mirror of https://github.com/encounter/SDL.git
Fixed markdown formatting in READMEs.
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@ -18,9 +18,9 @@ Joystick support is available for API level >=12 devices.
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- Android applications are Java-based, optionally with parts written in C
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- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
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the SDL library
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the SDL library
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- This means that your application C code must be placed inside an Android
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Java project, along with some C support code that communicates with Java
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Java project, along with some C support code that communicates with Java
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- This eventually produces a standard Android .apk package
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The Android Java code implements an "Activity" and can be found in:
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@ -42,15 +42,15 @@ For simple projects you can use the script located at build-scripts/androidbuild
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There's two ways of using it:
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androidbuild.sh com.yourcompany.yourapp < sources.list
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androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
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androidbuild.sh com.yourcompany.yourapp < sources.list
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androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
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sources.list should be a text file with a source file name in each line
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Filenames should be specified relative to the current directory, for example if
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you are in the build-scripts directory and want to create the testgles.c test, you'll
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run:
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./androidbuild.sh org.libsdl.testgles ../test/testgles.c
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./androidbuild.sh org.libsdl.testgles ../test/testgles.c
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One limitation of this script is that all sources provided will be aggregated into
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a single directory, thus all your source files should have a unique name.
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@ -74,7 +74,9 @@ For more complex projects, follow these instructions:
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If you want to use the Eclipse IDE, skip to the Eclipse section below.
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5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
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sdk.dir=PATH_TO_ANDROID_SDK
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sdk.dir=PATH_TO_ANDROID_SDK
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6. Run 'ant debug' in android/project. This compiles the .java and eventually
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creates a .apk with the native code embedded
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7. 'ant debug install' will push the apk to the device or emulator (if connected)
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@ -184,9 +186,9 @@ standard functions in SDL_rwops.h.
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There are also a few Android specific functions that allow you to get other
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useful paths for saving and loading data:
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SDL_AndroidGetInternalStoragePath()
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SDL_AndroidGetExternalStorageState()
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SDL_AndroidGetExternalStoragePath()
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* SDL_AndroidGetInternalStoragePath()
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* SDL_AndroidGetExternalStorageState()
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* SDL_AndroidGetExternalStoragePath()
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See SDL_system.h for more details on these functions.
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@ -228,6 +230,7 @@ under iOS, if the OS can not restore your GL context it will just kill your app)
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For a quick tour on how Linux native threads interoperate with the Java VM, take
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a look here: http://developer.android.com/guide/practices/jni.html
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If you want to use threads in your SDL app, it's strongly recommended that you
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do so by creating them using SDL functions. This way, the required attach/detach
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handling is managed by SDL automagically. If you have threads created by other
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@ -242,7 +245,8 @@ detach it.
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You can use STL in your project by creating an Application.mk file in the jni
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folder and adding the following line:
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APP_STL := stlport_static
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APP_STL := stlport_static
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For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
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@ -360,7 +364,8 @@ You can add logging to your code to help show what's happening:
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If you need to build without optimization turned on, you can create a file called
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"Application.mk" in the jni directory, with the following line in it:
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APP_OPTIM := debug
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APP_OPTIM := debug
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================================================================================
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@ -11,11 +11,12 @@ without complication.
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While still experimental, the build system should be usable on the following
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platforms:
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* FreeBSD
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* Linux
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* VS.NET 2010
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* MinGW and Msys
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* OS X with support for XCode
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* FreeBSD
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* Linux
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* VS.NET 2010
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* MinGW and Msys
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* OS X with support for XCode
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================================================================================
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Usage
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@ -23,9 +24,9 @@ Usage
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Assuming the source for SDL is located at ~/sdl
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cd ~
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mkdir build
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cd build
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cmake ../sdl
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cd ~
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mkdir build
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cd build
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cmake ../sdl
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This will build the static and dynamic versions of SDL in the ~/build directory.
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@ -11,9 +11,9 @@ Supports:
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What you need:
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DirectFB 1.0.1, 1.2.x, 1.3.0
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Kernel-Framebuffer support: required: vesafb, radeonfb ....
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Mesa 7.0.x - optional for OpenGL
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* DirectFB 1.0.1, 1.2.x, 1.3.0
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* Kernel-Framebuffer support: required: vesafb, radeonfb ....
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* Mesa 7.0.x - optional for OpenGL
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/etc/directfbrc
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@ -14,18 +14,18 @@ SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch dev
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Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
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A SDL_DOLLARRECORD event is a dgesture with the following fields:
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event.dgesture.touchId - the Id of the touch used to record the gesture.
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event.dgesture.gestureId - the unique id of the recorded gesture.
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* event.dgesture.touchId - the Id of the touch used to record the gesture.
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* event.dgesture.gestureId - the unique id of the recorded gesture.
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Performing:
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-----------
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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:
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event.dgesture.touchId - the Id of the touch which performed the gesture.
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event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
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event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
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event.dgesture.numFingers - the number of fingers used to draw the stroke.
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* event.dgesture.touchId - the Id of the touch which performed the gesture.
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* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
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* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
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* event.dgesture.numFingers - the number of fingers used to draw the stroke.
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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).
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@ -54,12 +54,12 @@ Multi Gestures
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SDL provides simple support for pinch/rotate/swipe gestures.
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Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
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event.mgesture.touchId - the Id of the touch on which the gesture was performed.
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event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
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event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
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event.mgesture.dTheta - the amount that the fingers rotated during this motion.
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event.mgesture.dDist - the amount that the fingers pinched during this motion.
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event.mgesture.numFingers - the number of fingers used in the gesture.
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* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
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* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
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* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
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* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
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* event.mgesture.dDist - the amount that the fingers pinched during this motion.
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* event.mgesture.numFingers - the number of fingers used in the gesture.
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===========================================================================
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@ -18,7 +18,6 @@ If you are building SDL via configure, you will need to run autogen.sh
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before running configure.
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There is a web interface to the subversion repository at:
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http://hg.libsdl.org/SDL/
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There is an RSS feed available at that URL, for those that want to
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@ -14,11 +14,12 @@ Instructions:
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There are three build targets:
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- libSDL.a:
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Build SDL as a statically linked library
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- testsdl
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- testsdl:
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Build a test program (there are known test failures which are fine)
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- Template:
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Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
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==============================================================================
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Build SDL for iOS from the command line
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==============================================================================
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4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
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5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
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==============================================================================
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Notes -- Application events
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==============================================================================
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@ -148,11 +150,14 @@ The SDL keyboard API has been extended to support on-screen keyboards:
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void SDL_StartTextInput()
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-- enables text events and reveals the onscreen keyboard.
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void SDL_StopTextInput()
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-- disables text events and hides the onscreen keyboard.
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SDL_bool SDL_IsTextInputActive()
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-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
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==============================================================================
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Notes -- Reading and Writing files
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==============================================================================
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@ -161,7 +166,7 @@ Each application installed on iPhone resides in a sandbox which includes its own
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Once your application is installed its directory tree looks like:
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MySDLApp Home/
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MySDLApp Home/
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MySDLApp.app
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Documents/
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Library/
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@ -192,7 +197,7 @@ Game Center
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Game Center integration requires 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:
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int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
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int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
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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.
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@ -201,7 +206,7 @@ e.g.
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extern "C"
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void ShowFrame(void*)
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{
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... do event handling, frame logic and rendering
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... do event handling, frame logic and rendering ...
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}
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int main(int argc, char *argv[])
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@ -45,6 +45,7 @@ Some things you have to be aware of when using SDL on Mac OS X:
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file with the app. To solve these issues, put the following code in your
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NSApplicationDelegate implementation:
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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{
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if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
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@ -3,7 +3,7 @@ Native Client
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Requirements:
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* Native Client SDK (https://developer.chrome.com/native-client),
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* Native Client SDK (https://developer.chrome.com/native-client),
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(tested with Pepper version 33 or higher).
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The SDL backend for Chrome's Native Client has been tested only with the PNaCl
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@ -8,27 +8,27 @@ Officially supported platforms
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==============================
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(code compiles, and thoroughly tested for release)
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==============================
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Windows XP/Vista/7/8
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Mac OS X 10.5+
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Linux 2.6+
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iOS 5.1.1+
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Android 2.3.3+
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* Windows XP/Vista/7/8
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* Mac OS X 10.5+
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* Linux 2.6+
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* iOS 5.1.1+
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* Android 2.3.3+
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Unofficially supported platforms
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================================
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(code compiles, but not thoroughly tested)
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================================
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FreeBSD
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NetBSD
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OpenBSD
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Solaris
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* FreeBSD
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* NetBSD
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* OpenBSD
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* Solaris
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Platforms supported by volunteers
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=================================
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Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
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PSP - maintained by 527721088@qq.com
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Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
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NaCl - maintained by Gabriel Jacobo <gabomdq@gmail.com>
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* Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
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* PSP - maintained by 527721088@qq.com
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* Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
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* NaCl - maintained by Gabriel Jacobo <gabomdq@gmail.com>
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Platforms that need maintainers
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===============================
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@ -15,6 +15,7 @@ Raspbian (other Linux distros may work as well).
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* Input (mouse/keyboard/joystick) via EVDEV
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* Hotplugging of input devices via UDEV
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================================================================================
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Raspbian Build Dependencies
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================================================================================
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@ -20,18 +20,18 @@ Events
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SDL_FINGERDOWN:
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Sent when a finger (or stylus) is placed on a touch device.
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Fields:
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event.tfinger.touchId - the Id of the touch device.
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event.tfinger.fingerId - the Id of the finger which just went down.
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event.tfinger.x - the x coordinate of the touch (0..1)
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event.tfinger.y - the y coordinate of the touch (0..1)
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event.tfinger.pressure - the pressure of the touch (0..1)
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* event.tfinger.touchId - the Id of the touch device.
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* event.tfinger.fingerId - the Id of the finger which just went down.
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* event.tfinger.x - the x coordinate of the touch (0..1)
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* event.tfinger.y - the y coordinate of the touch (0..1)
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* event.tfinger.pressure - the pressure of the touch (0..1)
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SDL_FINGERMOTION:
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Sent when a finger (or stylus) is moved on the touch device.
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Fields:
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Same as SDL_FINGERDOWN but with additional:
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event.tfinger.dx - change in x coordinate during this motion event.
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event.tfinger.dy - change in y coordinate during this motion event.
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* event.tfinger.dx - change in x coordinate during this motion event.
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* event.tfinger.dy - change in y coordinate during this motion event.
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SDL_FINGERUP:
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Sent when a finger (or stylus) is lifted from the touch device.
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As a result, be very careful to check for NULL return values.
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A SDL_Finger has the following fields:
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>x,y,pressure:
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* x,y,pressure:
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The current coordinates of the touch.
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>pressure:
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* pressure:
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The pressure of the touch.
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===========================================================================
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Notes
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===========================================================================
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