Converted README documentation to DOS text format

This commit is contained in:
Sam Lantinga 2016-10-07 17:46:58 -07:00
parent bf076c22ad
commit 104c9541d9
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Android Android
================================================================================ ================================================================================
Requirements: Requirements:

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CMake CMake
================================================================================ ================================================================================
(www.cmake.org) (www.cmake.org)
SDL's build system was traditionally based on autotools. Over time, this SDL's build system was traditionally based on autotools. Over time, this
approach has suffered from several issues across the different supported approach has suffered from several issues across the different supported

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DirectFB DirectFB
======== ========
Supports: Supports:

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Dynamic API Dynamic API
================================================================================ ================================================================================
Originally posted by Ryan at: Originally posted by Ryan at:
https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
Background: Background:
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, - 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. 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. 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 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. 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 - 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 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 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. 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 - If you don't ship an SDL2 with the game in some form, people that disabled the
Steam Runtime, or just tried to run the game from the command line instead of Steam Runtime, or just tried to run the game from the command line instead of
Steam might find themselves unable to run the game, due to a missing dependency. 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 - 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 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 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 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 included), which is inconvenient if you could have had one universal build
that works everywhere. that works everywhere.
- We like the zlib license, but the biggest complaint from the open source - 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 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 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: 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. swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead. Static linking stops this dead.
So here's what we did: So here's what we did:
SDL now has, internally, a table of function pointers. So, this is what SDL_Init SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like: now looks like:
UInt32 SDL_Init(Uint32 flags) UInt32 SDL_Init(Uint32 flags)
{ {
return jump_table.SDL_Init(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 Except that is all done with a bunch of macro magic so we don't have to maintain
every one of these. every one of these.
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
SDL_Init() that you've been calling all this time. But at startup, it looks more SDL_Init() that you've been calling all this time. But at startup, it looks more
like this: like this:
Uint32 SDL_Init_DEFAULT(Uint32 flags) Uint32 SDL_Init_DEFAULT(Uint32 flags)
{ {
SDL_InitDynamicAPI(); SDL_InitDynamicAPI();
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this _DEFAULT function never gets called again. pointers, which means that this _DEFAULT function never gets called again.
First call to any SDL function sets the whole thing up. 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 So you might be asking, what was the value in that? Isn't this what the operating
system's dynamic loader was supposed to do for us? Yes, but now we've got this system's dynamic loader was supposed to do for us? Yes, but now we've got this
level of indirection, we can do things like this: level of indirection, we can do things like this:
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2 ./MyGameThatIsStaticallyLinkedToSDL2
And now, this game that is staticallly linked to SDL, can still be overridden And now, this game that is staticallly linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as 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 far as calling into the jump table in this case. But in cases where no override
is desired, the statically linked version will provide its own jump table, is desired, the statically linked version will provide its own jump table,
and everyone is happy. and everyone is happy.
So now: So now:
- Developers can statically link SDL, and users can still replace it. - Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!) (We'd still rather you ship a shared library, though!)
- Developers can ship an SDL with their game, Valve can override it for, say, - 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, new features on SteamOS, or distros can override it for their own needs,
but it'll also just work in the default case. but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), - Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing. and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case, - End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms. to keep abandoned games running on newer platforms.
- Everyone develops with SDL exactly as they have been doing all along. - Everyone develops with SDL exactly as they have been doing all along.
Same headers, same ABI. Just get the latest version to enable this magic. Same headers, same ABI. Just get the latest version to enable this magic.
A little more about SDL_InitDynamicAPI(): A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes single thread initializes everything (although even SDL_CreateThread() goes
through here before spinning a thread, too), and then decides if it should use through here before spinning a thread, too), and then decides if it should use
an external SDL library. If not, it sets up the jump table using the current an external SDL library. If not, it sets up the jump table using the current
SDL's function pointers (which might be statically linked into a program, or in SDL's function pointers (which might be statically linked into a program, or in
a shared library of its own). If so, it loads that library and looks for and a shared library of its own). If so, it loads that library and looks for and
calls a single function: calls a single function:
SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); 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 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. 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 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 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 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 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. if it's smaller, we know we can provide the entire API that the caller needs.
The version variable is a failsafe switch. The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes 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). (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 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 inconceivable to have a small dispatch library that only supplies this one
function and loads different, otherwise-incompatible SDL libraries and has the function and loads different, otherwise-incompatible SDL libraries and has the
right one initialize the jump table based on the version. For something that 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 must generically catch lots of different versions of SDL over time, like the
Steam Client, this isn't a bad option. Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking, Finally, I'm sure some people are reading this and thinking,
"I don't want that overhead in my project!" "I don't want that overhead in my project!"
To which I would point out that the extra function call through the jump table 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 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 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 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 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 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 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. 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 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, 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 everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution. nudged everyone towards what we think is the best solution.

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Emscripten Emscripten
================================================================================ ================================================================================
Build: Build:
$ mkdir build $ mkdir build
$ cd build $ cd build
$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2" $ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2"
$ emmake make $ emmake make
Or with cmake: Or with cmake:
$ mkdir build $ mkdir build
$ cd build $ cd build
$ emcmake cmake .. $ emcmake cmake ..
$ emmake make $ emmake make
To build one of the tests: To build one of the tests:
$ cd test/ $ cd test/
$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html $ 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 Uses GLES2 renderer or software
tests: https://dl.dropboxusercontent.com/u/17360362/SDL2-em/index.html tests: https://dl.dropboxusercontent.com/u/17360362/SDL2-em/index.html
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere): Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/): SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
$ EMCONFIGURE_JS=1 emconfigure ../configure $ EMCONFIGURE_JS=1 emconfigure ../configure
build as usual... build as usual...
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx): SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx $ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
build as usual... build as usual...

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Mercurial Mercurial
========= =========
The latest development version of SDL is available via Mercurial. The latest development version of SDL is available via Mercurial.
Mercurial allows you to get up-to-the-minute fixes and enhancements; Mercurial allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "hg" to mirror that as a developer works on a source tree, you can use "hg" to mirror that

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Linux Linux
================================================================================ ================================================================================
By default SDL will only link against glibc, the rest of the features will be 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 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. 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 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 at runtime, and you won't get a missing library error, at least with the
default configuration parameters. default configuration parameters.
================================================================================ ================================================================================
Build Dependencies Build Dependencies
================================================================================ ================================================================================
Ubuntu 13.04, all available features enabled: Ubuntu 13.04, all available features enabled:
sudo apt-get install build-essential mercurial make cmake autoconf automake \ sudo apt-get install build-essential mercurial make cmake autoconf automake \
libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \ libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \ libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \ libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev
Ubuntu 16.04 can also add "libwayland-dev libxkbcommon-dev wayland-protocols" Ubuntu 16.04 can also add "libwayland-dev libxkbcommon-dev wayland-protocols"
to that command line for Wayland support. to that command line for Wayland support.
Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command
line for Mir support. line for Mir support.
NOTES: NOTES:
- This includes all the audio targets except arts, because Ubuntu pulled the - This includes all the audio targets except arts, because Ubuntu pulled the
artsc0-dev package, but in theory SDL still supports it. artsc0-dev package, but in theory SDL still supports it.
- DirectFB isn't included because the configure script (currently) fails to find - DirectFB isn't included because the configure script (currently) fails to find
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
configure script to include DirectFB support. Send patches. :) configure script to include DirectFB support. Send patches. :)
================================================================================ ================================================================================
Joystick does not work Joystick does not work
================================================================================ ================================================================================
If you compiled or are using a version of SDL with udev support (and you should!) 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 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: debug this, start by installing the evtest utility. On Ubuntu/Debian:
sudo apt-get install evtest sudo apt-get install evtest
Then run: Then run:
sudo evtest sudo evtest
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
Now run: Now run:
cat /dev/input/event/XX cat /dev/input/event/XX
If you get a permission error, you need to set a udev rule to change the mode of If you get a permission error, you need to set a udev rule to change the mode of
your device (see below) your device (see below)
Also, try: Also, try:
sudo udevadm info --query=all --name=input/eventXX 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, 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. you need to set up an udev rule to force this variable.
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
like: like:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" 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" 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 You can set up similar rules for your device by changing the values listed in
idProduct and idVendor. To obtain these values, try: 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 idVendor
sudo udevadm info -a --name=input/eventXX | grep idProduct sudo udevadm info -a --name=input/eventXX | grep idProduct
If multiple values come up for each of these, the one you want is the first one of each. If multiple values come up for each of these, the one you want is the first one of each.
On other systems which ship with an older udev (such as CentOS), you may need On other systems which ship with an older udev (such as CentOS), you may need
to set up a rule such as: to set up a rule such as:
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"

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Native Client Native Client
================================================================================ ================================================================================
Requirements: Requirements:
* Native Client SDK (https://developer.chrome.com/native-client), * Native Client SDK (https://developer.chrome.com/native-client),
(tested with Pepper version 33 or higher). (tested with Pepper version 33 or higher).
The SDL backend for Chrome's Native Client has been tested only with the PNaCl The SDL backend for Chrome's Native Client has been tested only with the PNaCl
toolchain, which generates binaries designed to run on ARM and x86_32/64 toolchain, which generates binaries designed to run on ARM and x86_32/64
platforms. This does not mean it won't work with the other toolchains! platforms. This does not mean it won't work with the other toolchains!
================================================================================ ================================================================================
Building SDL for NaCl Building SDL for NaCl
================================================================================ ================================================================================
Set up the right environment variables (see naclbuild.sh), then configure SDL with: Set up the right environment variables (see naclbuild.sh), then configure SDL with:
configure --host=pnacl --prefix some/install/destination configure --host=pnacl --prefix some/install/destination
Then "make". Then "make".
As an example of how to create a deployable app a Makefile project is provided 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 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 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 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). you dump them into the SDK path, which is inconvenient).
Also provided in test/nacl is the required support file, such as index.html, Also provided in test/nacl is the required support file, such as index.html,
manifest.json, etc. manifest.json, etc.
SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. 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), 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 hiding the asynchronous nature of the browser behind the scenes...which is not the
same as making it disappear! same as making it disappear!
================================================================================ ================================================================================
Running tests Running tests
================================================================================ ================================================================================
Due to the nature of NaCl programs, building and running SDL tests is not as 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 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 automates the process and should serve as a guide for users of SDL trying to build
their own applications. their own applications.
Basic usage: Basic usage:
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
This will build testgles2.c by default. This will build testgles2.c by default.
If you want to build a different test, for example testrendercopyex.c: If you want to build a different test, for example testrendercopyex.c:
SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 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 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). script will give you instructions on how to do that with Python).
================================================================================ ================================================================================
RWops and nacl_io RWops and nacl_io
================================================================================ ================================================================================
SDL_RWops work transparently with nacl_io. Two functions control the mount points: SDL_RWops work transparently with nacl_io. Two functions control the mount points:
int mount(const char* source, const char* target, int mount(const char* source, const char* target,
const char* filesystemtype, const char* filesystemtype,
unsigned long mountflags, const void *data); unsigned long mountflags, const void *data);
int umount(const char *target); int umount(const char *target);
For convenience, SDL will by default mount an httpfs tree at / before calling For convenience, SDL will by default mount an httpfs tree at / before calling
the app's main function. Such setting can be overridden by calling: the app's main function. Such setting can be overridden by calling:
umount("/"); umount("/");
And then mounting a different filesystem at / And then mounting a different filesystem at /
It's important to consider that the asynchronous nature of file operations on a 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 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 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 environment, which eases the job of porting to Native Client, but also introduces
a set of challenges of its own, in particular when big file sizes and slow a set of challenges of its own, in particular when big file sizes and slow
connections are involved. connections are involved.
For more information on how nacl_io and mount points work, see: For more information on how nacl_io and mount points work, see:
https://developer.chrome.com/native-client/devguide/coding/nacl_io 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 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) : To be able to save into the directory "/save/" (like backup of game) :
mount("", "/save", "html5fs", 0, "type=PERSISTENT"); mount("", "/save", "html5fs", 0, "type=PERSISTENT");
And add to manifest.json : And add to manifest.json :
"permissions": [ "permissions": [
"unlimitedStorage" "unlimitedStorage"
] ]
================================================================================ ================================================================================
TODO - Known Issues TODO - Known Issues
================================================================================ ================================================================================
* Testing of all systems with a real application (something other than SDL's tests) * Testing of all systems with a real application (something other than SDL's tests)
* Key events don't seem to work properly * Key events don't seem to work properly

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Pandora Pandora
===================================================================== =====================================================================
( http://openpandora.org/ ) ( http://openpandora.org/ )
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES - 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 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. input support for now, so if you use it you will have to add your own control code.

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Platforms Platforms
========= =========
We maintain the list of supported platforms on our wiki now, and how to We maintain the list of supported platforms on our wiki now, and how to
build and install SDL for those platforms: build and install SDL for those platforms:
https://wiki.libsdl.org/Installation https://wiki.libsdl.org/Installation

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PSP PSP
====== ======
SDL port for the Sony PSP contributed by SDL port for the Sony PSP contributed by
Captian Lex Captian Lex

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Touch Touch
=========================================================================== ===========================================================================
System Specific Notes System Specific Notes
=========================================================================== ===========================================================================

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WinCE WinCE
===== =====
Windows CE is no longer supported by SDL. Windows CE is no longer supported by SDL.

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Windows Windows
================================================================================ ================================================================================
================================================================================ ================================================================================
OpenGL ES 2.x support OpenGL ES 2.x support
================================================================================ ================================================================================
SDL has support for OpenGL ES 2.x under Windows via two alternative SDL has support for OpenGL ES 2.x under Windows via two alternative
implementations. implementations.
The most straightforward method consists in running your app in a system with The most straightforward method consists in running your app in a system with
a graphic card paired with a relatively recent (as of November of 2013) driver a graphic card paired with a relatively recent (as of November of 2013) driver
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
to ship said extension on Windows currently include nVidia and Intel. to ship said extension on Windows currently include nVidia and Intel.
The other method involves using the ANGLE library (https://code.google.com/p/angleproject/) The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
extension is found, SDL will try to load the libEGL.dll library provided by extension is found, SDL will try to load the libEGL.dll library provided by
ANGLE. ANGLE.
To obtain the ANGLE binaries, you can either compile from source from To obtain the ANGLE binaries, you can either compile from source from
https://chromium.googlesource.com/angle/angle or copy the relevant binaries from https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
a recent Chrome/Chromium install for Windows. The files you need are: a recent Chrome/Chromium install for Windows. The files you need are:
* libEGL.dll * libEGL.dll
* libGLESv2.dll * libGLESv2.dll
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) * d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
or... or...
* d3dcompiler_43.dll (supports Windows XP or later) * d3dcompiler_43.dll (supports Windows XP or later)
If you compile ANGLE from source, you can configure it so it does not need the If you compile ANGLE from source, you can configure it so it does not need the
d3dcompiler_* DLL at all (for details on this, see their documentation). d3dcompiler_* DLL at all (for details on this, see their documentation).
However, by default SDL will try to preload the d3dcompiler_46.dll to However, by default SDL will try to preload the d3dcompiler_46.dll to
comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
support Windows XP) or to skip this step at all, you can use the support Windows XP) or to skip this step at all, you can use the
SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details). SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
Known Bugs: Known Bugs:
* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears * SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
that there's a bug in the library which prevents the window contents from that there's a bug in the library which prevents the window contents from
refreshing if this is set to anything other than the default value. refreshing if this is set to anything other than the default value.

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WinRT WinRT
===== =====
This port allows SDL applications to run on Microsoft's platforms that require This port allows SDL applications to run on Microsoft's platforms that require
use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases, use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
refer to them as either "Windows Store", or for Windows 10, "UWP" apps. refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
Some of the operating systems that include WinRT, are: Some of the operating systems that include WinRT, are:
* Windows 10, via its Universal Windows Platform (UWP) APIs * Windows 10, via its Universal Windows Platform (UWP) APIs
* Windows 8.x * Windows 8.x
* Windows RT 8.x (aka. Windows 8.x for ARM processors) * Windows RT 8.x (aka. Windows 8.x for ARM processors)
* Windows Phone 8.x * Windows Phone 8.x
Requirements Requirements
------------ ------------
* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012 * Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012
- Free, "Community" or "Express" editions may be used, so long as they - Free, "Community" or "Express" editions may be used, so long as they
include support for either "Windows Store" or "Windows Phone" apps. include support for either "Windows Store" or "Windows Phone" apps.
"Express" versions marked as supporting "Windows Desktop" development "Express" versions marked as supporting "Windows Desktop" development
typically do not include support for creating WinRT apps, to note. typically do not include support for creating WinRT apps, to note.
(The "Community" editions of Visual C++ do, however, support both (The "Community" editions of Visual C++ do, however, support both
desktop/Win32 and WinRT development). desktop/Win32 and WinRT development).
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows, - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
or Windows Phone. 8.0-targetted apps will run on devices running 8.1 or Windows Phone. 8.0-targetted apps will run on devices running 8.1
editions of Windows, however they will not be able to take advantage of editions of Windows, however they will not be able to take advantage of
8.1-specific features. 8.1-specific features.
- Visual C++ 2013 cannot create app projects that target Windows 8.0. - Visual C++ 2013 cannot create app projects that target Windows 8.0.
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0, Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8", Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
allows Visual C++ 2013 to load and build Windows 8.0 projects that were allows Visual C++ 2013 to load and build Windows 8.0 projects that were
created with Visual C++ 2012, so long as Visual C++ 2012 is installed created with Visual C++ 2012, so long as Visual C++ 2012 is installed
on the same machine. More details on targeting different versions of on the same machine. More details on targeting different versions of
Windows can found at the following web pages: Windows can found at the following web pages:
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx) - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools) - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
* A valid Microsoft account - This requirement is not imposed by SDL, but * A valid Microsoft account - This requirement is not imposed by SDL, but
rather by Microsoft's Visual C++ toolchain. This is required to launch or rather by Microsoft's Visual C++ toolchain. This is required to launch or
debug apps. debug apps.
Status Status
------ ------
Here is a rough list of what works, and what doens't: Here is a rough list of what works, and what doens't:
* What works: * What works:
* compilation via Visual C++ 2012 through 2015 * compilation via Visual C++ 2012 through 2015
* compile-time platform detection for SDL programs. The C/C++ #define, * compile-time platform detection for SDL programs. The C/C++ #define,
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT. `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
* GPU-accelerated 2D rendering, via SDL_Renderer. * GPU-accelerated 2D rendering, via SDL_Renderer.
* OpenGL ES 2, via the ANGLE library (included separately from SDL) * OpenGL ES 2, via the ANGLE library (included separately from SDL)
* software rendering, via either SDL_Surface (optionally in conjunction with * software rendering, via either SDL_Surface (optionally in conjunction with
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
SDL_Renderer APIs SDL_Renderer APIs
* threads * threads
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(), * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
SDL_GetPerformanceFrequency(), etc.) SDL_GetPerformanceFrequency(), etc.)
* file I/O via SDL_RWops * file I/O via SDL_RWops
* mouse input (unsupported on Windows Phone) * mouse input (unsupported on Windows Phone)
* audio, via a modified version of SDL's XAudio2 backend * audio, via a modified version of SDL's XAudio2 backend
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
anything outside of the app is not supported. anything outside of the app is not supported.
* system path retrieval via SDL's filesystem APIs * system path retrieval via SDL's filesystem APIs
* game controllers. Support is provided via the SDL_Joystick and * game controllers. Support is provided via the SDL_Joystick and
SDL_GameController APIs, and is backed by Microsoft's XInput API. SDL_GameController APIs, and is backed by Microsoft's XInput API.
* multi-touch input * multi-touch input
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
appropriate. appropriate.
* window events * window events
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
choose to render content directly via Direct3D, using SDL to manage the choose to render content directly via Direct3D, using SDL to manage the
internal WinRT window, as well as input and audio. (Use internal WinRT window, as well as input and audio. (Use
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.) IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
* What partially works: * What partially works:
* keyboard input. Most of WinRT's documented virtual keys are supported, as * keyboard input. Most of WinRT's documented virtual keys are supported, as
well as many keys with documented hardware scancodes. Converting well as many keys with documented hardware scancodes. Converting
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
(MapVirualKey()) in Microsoft's Windows Store / UWP APIs. (MapVirualKey()) in Microsoft's Windows Store / UWP APIs.
* SDLmain. WinRT uses a different signature for each app's main() function. * SDLmain. WinRT uses a different signature for each app's main() function.
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
(in `SDL\src\main\winrt\`) directly in order for their C-style main() (in `SDL\src\main\winrt\`) directly in order for their C-style main()
functions to be called. functions to be called.
* What doesn't work: * What doesn't work:
* compilation with anything other than Visual C++ * compilation with anything other than Visual C++
* programmatically-created custom cursors. These don't appear to be supported * programmatically-created custom cursors. These don't appear to be supported
by WinRT. Different OS-provided cursors can, however, be created via by WinRT. Different OS-provided cursors can, however, be created via
SDL_CreateSystemCursor() (unsupported on Windows Phone) SDL_CreateSystemCursor() (unsupported on Windows Phone)
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
supported by WinRT itself. supported by WinRT itself.
* joysticks and game controllers that aren't supported by Microsoft's XInput * joysticks and game controllers that aren't supported by Microsoft's XInput
API. API.
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync * turning off VSync when rendering on Windows Phone. Attempts to turn VSync
off on Windows Phone result either in Direct3D not drawing anything, or it off on Windows Phone result either in Direct3D not drawing anything, or it
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
turned-on on Windows Phone. This limitation is not present in non-Phone turned-on on Windows Phone. This limitation is not present in non-Phone
WinRT (such as Windows 8.x), where turning off VSync appears to work. WinRT (such as Windows 8.x), where turning off VSync appears to work.
* probably anything else that's not listed as supported * probably anything else that's not listed as supported
Upgrade Notes Upgrade Notes
------------- -------------
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3 #### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath(). SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
that these changes only apply to SDL-based WinRT apps, and not to apps for that these changes only apply to SDL-based WinRT apps, and not to apps for
any other platform. any other platform.
1. SDL_GetPrefPath() would return an invalid path, one in which the path's 1. SDL_GetPrefPath() would return an invalid path, one in which the path's
directory had not been created. Attempts to create files there directory had not been created. Attempts to create files there
(via fopen(), for example), would fail, unless that directory was (via fopen(), for example), would fail, unless that directory was
explicitly created beforehand. explicitly created beforehand.
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside 2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
a WinRT 'Roaming' folder, the contents of which get automatically a WinRT 'Roaming' folder, the contents of which get automatically
synchronized across multiple devices. This process can occur while an synchronized across multiple devices. This process can occur while an
application runs, and can cause existing save-data to be overwritten application runs, and can cause existing save-data to be overwritten
at unexpected times, with data from other devices. (Windows Phone apps at unexpected times, with data from other devices. (Windows Phone apps
written with SDL 2.0.3 did not utilize a Roaming folder, due to API written with SDL 2.0.3 did not utilize a Roaming folder, due to API
restrictions in Windows Phone 8.0). restrictions in Windows Phone 8.0).
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by: SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
1. making sure that SDL_GetPrefPath() returns a directory in which data 1. making sure that SDL_GetPrefPath() returns a directory in which data
can be written to immediately, without first needing to create directories. can be written to immediately, without first needing to create directories.
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the 2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
contents of which do not automatically get synchronized across devices contents of which do not automatically get synchronized across devices
(and which require less work to use safely, in terms of data integrity). (and which require less work to use safely, in terms of data integrity).
Apps that wish to get their Roaming folder's path can do so either by using Apps that wish to get their Roaming folder's path can do so either by using
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
UCS-2/wide-char string), or directly through the WinRT class, UCS-2/wide-char string), or directly through the WinRT class,
Windows.Storage.ApplicationData. Windows.Storage.ApplicationData.
Setup, High-Level Steps Setup, High-Level Steps
----------------------- -----------------------
The steps for setting up a project for an SDL/WinRT app looks like the The steps for setting up a project for an SDL/WinRT app looks like the
following, at a high-level: following, at a high-level:
1. create a new Visual C++ project using Microsoft's template for a, 1. create a new Visual C++ project using Microsoft's template for a,
"Direct3D App". "Direct3D App".
2. remove most of the files from the project. 2. remove most of the files from the project.
3. make your app's project directly reference SDL/WinRT's own Visual C++ 3. make your app's project directly reference SDL/WinRT's own Visual C++
project file, via use of Visual C++'s "References" dialog. This will setup project file, via use of Visual C++'s "References" dialog. This will setup
the linker, and will copy SDL's .dll files to your app's final output. the linker, and will copy SDL's .dll files to your app's final output.
4. adjust your app's build settings, at minimum, telling it where to find SDL's 4. adjust your app's build settings, at minimum, telling it where to find SDL's
header files. header files.
5. add files that contains a WinRT-appropriate main function, along with some 5. add files that contains a WinRT-appropriate main function, along with some
data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls) data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
work properly. work properly.
6. add SDL-specific app code. 6. add SDL-specific app code.
7. build and run your app. 7. build and run your app.
Setup, Detailed Steps Setup, Detailed Steps
--------------------- ---------------------
### 1. Create a new project ### ### 1. Create a new project ###
Create a new project using one of Visual C++'s templates for a plain, non-XAML, Create a new project using one of Visual C++'s templates for a plain, non-XAML,
"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you "Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
don't see one of these templates, in Visual C++'s 'New Project' dialog, try don't see one of these templates, in Visual C++'s 'New Project' dialog, try
using the textbox titled, 'Search Installed Templates' to look for one. using the textbox titled, 'Search Installed Templates' to look for one.
### 2. Remove unneeded files from the project ### ### 2. Remove unneeded files from the project ###
In the new project, delete any file that has one of the following extensions: In the new project, delete any file that has one of the following extensions:
- .cpp - .cpp
- .h - .h
- .hlsl - .hlsl
When you are done, you should be left with a few files, each of which will be a When you are done, you should be left with a few files, each of which will be a
necessary part of your app's project. These files will consist of: necessary part of your app's project. These files will consist of:
- an .appxmanifest file, which contains metadata on your WinRT app. This is - an .appxmanifest file, which contains metadata on your WinRT app. This is
similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android. similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
- a few .png files, one of which is a splash screen (displayed when your app - a few .png files, one of which is a splash screen (displayed when your app
launches), others are app icons. launches), others are app icons.
- a .pfx file, used for code signing purposes. - a .pfx file, used for code signing purposes.
### 3. Add references to SDL's project files ### ### 3. Add references to SDL's project files ###
SDL/WinRT can be built in multiple variations, spanning across three different SDL/WinRT can be built in multiple variations, spanning across three different
CPU architectures (x86, x64, and ARM) and two different configurations CPU architectures (x86, x64, and ARM) and two different configurations
(Debug and Release). WinRT and Visual C++ do not currently provide a means (Debug and Release). WinRT and Visual C++ do not currently provide a means
for combining multiple variations of one library into a single file. for combining multiple variations of one library into a single file.
Furthermore, it does not provide an easy means for copying pre-built .dll files Furthermore, it does not provide an easy means for copying pre-built .dll files
into your app's final output (via Post-Build steps, for example). It does, into your app's final output (via Post-Build steps, for example). It does,
however, provide a system whereby an app can reference the MSVC projects of however, provide a system whereby an app can reference the MSVC projects of
libraries such that, when the app is built: libraries such that, when the app is built:
1. each library gets built for the appropriate CPU architecture(s) and WinRT 1. each library gets built for the appropriate CPU architecture(s) and WinRT
platform(s). platform(s).
2. each library's output, such as .dll files, get copied to the app's build 2. each library's output, such as .dll files, get copied to the app's build
output. output.
To set this up for SDL/WinRT, you'll need to run through the following steps: To set this up for SDL/WinRT, you'll need to run through the following steps:
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then 1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
"Solution Explorer") "Solution Explorer")
2. right click on your app's solution. 2. right click on your app's solution.
3. navigate to "Add", then to "Existing Project..." 3. navigate to "Add", then to "Existing Project..."
4. find SDL/WinRT's Visual C++ project file and open it. Different project 4. find SDL/WinRT's Visual C++ project file and open it. Different project
files exist for different WinRT platforms. All of them are in SDL's files exist for different WinRT platforms. All of them are in SDL's
source distribution, in the following directories: source distribution, in the following directories:
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps * `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
5. once the project has been added, right-click on your app's project and 5. once the project has been added, right-click on your app's project and
select, "References..." select, "References..."
6. click on the button titled, "Add New Reference..." 6. click on the button titled, "Add New Reference..."
7. check the box next to SDL 7. check the box next to SDL
8. click OK to close the dialog 8. click OK to close the dialog
9. SDL will now show up in the list of references. Click OK to close that 9. SDL will now show up in the list of references. Click OK to close that
dialog. dialog.
Your project is now linked to SDL's project, insofar that when the app is Your project is now linked to SDL's project, insofar that when the app is
built, SDL will be built as well, with its build output getting included with built, SDL will be built as well, with its build output getting included with
your app. your app.
### 4. Adjust Your App's Build Settings ### ### 4. Adjust Your App's Build Settings ###
Some build settings need to be changed in your app's project. This guide will Some build settings need to be changed in your app's project. This guide will
outline the following: outline the following:
- making sure that the compiler knows where to find SDL's header files - making sure that the compiler knows where to find SDL's header files
- **Optional for C++, but NECESSARY for compiling C code:** telling the - **Optional for C++, but NECESSARY for compiling C code:** telling the
compiler not to use Microsoft's C++ extensions for WinRT development. compiler not to use Microsoft's C++ extensions for WinRT development.
- **Optional:** telling the compiler not generate errors due to missing - **Optional:** telling the compiler not generate errors due to missing
precompiled header files. precompiled header files.
To change these settings: To change these settings:
1. right-click on the project 1. right-click on the project
2. choose "Properties" 2. choose "Properties"
3. in the drop-down box next to "Configuration", choose, "All Configurations" 3. in the drop-down box next to "Configuration", choose, "All Configurations"
4. in the drop-down box next to "Platform", choose, "All Platforms" 4. in the drop-down box next to "Platform", choose, "All Platforms"
5. in the left-hand list, expand the "C/C++" section 5. in the left-hand list, expand the "C/C++" section
6. select "General" 6. select "General"
7. edit the "Additional Include Directories" setting, and add a path to SDL's 7. edit the "Additional Include Directories" setting, and add a path to SDL's
"include" directory "include" directory
8. **Optional: to enable compilation of C code:** change the setting for 8. **Optional: to enable compilation of C code:** change the setting for
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
working with a completely C++ based project, this step can usually be working with a completely C++ based project, this step can usually be
omitted. omitted.
9. **Optional: to disable precompiled headers (which can produce 9. **Optional: to disable precompiled headers (which can produce
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
list, select "Precompiled Headers", then change the setting for "Precompiled list, select "Precompiled Headers", then change the setting for "Precompiled
Header" from "Use (/Yu)" to "Not Using Precompiled Headers". Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
10. close the dialog, saving settings, by clicking the "OK" button 10. close the dialog, saving settings, by clicking the "OK" button
### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ### ### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
A few files should be included directly in your app's MSVC project, specifically: A few files should be included directly in your app's MSVC project, specifically:
1. a WinRT-appropriate main function (which is different than main() functions on 1. a WinRT-appropriate main function (which is different than main() functions on
other platforms) other platforms)
2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor 2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
(if and when the app needs to do so). *If this cursor resource is not (if and when the app needs to do so). *If this cursor resource is not
included, mouse-position reporting may fail if and when the cursor is included, mouse-position reporting may fail if and when the cursor is
hidden, due to possible bugs/design-oddities in Windows itself.* hidden, due to possible bugs/design-oddities in Windows itself.*
To include these files: To include these files:
1. right-click on your project (again, in Visual C++'s Solution Explorer), 1. right-click on your project (again, in Visual C++'s Solution Explorer),
navigate to "Add", then choose "Existing Item...". navigate to "Add", then choose "Existing Item...".
2. navigate to the directory containing SDL's source code, then into its 2. navigate to the directory containing SDL's source code, then into its
subdirectory, 'src/main/winrt/'. Select, then add, the following files: subdirectory, 'src/main/winrt/'. Select, then add, the following files:
- `SDL_winrt_main_NonXAML.cpp` - `SDL_winrt_main_NonXAML.cpp`
- `SDL2-WinRTResources.rc` - `SDL2-WinRTResources.rc`
- `SDL2-WinRTResource_BlankCursor.cur` - `SDL2-WinRTResource_BlankCursor.cur`
3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your 3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
project), then click on "Properties...". project), then click on "Properties...".
4. in the drop-down box next to "Configuration", choose, "All Configurations" 4. in the drop-down box next to "Configuration", choose, "All Configurations"
5. in the drop-down box next to "Platform", choose, "All Platforms" 5. in the drop-down box next to "Platform", choose, "All Platforms"
6. in the left-hand list, click on "C/C++" 6. in the left-hand list, click on "C/C++"
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)". 7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
8. click the OK button. This will close the dialog. 8. click the OK button. This will close the dialog.
**NOTE: C++/CX compilation is currently required in at least one file of your **NOTE: C++/CX compilation is currently required in at least one file of your
app's project. This is to make sure that Visual C++'s linker builds a 'Windows app's project. This is to make sure that Visual C++'s linker builds a 'Windows
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.** Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
### 6. Add app code and assets ### ### 6. Add app code and assets ###
At this point, you can add in SDL-specific source code. Be sure to include a At this point, you can add in SDL-specific source code. Be sure to include a
C-style main function (ie: `int main(int argc, char *argv[])`). From there you C-style main function (ie: `int main(int argc, char *argv[])`). From there you
should be able to create a single `SDL_Window` (WinRT apps can only have one should be able to create a single `SDL_Window` (WinRT apps can only have one
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
draw content. Events are received via SDL's usual event functions draw content. Events are received via SDL's usual event functions
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets, (`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
you can start adding them to the project now. If not, or if you would like to you can start adding them to the project now. If not, or if you would like to
make sure that you're setup correctly, some short and simple sample code is make sure that you're setup correctly, some short and simple sample code is
provided below. provided below.
#### 6.A. ... when creating a new app #### #### 6.A. ... when creating a new app ####
If you are creating a new app (rather than porting an existing SDL-based app), If you are creating a new app (rather than porting an existing SDL-based app),
or if you would just like a simple app to test SDL/WinRT with before trying to or if you would just like a simple app to test SDL/WinRT with before trying to
get existing code working, some working SDL/WinRT code is provided below. To get existing code working, some working SDL/WinRT code is provided below. To
set this up: set this up:
1. right click on your app's project 1. right click on your app's project
2. select Add, then New Item. An "Add New Item" dialog will show up. 2. select Add, then New Item. An "Add New Item" dialog will show up.
3. from the left-hand list, choose "Visual C++" 3. from the left-hand list, choose "Visual C++"
4. from the middle/main list, choose "C++ File (.cpp)" 4. from the middle/main list, choose "C++ File (.cpp)"
5. near the bottom of the dialog, next to "Name:", type in a name for your 5. near the bottom of the dialog, next to "Name:", type in a name for your
source file, such as, "main.cpp". source file, such as, "main.cpp".
6. click on the Add button. This will close the dialog, add the new file to 6. click on the Add button. This will close the dialog, add the new file to
your project, and open the file in Visual C++'s text editor. your project, and open the file in Visual C++'s text editor.
7. Copy and paste the following code into the new file, then save it. 7. Copy and paste the following code into the new file, then save it.
#include <SDL.h> #include <SDL.h>
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
SDL_DisplayMode mode; SDL_DisplayMode mode;
SDL_Window * window = NULL; SDL_Window * window = NULL;
SDL_Renderer * renderer = NULL; SDL_Renderer * renderer = NULL;
SDL_Event evt; SDL_Event evt;
if (SDL_Init(SDL_INIT_VIDEO) != 0) { if (SDL_Init(SDL_INIT_VIDEO) != 0) {
return 1; return 1;
} }
if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
return 1; return 1;
} }
if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
return 1; return 1;
} }
while (1) { while (1) {
while (SDL_PollEvent(&evt)) { while (SDL_PollEvent(&evt)) {
} }
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
} }
#### 6.B. Adding code and assets #### #### 6.B. Adding code and assets ####
If you have existing code and assets that you'd like to add, you should be able If you have existing code and assets that you'd like to add, you should be able
to add them now. The process for adding a set of files is as such. to add them now. The process for adding a set of files is as such.
1. right click on the app's project 1. right click on the app's project
2. select Add, then click on "New Item..." 2. select Add, then click on "New Item..."
3. open any source, header, or asset files as appropriate. Support for C and 3. open any source, header, or asset files as appropriate. Support for C and
C++ is available. C++ is available.
Do note that WinRT only supports a subset of the APIs that are available to Do note that WinRT only supports a subset of the APIs that are available to
Win32-based apps. Many portions of the Win32 API and the C runtime are not Win32-based apps. Many portions of the Win32 API and the C runtime are not
available. available.
A list of unsupported C APIs can be found at A list of unsupported C APIs can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx> <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
General information on using the C runtime in WinRT can be found at General information on using the C runtime in WinRT can be found at
<https://msdn.microsoft.com/en-us/library/hh972425.aspx> <https://msdn.microsoft.com/en-us/library/hh972425.aspx>
A list of supported Win32 APIs for WinRT apps can be found at A list of supported Win32 APIs for WinRT apps can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note, <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
the list of supported Win32 APIs for Windows Phone 8.0 is different. the list of supported Win32 APIs for Windows Phone 8.0 is different.
That list can be found at That list can be found at
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx> <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
### 7. Build and run your app ### ### 7. Build and run your app ###
Your app project should now be setup, and you should be ready to build your app. Your app project should now be setup, and you should be ready to build your app.
To run it on the local machine, open the Debug menu and choose "Start To run it on the local machine, open the Debug menu and choose "Start
Debugging". This will build your app, then run your app full-screen. To switch Debugging". This will build your app, then run your app full-screen. To switch
out of your app, press the Windows key. Alternatively, you can choose to run out of your app, press the Windows key. Alternatively, you can choose to run
your app in a window. To do this, before building and running your app, find your app in a window. To do this, before building and running your app, find
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
this by clicking on the arrow on the right side of the list, then click on this by clicking on the arrow on the right side of the list, then click on
Simulator. Once you do that, any time you build and run the app, the app will Simulator. Once you do that, any time you build and run the app, the app will
launch in window, rather than full-screen. launch in window, rather than full-screen.
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices #### #### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
**These instructions do not include Windows Phone, despite Windows Phone **These instructions do not include Windows Phone, despite Windows Phone
typically running on ARM processors.** They are specifically for devices typically running on ARM processors.** They are specifically for devices
that use the "Windows RT" operating system, which was a modified version of that use the "Windows RT" operating system, which was a modified version of
Windows 8.x that ran primarily on ARM-based tablet computers. Windows 8.x that ran primarily on ARM-based tablet computers.
To build and run the app on ARM-based, "Windows RT" devices, you'll need to: To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and - install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
debugs ARM-based apps via IP networks. debugs ARM-based apps via IP networks.
- change a few options on the development machine, both to make sure it builds - change a few options on the development machine, both to make sure it builds
for ARM (rather than x86 or x64), and to make sure it knows how to find the for ARM (rather than x86 or x64), and to make sure it knows how to find the
Windows RT device (on the network). Windows RT device (on the network).
Microsoft's Remote Debugger can be found at Microsoft's Remote Debugger can be found at
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note <https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
that separate versions of this debugger exist for different versions of Visual that separate versions of this debugger exist for different versions of Visual
C++, one each for MSVC 2015, 2013, and 2012. C++, one each for MSVC 2015, 2013, and 2012.
To setup Visual C++ to launch your app on an ARM device: To setup Visual C++ to launch your app on an ARM device:
1. make sure the Remote Debugger is running on your ARM device, and that it's on 1. make sure the Remote Debugger is running on your ARM device, and that it's on
the same IP network as your development machine. the same IP network as your development machine.
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click 2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
it, then change the value to "ARM". it, then change the value to "ARM".
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To 3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
do this: do this:
1. open the app project's properties 1. open the app project's properties
2. select "Debugging" 2. select "Debugging"
3. next to "Machine Name", enter the hostname or IP address of the ARM 3. next to "Machine Name", enter the hostname or IP address of the ARM
device device
4. if, and only if, you've turned off authentication in the Remote Debugger, 4. if, and only if, you've turned off authentication in the Remote Debugger,
then change the setting for "Require Authentication" to No then change the setting for "Require Authentication" to No
5. click "OK" 5. click "OK"
4. build and run the app (from Visual C++). The first time you do this, a 4. build and run the app (from Visual C++). The first time you do this, a
prompt will show up on the ARM device, asking for a Microsoft Account. You prompt will show up on the ARM device, asking for a Microsoft Account. You
do, unfortunately, need to log in here, and will need to follow the do, unfortunately, need to log in here, and will need to follow the
subsequent registration steps in order to launch the app. After you do so, subsequent registration steps in order to launch the app. After you do so,
if the app didn't already launch, try relaunching it again from within Visual if the app didn't already launch, try relaunching it again from within Visual
C++. C++.
Troubleshooting Troubleshooting
--------------- ---------------
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'" #### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
Try adding the following to your linker flags. In MSVC, this can be done by Try adding the following to your linker flags. In MSVC, this can be done by
right-clicking on the app project, navigating to Configuration Properties -> right-clicking on the app project, navigating to Configuration Properties ->
Linker -> Command Line, then adding them to the Additional Options Linker -> Command Line, then adding them to the Additional Options
section. section.
* For Release builds / MSVC-Configurations, add: * For Release builds / MSVC-Configurations, add:
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
* For Debug builds / MSVC-Configurations, add: * For Debug builds / MSVC-Configurations, add:
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values #### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
This may be caused by a bug in Windows itself, whereby hiding the mouse This may be caused by a bug in Windows itself, whereby hiding the mouse
cursor can cause mouse-position reporting to fail. cursor can cause mouse-position reporting to fail.
SDL provides a workaround for this, but it requires that an app links to a SDL provides a workaround for this, but it requires that an app links to a
set of Win32-style cursor image-resource files. A copy of suitable resource set of Win32-style cursor image-resource files. A copy of suitable resource
files can be found in `src/main/winrt/`. Adding them to an app's Visual C++ files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
project file should be sufficient to get the app to use them. project file should be sufficient to get the app to use them.

View File

@ -1,63 +1,63 @@
Simple DirectMedia Layer {#mainpage} Simple DirectMedia Layer {#mainpage}
======================== ========================
(SDL) (SDL)
Version 2.0 Version 2.0
--- ---
http://www.libsdl.org/ http://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software, hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games. and many Humble Bundle games.
SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
Support for other platforms may be found in the source code. Support for other platforms may be found in the source code.
SDL is written in C, works natively with C++, and there are bindings SDL is written in C, works natively with C++, and there are bindings
available for several other languages, including C# and Python. available for several other languages, including C# and Python.
This library is distributed under the zlib license, which can be found This library is distributed under the zlib license, which can be found
in the file "COPYING.txt". in the file "COPYING.txt".
The best way to learn how to use SDL is to check out the header files in The best way to learn how to use SDL is to check out the header files in
the "include" subdirectory and the programs in the "test" subdirectory. the "include" subdirectory and the programs in the "test" subdirectory.
The header files and test programs are well commented and always up to date. The header files and test programs are well commented and always up to date.
More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/) More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
- [Android](README-android.md) - [Android](README-android.md)
- [CMake](README-cmake.md) - [CMake](README-cmake.md)
- [DirectFB](README-directfb.md) - [DirectFB](README-directfb.md)
- [DynAPI](README-dynapi.md) - [DynAPI](README-dynapi.md)
- [Emscripten](README-emscripten.md) - [Emscripten](README-emscripten.md)
- [Gesture](README-gesture.md) - [Gesture](README-gesture.md)
- [Mercurial](README-hg.md) - [Mercurial](README-hg.md)
- [iOS](README-ios.md) - [iOS](README-ios.md)
- [Linux](README-linux.md) - [Linux](README-linux.md)
- [OS X](README-macosx.md) - [OS X](README-macosx.md)
- [Native Client](README-nacl.md) - [Native Client](README-nacl.md)
- [Pandora](README-pandora.md) - [Pandora](README-pandora.md)
- [Supported Platforms](README-platforms.md) - [Supported Platforms](README-platforms.md)
- [Porting information](README-porting.md) - [Porting information](README-porting.md)
- [PSP](README-psp.md) - [PSP](README-psp.md)
- [Raspberry Pi](README-raspberrypi.md) - [Raspberry Pi](README-raspberrypi.md)
- [Touch](README-touch.md) - [Touch](README-touch.md)
- [WinCE](README-wince.md) - [WinCE](README-wince.md)
- [Windows](README-windows.md) - [Windows](README-windows.md)
- [WinRT](README-winrt.md) - [WinRT](README-winrt.md)
If you need help with the library, or just want to discuss SDL related If you need help with the library, or just want to discuss SDL related
issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php) issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php)
If you want to report bugs or contribute patches, please submit them to If you want to report bugs or contribute patches, please submit them to
[bugzilla](http://bugzilla.libsdl.org/) [bugzilla](http://bugzilla.libsdl.org/)
Enjoy! Enjoy!
Sam Lantinga <mailto:slouken@libsdl.org> Sam Lantinga <mailto:slouken@libsdl.org>