|
||||
|
||||
* Alfred Reynolds for the game controller API and general (in)sanity
|
||||
|
||||
* Jørgen Tjernø for numerous magical Mac OS X fixes.
|
||||
|
||||
* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
|
||||
|
||||
* Julian Winter for the SDL 2.0 website.
|
||||
|
||||
* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
|
||||
|
||||
* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
|
||||
|
||||
* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
|
||||
|
||||
* Jim Grandpre for his work on multi-touch and gesture recognition during
|
||||
the Google Summer of Code 2010.
|
||||
|
||||
* Edgar "bobbens" Simo for his force feedback API development during the
|
||||
Google Summer of Code 2008.
|
||||
|
||||
* Aaron Wishnick for his work on audio resampling and pitch shifting during
|
||||
the Google Summer of Code 2008.
|
||||
|
||||
* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
|
||||
Google Summer of Code 2008.
|
||||
|
||||
* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
|
||||
|
||||
* Everybody at Loki Software, Inc. for their great contributions!
|
||||
|
||||
And a big hand to everyone else who has contributed over the years.
|
||||
|
||||
THANKS! :)
|
||||
|
||||
-- Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
|
||||
Simple DirectMedia Layer CREDITS
|
||||
Thanks to everyone who made this possible, including:
|
||||
|
||||
* Cliff Matthews, for giving me a reason to start this project. :)
|
||||
-- Executor rocks! *grin*
|
||||
|
||||
* Ryan Gordon for helping everybody out and keeping the dream alive. :)
|
||||
|
||||
* Gabriel Jacobo for his work on the Android port and generally helping out all around.
|
||||
|
||||
* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
|
||||
|
||||
* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
|
||||
|
||||
* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
|
||||
|
||||
* Alfred Reynolds for the game controller API and general (in)sanity
|
||||
|
||||
* Jørgen Tjernø for numerous magical Mac OS X fixes.
|
||||
|
||||
* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
|
||||
|
||||
* Julian Winter for the SDL 2.0 website.
|
||||
|
||||
* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
|
||||
|
||||
* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
|
||||
|
||||
* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
|
||||
|
||||
* Jim Grandpre for his work on multi-touch and gesture recognition during
|
||||
the Google Summer of Code 2010.
|
||||
|
||||
* Edgar "bobbens" Simo for his force feedback API development during the
|
||||
Google Summer of Code 2008.
|
||||
|
||||
* Aaron Wishnick for his work on audio resampling and pitch shifting during
|
||||
the Google Summer of Code 2008.
|
||||
|
||||
* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
|
||||
Google Summer of Code 2008.
|
||||
|
||||
* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
|
||||
|
||||
* Everybody at Loki Software, Inc. for their great contributions!
|
||||
|
||||
And a big hand to everyone else who has contributed over the years.
|
||||
|
||||
THANKS! :)
|
||||
|
||||
-- Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
+18
-18
@@ -1,18 +1,18 @@
|
||||
|
||||
The 32-bit files are in i686-w64-mingw32
|
||||
The 64-bit files are in x86_64-w64-mingw32
|
||||
|
||||
To install SDL for native development:
|
||||
make native
|
||||
|
||||
To install SDL for cross-compiling development:
|
||||
make cross
|
||||
|
||||
Look at the example programs in ./test, and check out online documentation:
|
||||
http://wiki.libsdl.org/
|
||||
|
||||
Join the SDL developer mailing list if you want to join the community:
|
||||
http://www.libsdl.org/mailing-list.php
|
||||
|
||||
That's it!
|
||||
Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
The 32-bit files are in i686-w64-mingw32
|
||||
The 64-bit files are in x86_64-w64-mingw32
|
||||
|
||||
To install SDL for native development:
|
||||
make native
|
||||
|
||||
To install SDL for cross-compiling development:
|
||||
make cross
|
||||
|
||||
Look at the example programs in ./test, and check out online documentation:
|
||||
http://wiki.libsdl.org/
|
||||
|
||||
Join the SDL developer mailing list if you want to join the community:
|
||||
http://www.libsdl.org/mailing-list.php
|
||||
|
||||
That's it!
|
||||
Sam Lantinga <slouken@libsdl.org>
|
||||
@@ -1,30 +0,0 @@
|
||||
#
|
||||
# Makefile for installing the mingw32 version of the SDL library
|
||||
|
||||
CROSS_PATH := /usr/local
|
||||
ARCHITECTURES := i686-w64-mingw32 x86_64-w64-mingw32
|
||||
|
||||
all install:
|
||||
@echo "Type \"make native\" to install 32-bit to /usr"
|
||||
@echo "Type \"make cross\" to install 32-bit and 64-bit to $(CROSS_PATH)"
|
||||
|
||||
native:
|
||||
make install-package arch=i686-w64-mingw32 prefix=/usr
|
||||
|
||||
cross:
|
||||
for arch in $(ARCHITECTURES); do \
|
||||
make install-package arch=$$arch prefix=$(CROSS_PATH)/$$arch; \
|
||||
done
|
||||
|
||||
install-package:
|
||||
@if test -d $(arch) && test -d $(prefix); then \
|
||||
(cd $(arch) && cp -rv bin include lib share $(prefix)/); \
|
||||
sed "s|^prefix=.*|prefix=$(prefix)|" <$(arch)/bin/sdl2-config >$(prefix)/bin/sdl2-config; \
|
||||
chmod 755 $(prefix)/bin/sdl2-config; \
|
||||
sed "s|^libdir=.*|libdir=\'$(prefix)/lib\'|" <$(arch)/lib/libSDL2.la >$(prefix)/lib/libSDL2.la; \
|
||||
sed "s|^libdir=.*|libdir=\'$(prefix)/lib\'|" <$(arch)/lib/libSDL2main.la >$(prefix)/lib/libSDL2main.la; \
|
||||
sed "s|^prefix=.*|prefix=$(prefix)|" <$(arch)/lib/pkgconfig/sdl2.pc >$(prefix)/lib/pkgconfig/sdl2.pc; \
|
||||
else \
|
||||
echo "*** ERROR: $(arch) or $(prefix) does not exist!"; \
|
||||
exit 1; \
|
||||
fi
|
||||
+13
-13
@@ -1,13 +1,13 @@
|
||||
|
||||
Please distribute this file with the SDL runtime environment:
|
||||
|
||||
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
|
||||
designed to make it easy to write multi-media software, such as games
|
||||
and emulators.
|
||||
|
||||
The Simple DirectMedia Layer library source code is available from:
|
||||
https://www.libsdl.org/
|
||||
|
||||
This library is distributed under the terms of the zlib license:
|
||||
http://www.zlib.net/zlib_license.html
|
||||
|
||||
|
||||
Please distribute this file with the SDL runtime environment:
|
||||
|
||||
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
|
||||
designed to make it easy to write multi-media software, such as games
|
||||
and emulators.
|
||||
|
||||
The Simple DirectMedia Layer library source code is available from:
|
||||
https://www.libsdl.org/
|
||||
|
||||
This library is distributed under the terms of the zlib license:
|
||||
http://www.zlib.net/zlib_license.html
|
||||
|
||||
+21
-21
@@ -1,21 +1,21 @@
|
||||
|
||||
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)
|
||||
+15
-15
@@ -1,15 +1,15 @@
|
||||
# SDL Development Libaries
|
||||
|
||||
Download both the VC and MinGW packages and extract them here.
|
||||
|
||||
https://www.libsdl.org/download-2.0.php
|
||||
|
||||
## VC Package
|
||||
|
||||
* include
|
||||
* lib
|
||||
|
||||
## MinGW Package
|
||||
|
||||
* i686-w64-mingw32
|
||||
* x86_64-w64-mingw32
|
||||
# SDL Development Libaries
|
||||
|
||||
Download both the VC and MinGW packages and extract them here.
|
||||
|
||||
https://www.libsdl.org/download-2.0.php
|
||||
|
||||
## VC Package
|
||||
|
||||
* include
|
||||
* lib
|
||||
|
||||
## MinGW Package
|
||||
|
||||
* i686-w64-mingw32
|
||||
* x86_64-w64-mingw32
|
||||
+870
-745
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,97 @@
|
||||
# Contributing to SDL
|
||||
|
||||
We appreciate your interest in contributing to SDL, this document will describe how to report bugs, contribute code or ideas or edit documentation.
|
||||
|
||||
**Table Of Contents**
|
||||
|
||||
- [Filing a GitHub issue](#filing-a-github-issue)
|
||||
- [Reporting a bug](#reporting-a-bug)
|
||||
- [Suggesting enhancements](#suggesting-enhancements)
|
||||
- [Contributing code](#contributing-code)
|
||||
- [Forking the project](#forking-the-project)
|
||||
- [Following the style guide](#following-the-style-guide)
|
||||
- [Running the tests](#running-the-tests)
|
||||
- [Opening a pull request](#opening-a-pull-request)
|
||||
- [Contributing to the documentation](#contributing-to-the-documentation)
|
||||
- [Editing a function documentation](#editing-a-function-documentation)
|
||||
- [Editing the wiki](#editing-the-wiki)
|
||||
|
||||
## Filing a GitHub issue
|
||||
|
||||
### Reporting a bug
|
||||
|
||||
If you think you have found a bug and would like to report it, here are the steps you should take:
|
||||
|
||||
- Before opening a new issue, ensure your bug has not already been reported on the [GitHub Issues page](https://github.com/libsdl-org/SDL/issues).
|
||||
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
|
||||
- Include details about your environment, such as your Operating System and SDL version.
|
||||
- If possible, provide a small example that reproduces your bug.
|
||||
|
||||
### Suggesting enhancements
|
||||
|
||||
If you want to suggest changes for the project, here are the steps you should take:
|
||||
|
||||
- Check if the suggestion has already been made on:
|
||||
- the [issue tracker](https://github.com/libsdl-org/SDL/issues);
|
||||
- the [discourse forum](https://discourse.libsdl.org/);
|
||||
- or if a [pull request](https://github.com/libsdl-org/SDL/pulls) already exists.
|
||||
- On the issue tracker, click on [New Issue](https://github.com/libsdl-org/SDL/issues/new).
|
||||
- Describe what change you would like to happen.
|
||||
|
||||
## Contributing code
|
||||
|
||||
This section will cover how the process of forking the project, making a change and opening a pull request.
|
||||
|
||||
### Forking the project
|
||||
|
||||
The first step consists in making a fork of the project, this is only necessary for the first contribution.
|
||||
|
||||
Head over to https://github.com/libsdl-org/SDL and click on the `Fork` button in the top right corner of your screen, you may leave the fields unchanged and click `Create Fork`.
|
||||
|
||||
You will be redirected to your fork of the repository, click the green `Code` button and copy the git clone link.
|
||||
|
||||
If you had already forked the repository, you may update it from the web page using the `Fetch upstream` button.
|
||||
|
||||
### Following the style guide
|
||||
|
||||
Code formatting is done using a custom `.clang-format` file, you can learn more about how to run it [here](https://clang.llvm.org/docs/ClangFormat.html).
|
||||
|
||||
Some legacy code may not be formatted, as such avoid formatting the whole file at once and only format around your changes.
|
||||
|
||||
For your commit message to be properly displayed on GitHub, it should contain:
|
||||
|
||||
- A short description of the commit of 50 characters or less on the first line.
|
||||
- If necessary, add a blank line followed by a long description, each line should be 72 characters or less.
|
||||
|
||||
For example:
|
||||
|
||||
```
|
||||
Fix crash in SDL_FooBar.
|
||||
|
||||
This addresses the issue #123456 by making sure Foo was successful
|
||||
before calling Bar.
|
||||
```
|
||||
|
||||
### Running the tests
|
||||
|
||||
Tests allow you to verify if your changes did not break any behaviour, here are the steps to follow:
|
||||
|
||||
- Before pushing, run the `testautomation` suite on your machine, there should be no more failing tests after your change than before.
|
||||
- After pushing to your fork, Continuous Integration (GitHub Actions) will ensure compilation and tests still pass on other systems.
|
||||
|
||||
### Opening a pull request
|
||||
|
||||
- Head over to your fork's GitHub page.
|
||||
- Click on the `Contribute` button and `Open Pull Request`.
|
||||
- Fill out the pull request template.
|
||||
- If any changes are requested, you can add new commits to your fork and they will be automatically added to the pull request.
|
||||
|
||||
## Contributing to the documentation
|
||||
|
||||
### Editing a function documentation
|
||||
|
||||
The wiki documentation for API functions is synchronised from the headers' doxygen comments. As such, all modifications to syntax; function parameters; return value; version; related functions should be done in the header directly.
|
||||
|
||||
### Editing the wiki
|
||||
|
||||
Other changes to the wiki should done directly from https://wiki.libsdl.org/
|
||||
+483
-475
@@ -1,475 +1,483 @@
|
||||
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 26 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: 16 (Android 4.1)
|
||||
|
||||
|
||||
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. Copy the android-project directory wherever you want to keep your projects
|
||||
and rename it to the name of your project.
|
||||
2. Move or symlink this SDL directory into the "<project>/app/jni" directory
|
||||
3. Edit "<project>/app/jni/src/Android.mk" to include your source files
|
||||
|
||||
4a. If you want to use Android Studio, simply open your <project> directory and start building.
|
||||
|
||||
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 "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
|
||||
and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
|
||||
3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
|
||||
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 16 the minimum required?
|
||||
================================================================================
|
||||
|
||||
The latest NDK toolchain doesn't support targeting earlier than API level 16.
|
||||
As of this writing, according to https://developer.android.com/about/dashboards/index.html
|
||||
about 99% of the Android devices accessing Google Play support API level 16 or
|
||||
higher (January 2018).
|
||||
|
||||
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
+163
-84
@@ -1,84 +1,163 @@
|
||||
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 is under development.
|
||||
It works in parallel to the legacy system, so users can experiment with it
|
||||
without complication.
|
||||
While still experimental, the build system should be usable on the following
|
||||
platforms:
|
||||
|
||||
* FreeBSD
|
||||
* Linux
|
||||
* VS.NET 2010
|
||||
* MinGW and Msys
|
||||
* macOS, iOS, and tvOS, with support for XCode
|
||||
|
||||
|
||||
================================================================================
|
||||
Usage
|
||||
================================================================================
|
||||
|
||||
Assuming the source for SDL is located at ~/sdl
|
||||
|
||||
cd ~
|
||||
mkdir build
|
||||
cd build
|
||||
cmake ../sdl
|
||||
|
||||
This will build the static and dynamic versions of SDL in the ~/build directory.
|
||||
|
||||
|
||||
================================================================================
|
||||
Usage, 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/tvOS):
|
||||
|
||||
- for iOS-Simulator, using the latest, installed SDK:
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
|
||||
|
||||
- for iOS-Device, using the latest, installed SDK, 64-bit only
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64`
|
||||
|
||||
- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"`
|
||||
|
||||
- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64`
|
||||
|
||||
- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
|
||||
|
||||
`cmake ~/sdl -DSDL_TEST=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
|
||||
|
||||
- for tvOS-Simulator, using the latest, installed SDK:
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64`
|
||||
|
||||
- for tvOS-Device, using the latest, installed SDK:
|
||||
|
||||
`cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
|
||||
# CMake
|
||||
|
||||
(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
-123
@@ -1,123 +1,123 @@
|
||||
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
|
||||
```
|
||||
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
|
||||
```
|
||||
+138
-138
@@ -1,138 +1,138 @@
|
||||
# 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.
|
||||
# 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.
|
||||
@@ -1,35 +1,76 @@
|
||||
Emscripten
|
||||
================================================================================
|
||||
|
||||
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...
|
||||
# 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...
|
||||
@@ -0,0 +1,155 @@
|
||||
GDK
|
||||
=====
|
||||
|
||||
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
|
||||
|
||||
Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/).
|
||||
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
|
||||
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022))
|
||||
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work.
|
||||
|
||||
|
||||
Windows GDK Status
|
||||
------
|
||||
|
||||
The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL.
|
||||
|
||||
* Additionally, the GDK port adds the following:
|
||||
* Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.)
|
||||
* GDK-specific setup:
|
||||
* Initializing/uninitializing the game runtime, and initializing Xbox Live services
|
||||
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue.
|
||||
|
||||
* An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
|
||||
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
|
||||
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
|
||||
|
||||
* What doesn't work:
|
||||
* Compilation with anything other than through the included Visual C++ solution file
|
||||
|
||||
## VisualC-GDK Solution
|
||||
|
||||
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
|
||||
|
||||
* SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64.
|
||||
* SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs.
|
||||
* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality.
|
||||
* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live.
|
||||
*NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this.
|
||||
* tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality.
|
||||
|
||||
If you set one of the test programs as a startup project, you can run it directly from Visual Studio.
|
||||
|
||||
Windows GDK Setup, Detailed Steps
|
||||
---------------------
|
||||
|
||||
These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below.
|
||||
|
||||
### 1. Add a Gaming.Desktop.x64 Configuration ###
|
||||
|
||||
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
|
||||
|
||||
### 2. Build SDL2 and SDL2main for GDK ###
|
||||
|
||||
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project.
|
||||
|
||||
*Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built.
|
||||
|
||||
### 3. Configuring Project Settings ###
|
||||
|
||||
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
|
||||
|
||||
* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
|
||||
* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are
|
||||
* Under Linker > Input > Additional Dependencies, you need the following:
|
||||
* `SDL2.lib`
|
||||
* `SDL2main.lib` (unless not using)
|
||||
* `xgameruntime.lib`
|
||||
* `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib`
|
||||
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK.
|
||||
|
||||
### 4. Setting up SDL_main ###
|
||||
|
||||
Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
|
||||
|
||||
### 5. Required DLLs ###
|
||||
|
||||
The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory:
|
||||
|
||||
* Your SDL2.dll
|
||||
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"
|
||||
* XCurl.dll
|
||||
|
||||
You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory.
|
||||
|
||||
### 6. Setting up MicrosoftGame.config ###
|
||||
|
||||
You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description.
|
||||
|
||||
This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type.
|
||||
|
||||
For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center.
|
||||
|
||||
Then, you need to set the following values to the values from Partner Center:
|
||||
|
||||
* Identity tag - Name and Publisher attributes
|
||||
* TitleId
|
||||
* MSAAppId
|
||||
|
||||
### 7. Adding Required Logos
|
||||
|
||||
Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file.
|
||||
|
||||
|
||||
### 8. Copying any Data Files ###
|
||||
|
||||
When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step.
|
||||
|
||||
|
||||
### 9. Build and Run from Visual Studio ###
|
||||
|
||||
At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs.
|
||||
|
||||
If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this:
|
||||
|
||||
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
|
||||
2. Switch the sandbox name with:
|
||||
`XblPCSandbox SANDBOX.#`
|
||||
3. (To switch back to the retail sandbox):
|
||||
`XblPCSandbox RETAIL`
|
||||
|
||||
### 10. Packaging and Installing Locally
|
||||
|
||||
You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files.
|
||||
|
||||
To create the package:
|
||||
|
||||
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
|
||||
2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory)
|
||||
3. `mkdir Package` to create an output directory
|
||||
4. To package the file into the `Package` directory, use:
|
||||
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
|
||||
5. To install the package, use:
|
||||
`wdapp install PACKAGENAME.msixvc`
|
||||
6. Once the package is installed, you can run it from the start menu.
|
||||
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
#### Xbox Live Login does not work
|
||||
|
||||
As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values.
|
||||
|
||||
Furthermore, confirm that your PC is set to the correct sandbox.
|
||||
|
||||
|
||||
#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing
|
||||
|
||||
Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it).
|
||||
@@ -1,71 +1,71 @@
|
||||
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
|
||||
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
|
||||
@@ -1,19 +1,19 @@
|
||||
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/
|
||||
|
||||
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/
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
We are no longer hosted in Mercurial. Please see README-git.md for details.
|
||||
|
||||
Thanks!
|
||||
|
||||
We are no longer hosted in Mercurial. Please see README-git.md for details.
|
||||
|
||||
Thanks!
|
||||
|
||||
+307
-275
@@ -1,275 +1,307 @@
|
||||
iOS
|
||||
======
|
||||
|
||||
Building the Simple DirectMedia Layer for iOS 5.1+
|
||||
==============================================================================
|
||||
|
||||
Requirements: Mac OS X 10.8 or later and the iOS 7+ 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 -- 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 6.1
|
||||
|
||||
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
|
||||
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
|
||||
@@ -1,27 +1,27 @@
|
||||
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.
|
||||
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.
|
||||
@@ -1,96 +1,96 @@
|
||||
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 Xinerama support and the target
|
||||
system does not have the Xinerama 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 20.04, all available features enabled:
|
||||
|
||||
sudo apt-get install build-essential git make cmake autoconf automake \
|
||||
libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \
|
||||
libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \
|
||||
libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \
|
||||
libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
|
||||
fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \
|
||||
libxkbcommon-dev libdrm-dev libgbm-dev
|
||||
|
||||
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 libXinerama-devel libXxf86vm-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 pipewire-jack-audio-connection-kit-devel libdecor-devel \
|
||||
libsamplerate-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"
|
||||
|
||||
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"
|
||||
|
||||
+285
-286
@@ -1,286 +1,285 @@
|
||||
# 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 10.6 ABI compatibility on 64-bit Intel and 11.0
|
||||
ABI compatibility on ARM64 architectures. For best compatibility you
|
||||
should compile your application the same way.
|
||||
|
||||
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
|
||||
(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
|
||||
been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
|
||||
release, is still supported at the time of this writing, but current Xcode
|
||||
releases no longer support it, and eventually neither will SDL.
|
||||
|
||||
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!
|
||||
|
||||
# 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!
|
||||
|
||||
@@ -1,240 +0,0 @@
|
||||
Mac OS X
|
||||
==============================================================================
|
||||
|
||||
These instructions are for people using Apple's Mac OS X (pronounced
|
||||
"ten").
|
||||
|
||||
From the developer's point of view, OS X is a sort of hybrid Mac and
|
||||
Unix system, and you have the option of using either traditional
|
||||
command line tools or Apple's IDE Xcode.
|
||||
|
||||
Command Line Build
|
||||
==================
|
||||
|
||||
To build SDL using the command line, use the standard configure and make
|
||||
process:
|
||||
|
||||
./configure
|
||||
make
|
||||
sudo make install
|
||||
|
||||
You can also build SDL as a Universal library (a single binary for both
|
||||
32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
|
||||
the gcc-fat.sh script in build-scripts:
|
||||
|
||||
mkdir mybuild
|
||||
cd mybuild
|
||||
CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
|
||||
make
|
||||
sudo make install
|
||||
|
||||
This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
|
||||
ABI compatibility on x86_64 architectures. For best compatibility you
|
||||
should compile your application the same way.
|
||||
|
||||
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
|
||||
(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
|
||||
been officially dropped as of SDL 2.0.2.
|
||||
|
||||
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
|
||||
==============================================================================
|
||||
|
||||
Some things you have to be aware of when using SDL on 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:
|
||||
|
||||
|
||||
- (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 OS X. However, to produce a "real" Mac OS X binary
|
||||
that you can distribute to users, you need to put the generated binary into a
|
||||
so called "bundle", which basically is a fancy folder with a name like
|
||||
"MyCoolGame.app".
|
||||
|
||||
To get this build automatically, add something like the following rule to
|
||||
your Makefile.am:
|
||||
|
||||
bundle_contents = APP_NAME.app/Contents
|
||||
APP_NAME_bundle: EXE_NAME
|
||||
mkdir -p $(bundle_contents)/MacOS
|
||||
mkdir -p $(bundle_contents)/Resources
|
||||
echo "APPL????" > $(bundle_contents)/PkgInfo
|
||||
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
|
||||
|
||||
You should replace EXE_NAME with the name of the executable. APP_NAME is what
|
||||
will be visible to the user in the Finder. Usually it will be the same
|
||||
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
|
||||
usually is "TestGame". You might also want to use `@PACKAGE@` to use the package
|
||||
name as specified in your configure.in file.
|
||||
|
||||
If your project builds more than one application, you will have to do a bit
|
||||
more. For each of your target applications, you need a separate rule.
|
||||
|
||||
If you want the created bundles to be installed, you may want to add this
|
||||
rule to your Makefile.am:
|
||||
|
||||
install-exec-hook: APP_NAME_bundle
|
||||
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
|
||||
mkdir -p $(DESTDIR)$(prefix)/Applications/
|
||||
cp -r $< /$(DESTDIR)$(prefix)Applications/
|
||||
|
||||
This rule takes the Bundle created by the rule from step 3 and installs them
|
||||
into "$(DESTDIR)$(prefix)/Applications/".
|
||||
|
||||
Again, if you want to install multiple applications, you will have to augment
|
||||
the make rule accordingly.
|
||||
|
||||
|
||||
But beware! That is only part of the story! With the above, you end up with
|
||||
a bare bone .app bundle, which is double clickable from the Finder. But
|
||||
there are some more things you should do before shipping your product...
|
||||
|
||||
1) The bundle right now probably is dynamically linked against SDL. That
|
||||
means that when you copy it to another computer, *it will not run*,
|
||||
unless you also install SDL on that other computer. A good solution
|
||||
for this dilemma is to static link against SDL. On OS X, you can
|
||||
achieve that by linking against the libraries listed by
|
||||
|
||||
sdl-config --static-libs
|
||||
|
||||
instead of those listed by
|
||||
|
||||
sdl-config --libs
|
||||
|
||||
Depending on how exactly SDL is integrated into your build systems, the
|
||||
way to achieve that varies, so I won't describe it here in detail
|
||||
|
||||
2) Add an 'Info.plist' to your application. That is a special XML file which
|
||||
contains some meta-information about your application (like some copyright
|
||||
information, the version of your app, the name of an optional icon file,
|
||||
and other things). Part of that information is displayed by the Finder
|
||||
when you click on the .app, or if you look at the "Get Info" window.
|
||||
More information about Info.plist files can be found on Apple's homepage.
|
||||
|
||||
|
||||
As a final remark, let me add that I use some of the techniques (and some
|
||||
variations of them) in Exult and ScummVM; both are available in source on
|
||||
the net, so feel free to take a peek at them for inspiration!
|
||||
|
||||
|
||||
==============================================================================
|
||||
Using the Simple DirectMedia Layer with Xcode
|
||||
==============================================================================
|
||||
|
||||
These instructions are for using Apple's Xcode IDE to build SDL applications.
|
||||
|
||||
- First steps
|
||||
|
||||
The first thing to do is to unpack the Xcode.tar.gz archive in the
|
||||
top level SDL directory (where the Xcode.tar.gz archive resides).
|
||||
Because Stuffit Expander will unpack the archive into a subdirectory,
|
||||
you should unpack the archive manually from the command line:
|
||||
|
||||
cd [path_to_SDL_source]
|
||||
tar zxf Xcode.tar.gz
|
||||
|
||||
This will create a new folder called Xcode, which you can browse
|
||||
normally from the Finder.
|
||||
|
||||
- Building the Framework
|
||||
|
||||
The SDL Library is packaged as a framework bundle, an organized
|
||||
relocatable folder hierarchy of executable code, interface headers,
|
||||
and additional resources. For practical purposes, you can think of a
|
||||
framework as a more user and system-friendly shared library, whose library
|
||||
file behaves more or less like a standard UNIX shared library.
|
||||
|
||||
To build the framework, simply open the framework project and build it.
|
||||
By default, the framework bundle "SDL.framework" is installed in
|
||||
/Library/Frameworks. Therefore, the testers and project stationary expect
|
||||
it to be located there. However, it will function the same in any of the
|
||||
following locations:
|
||||
|
||||
~/Library/Frameworks
|
||||
/Local/Library/Frameworks
|
||||
/System/Library/Frameworks
|
||||
|
||||
- Build Options
|
||||
There are two "Build Styles" (See the "Targets" tab) for SDL.
|
||||
"Deployment" should be used if you aren't tweaking the SDL library.
|
||||
"Development" should be used to debug SDL apps or the library itself.
|
||||
|
||||
- Building the Testers
|
||||
Open the SDLTest project and build away!
|
||||
|
||||
- Using the Project Stationary
|
||||
Copy the stationary to the indicated folders to access it from
|
||||
the "New Project" and "Add target" menus. What could be easier?
|
||||
|
||||
- Setting up a new project by hand
|
||||
Some of you won't want to use the Stationary so I'll give some tips:
|
||||
* Create a new "Cocoa Application"
|
||||
* Add src/main/macosx/SDLMain.m , .h and .nib to your project
|
||||
* Remove "main.c" from your project
|
||||
* Remove "MainMenu.nib" from your project
|
||||
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
|
||||
* Add "$(HOME)/Library/Frameworks" to the frameworks search path
|
||||
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
|
||||
* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
|
||||
* Add your files
|
||||
* Clean and build
|
||||
|
||||
- Building from command line
|
||||
Use pbxbuild in the same directory as your .pbproj file
|
||||
|
||||
- Running your app
|
||||
You can send command line args to your app by either invoking it from
|
||||
the command line (in *.app/Contents/MacOS) or by entering them in the
|
||||
"Executables" panel of the target settings.
|
||||
|
||||
- Implementation Notes
|
||||
Some things that may be of interest about how it all works...
|
||||
* Working directory
|
||||
As defined in the SDL_main.m file, the working directory of your SDL app
|
||||
is by default set to its parent. You may wish to change this to better
|
||||
suit your needs.
|
||||
* You have a Cocoa App!
|
||||
Your SDL app is essentially a Cocoa application. When your app
|
||||
starts up and the libraries finish loading, a Cocoa procedure is called,
|
||||
which sets up the working directory and calls your main() method.
|
||||
You are free to modify your Cocoa app with generally no consequence
|
||||
to SDL. You cannot, however, easily change the SDL window itself.
|
||||
Functionality may be added in the future to help this.
|
||||
|
||||
|
||||
Known bugs are listed in the file "BUGS.txt".
|
||||
@@ -0,0 +1,28 @@
|
||||
# Nintendo 3DS
|
||||
|
||||
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
|
||||
|
||||
- [Pierre Wendling](https://github.com/FtZPetruska)
|
||||
|
||||
Credits to:
|
||||
|
||||
- The awesome people who ported SDL to other homebrew platforms.
|
||||
- The Devkitpro team for making all the tools necessary to achieve this.
|
||||
|
||||
## Building
|
||||
|
||||
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
|
||||
|
||||
```bash
|
||||
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
## Notes
|
||||
|
||||
- Currently only software rendering is supported.
|
||||
- SDL2main should be used to ensure ROMFS is enabled.
|
||||
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
|
||||
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
|
||||
- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.
|
||||
+103
-103
@@ -1,103 +1,103 @@
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
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.
|
||||
@@ -1,92 +1,92 @@
|
||||
Simple DirectMedia Layer 2 for OS/2 & eComStation
|
||||
================================================================================
|
||||
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016
|
||||
|
||||
|
||||
OpenGL and audio capture 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.
|
||||
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.
|
||||
@@ -1,17 +1,17 @@
|
||||
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
|
||||
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
|
||||
@@ -1,8 +1,8 @@
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
@@ -1,68 +1,68 @@
|
||||
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)
|
||||
|
||||
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)
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
PS2
|
||||
======
|
||||
SDL2 port for the Sony Playstation 2 contributed by:
|
||||
- Francisco Javier Trujillo Mata
|
||||
|
||||
|
||||
Credit to
|
||||
- The guys that ported SDL to PSP & Vita because I'm taking them as reference.
|
||||
- David G. F. for helping me with several issues and tests.
|
||||
|
||||
## Building
|
||||
To build SDL2 library for the PS2, make sure you have the latest PS2Dev status and run:
|
||||
```bash
|
||||
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
## Hints
|
||||
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
|
||||
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30.
|
||||
|
||||
## Notes
|
||||
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer.
|
||||
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
|
||||
It could be something similar as:
|
||||
```c
|
||||
.....
|
||||
|
||||
SDL_PS2_SKIP_IOP_RESET();
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
.....
|
||||
```
|
||||
For a release binary is recommendable to reset the IOP always.
|
||||
|
||||
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
|
||||
|
||||
## Getting PS2 Dev
|
||||
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
|
||||
|
||||
## Running on PCSX2 Emulator
|
||||
[PCSX2](https://github.com/PCSX2/pcsx2)
|
||||
|
||||
[More PCSX2 information](https://pcsx2.net/)
|
||||
|
||||
## To Do
|
||||
- PS2 Screen Keyboard
|
||||
- Dialogs
|
||||
- Others
|
||||
@@ -1,36 +1,36 @@
|
||||
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
|
||||
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
|
||||
@@ -1,180 +1,180 @@
|
||||
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 libxinerama-dev libxxf86vm-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.
|
||||
|
||||
|
||||
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.
|
||||
|
||||
|
||||
@@ -1,41 +1,41 @@
|
||||
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=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF
|
||||
cmake --build build-riscos
|
||||
cmake --build build-riscos --target install
|
||||
|
||||
|
||||
Current level of implementation
|
||||
-------------------------------
|
||||
|
||||
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
|
||||
|
||||
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
|
||||
|
||||
The audio, loadso, thread and timer APIs are currently provided by UnixLib.
|
||||
|
||||
GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake.
|
||||
|
||||
The joystick, locale and power APIs are not yet implemented.
|
||||
RISC OS
|
||||
=======
|
||||
|
||||
Requirements:
|
||||
|
||||
* RISC OS 3.5 or later.
|
||||
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
|
||||
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
|
||||
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
|
||||
|
||||
|
||||
Compiling:
|
||||
----------
|
||||
|
||||
Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported.
|
||||
|
||||
The following commands can be used to build SDL2 for RISC OS using autoconf:
|
||||
|
||||
./configure --host=arm-unknown-riscos --prefix=$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.
|
||||
@@ -1,86 +1,86 @@
|
||||
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)
|
||||
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)
|
||||
@@ -0,0 +1,60 @@
|
||||
# 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.
|
||||
+114
-114
@@ -1,114 +1,114 @@
|
||||
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)
|
||||
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)
|
||||
@@ -1,33 +1,33 @@
|
||||
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=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
Notes
|
||||
-----
|
||||
* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
|
||||
These renderers support 720p and 1080i resolutions. These can be specified with:
|
||||
`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
|
||||
* Desktop GL 1.X and 2.X support and renderers are also disabled by default and also can be enabled with `-DVIDEO_VITA_PVR=ON` as long as gl4es4vita is present in your SDK.
|
||||
They support the same resolutions as the gles1/gles2 backends and require specifying `SDL_setenv("VITA_PVR_OGL", "1", 1);`
|
||||
anytime before video subsystem initialization.
|
||||
* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
|
||||
* By default SDL emits mouse events for touch events on every touchscreen.
|
||||
Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
|
||||
Individual touchscreens can be disabled with:
|
||||
`SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);`
|
||||
* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
|
||||
PS Vita
|
||||
=======
|
||||
SDL port for the Sony Playstation Vita and Sony Playstation TV
|
||||
|
||||
Credit to
|
||||
* xerpi, cpasjuste and rsn8887 for initial (vita2d) port
|
||||
* vitasdk/dolcesdk devs
|
||||
* CBPS discord (Namely Graphene and SonicMastr)
|
||||
|
||||
Building
|
||||
--------
|
||||
To build for the PSVita, make sure you have vitasdk and cmake installed and run:
|
||||
```
|
||||
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${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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