Updated SDL2 to changeset 69a5f3a540af (dev version of 2.0.4)

This commit is contained in:
fysx
2015-12-01 22:29:54 +01:00
parent ec5f068b19
commit 7e877716d6
944 changed files with 15101 additions and 37645 deletions
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Dynamic API
================================================================================
Originally posted by Ryan at https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
Originally posted by Ryan at:
https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
Background:
@@ -119,7 +120,7 @@ To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like
iOS, or maybe when debugging, it makes sense to disable it. The way this is
iOS, or maybe when debugging, it makes sense to disable it. The way this is
designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers.
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Dollar Gestures
===========================================================================
SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
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iOS
======
iOS
======
==============================================================================
Building the Simple DirectMedia Layer for iPhone OS 5.1
Building the Simple DirectMedia Layer for iOS 5.1+
==============================================================================
Requirements: Mac OS X v10.5 or later and the iPhone SDK.
Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
Instructions:
1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
2. Select your desired target, and hit build.
There are three build targets:
@@ -134,13 +134,21 @@ The main thing to note when using the accelerometer with SDL is that while the i
Notes -- OpenGL ES
==============================================================================
Your SDL application for iPhone uses OpenGL ES for video by default.
Your SDL application for iOS uses OpenGL ES for video by default.
OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow is called.
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow is called.
- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
The above objects can be obtained via SDL_GetWindowWMInfo (in SDL_syswm.h).
==============================================================================
Notes -- Keyboard
@@ -189,7 +197,7 @@ Textures:
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h.
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
==============================================================================
Game Center
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@@ -17,13 +17,17 @@ process:
You can also build SDL as a Universal library (a single binary for both
32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
the fatbuild.sh script in build-scripts:
sh build-scripts/fatbuild.sh
sudo build-scripts/fatbuild.sh install
the gcc-fat.sh script in build-scripts:
mkdir mybuild
cd mybuild
CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++fat.sh ../configure
make
sudo make install
This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
ABI compatibility on x86_64 architectures. For best compatibility you
should compile your application the same way. A script which wraps
gcc to make this easy is provided in test/gcc-fat.sh
should compile your application the same way.
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
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Platforms
=========
This is a list of the platforms SDL supports, and who maintains them.
Officially supported platforms
==============================
(code compiles, and thoroughly tested for release)
==============================
* Windows XP/Vista/7/8
* Mac OS X 10.5+
* Linux 2.6+
* iOS 5.1.1+
* Android 2.3.3+
Unofficially supported platforms
================================
(code compiles, but not thoroughly tested)
================================
* FreeBSD
* NetBSD
* OpenBSD
* Solaris
Platforms supported by volunteers
=================================
* Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
* PSP - maintained by 527721088@qq.com
* Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
* NaCl - maintained by Gabriel Jacobo <gabomdq@gmail.com>
Platforms that need maintainers
===============================
We maintain the list of supported platforms on our wiki now, and how to
build and install SDL for those platforms:
https://wiki.libsdl.org/Installation
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@@ -15,7 +15,7 @@ There are two basic ways of building SDL at the moment:
If you have a GNUish system, then you might try this. Edit configure.in,
take a look at the large section labelled:
"Set up the configuration based on the target platform!"
"Set up the configuration based on the host platform!"
Add a section for your platform, and then re-run autogen.sh and build!
2. Using an IDE:
@@ -43,6 +43,7 @@ There are two basic ways of building SDL at the moment:
src/video/*.c
src/audio/disk/*.c
src/audio/dummy/*.c
src/filesystem/dummy/*.c
src/video/dummy/*.c
src/haptic/dummy/*.c
src/joystick/dummy/*.c
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@@ -74,7 +74,7 @@ The final step is compiling SDL itself.
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
cd <SDL SOURCE>
mkdir -p build;cd build
../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
make
make install
@@ -150,6 +150,23 @@ this determining the CAPS LOCK behavior:
sudo dpkg-reconfigure locales
================================================================================
OpenGL problems
================================================================================
If you have desktop OpenGL headers installed at build time in your RPi or cross
compilation environment, support for it will be built in. However, the chipset
does not actually have support for it, which causes issues in certain SDL apps
since the presence of OpenGL support supersedes the ES/ES2 variants.
The workaround is to disable OpenGL at configuration time:
./configure --disable-video-opengl
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
environment variable:
export SDL_RENDER_DRIVER=opengles2
================================================================================
Notes
================================================================================
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@@ -10,6 +10,7 @@ primarily, via a Microsoft-run online store (of the same name).
Some of the operating systems that include WinRT, are:
* Windows 10, via its Universal Windows Platform (UWP) APIs
* Windows 8.x
* Windows RT 8.x (aka. Windows 8.x for ARM processors)
* Windows Phone 8.x
@@ -18,22 +19,25 @@ Some of the operating systems that include WinRT, are:
Requirements
------------
* Microsoft Visual C++ (aka Visual Studio), either 2013 or 2012 versions
- Free, "Express" editions may be used, so long as they include support for
either "Windows Store" or "Windows Phone" apps. Versions marked as
supporting "Windows Desktop" development typically do not include support
for creating WinRT apps.
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows, or
Windows Phone. 8.0-targetted apps will still run on devices running
8.1 editions of Windows, however they will not be able to take advantage of
* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012
- Free, "Community" or "Express" editions may be used, so long as they
include support for either "Windows Store" or "Windows Phone" apps.
"Express" versions marked as supporting "Windows Desktop" development
typically do not include support for creating WinRT apps, to note.
(The "Community" editions of Visual C++ do, however, support both
desktop/Win32 and WinRT development).
- 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
editions of Windows, however they will not be able to take advantage of
8.1-specific features.
- Visual C++ 2013 can only create app projects that target 8.1 versions
of Windows, which do NOT run on 8.0 devices. An optional Visual Studio
add-in, "Tools for Maintaining Store apps for Windows 8", allows projects
that are created with Visual C++ 2012, which can create Windows 8.0 apps,
to be loaded and built with non-Express editions of Visual C++ 2013. More
details on targeting different versions of Windows can found at the
following web pages:
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
allows Visual C++ 2013 to load and build Windows 8.0 projects that were
created with Visual C++ 2012, so long as Visual C++ 2012 is installed
on the same machine. More details on targeting different versions of
Windows can found at the following web pages:
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
* A valid Microsoft account - This requirement is not imposed by SDL, but
@@ -41,6 +45,107 @@ Requirements
debug apps.
Status
------
Here is a rough list of what works, and what doens't:
* What works:
* compilation via Visual C++ 2012 through 2015
* compile-time platform detection for SDL programs. The C/C++ #define,
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
* GPU-accelerated 2D rendering, via SDL_Renderer.
* OpenGL ES 2, via the ANGLE library (included separately from SDL)
* software rendering, via either SDL_Surface (optionally in conjunction with
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
SDL_Renderer APIs
* threads
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
SDL_GetPerformanceFrequency(), etc.)
* file I/O via SDL_RWops
* mouse input (unsupported on Windows Phone)
* audio, via a modified version of SDL's XAudio2 backend
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
anything outside of the app is not supported.
* system path retrieval via SDL's filesystem APIs
* game controllers. Support is provided via the SDL_Joystick and
SDL_GameController APIs, and is backed by Microsoft's XInput API.
* multi-touch input
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
appropriate.
* window events
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
choose to render content directly via Direct3D, using SDL to manage the
internal WinRT window, as well as input and audio. (Use
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
* What partially works:
* keyboard input. Most of WinRT's documented virtual keys are supported, as
well as many keys with documented hardware scancodes.
* SDLmain. WinRT uses a different signature for each app's main() function.
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
functions to be called.
* What doesn't work:
* compilation with anything other than Visual C++
* programmatically-created custom cursors. These don't appear to be supported
by WinRT. Different OS-provided cursors can, however, be created via
SDL_CreateSystemCursor() (unsupported on Windows Phone)
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
supported by WinRT itself.
* joysticks and game controllers that aren't supported by Microsoft's XInput
API.
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
off on Windows Phone result either in Direct3D not drawing anything, or it
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
turned-on on Windows Phone. This limitation is not present in non-Phone
WinRT (such as Windows 8.x), where turning off VSync appears to work.
* probably anything else that's not listed as supported
Upgrade Notes
-------------
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
that these changes only apply to SDL-based WinRT apps, and not to apps for
any other platform.
1. SDL_GetPrefPath() would return an invalid path, one in which the path's
directory had not been created. Attempts to create files there
(via fopen(), for example), would fail, unless that directory was
explicitly created beforehand.
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
a WinRT 'Roaming' folder, the contents of which get automatically
synchronized across multiple devices. This process can occur while an
application runs, and can cause existing save-data to be overwritten
at unexpected times, with data from other devices. (Windows Phone apps
written with SDL 2.0.3 did not utilize a Roaming folder, due to API
restrictions in Windows Phone 8.0).
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
1. making sure that SDL_GetPrefPath() returns a directory in which data
can be written to immediately, without first needing to create directories.
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
contents of which do not automatically get synchronized across devices
(and which require less work to use safely, in terms of data integrity).
Apps that wish to get their Roaming folder's path can do so either by using
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
UCS-2/wide-char string), or directly through the WinRT class,
Windows.Storage.ApplicationData.
Setup, High-Level Steps
-----------------------
@@ -114,10 +219,10 @@ To set this up for SDL/WinRT, you'll need to run through the following steps:
4. find SDL/WinRT's Visual C++ project file and open it. Different project
files exist for different WinRT platforms. All of them are in SDL's
source distribution, in the following directories:
* `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 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
select, "References..."
6. click on the button titled, "Add New Reference..."
@@ -278,11 +383,11 @@ A list of unsupported C APIs can be found at
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
General information on using the C runtime in WinRT can be found at
<http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
A list of supported Win32 APIs for Windows 8/RT 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,
the list of supported Win32 APIs for Windows Phone 8 development is different.
the list of supported Win32 APIs for Windows Phone 8.0 is different.
That list can be found at
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
@@ -300,7 +405,12 @@ Simulator. Once you do that, any time you build and run the app, the app will
launch in window, rather than full-screen.
#### 7.A. Running apps on ARM-based devices ####
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
**These instructions do not include Windows Phone, despite Windows Phone
typically running on ARM processors.** They are specifically for devices
that use the "Windows RT" operating system, which was a modified version of
Windows 8.x that ran primarily on ARM-based tablet computers.
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
@@ -311,9 +421,9 @@ To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
Windows RT device (on the network).
Microsoft's Remote Debugger can be found at
<http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.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
C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
C++, one each for MSVC 2015, 2013, and 2012.
To setup Visual C++ to launch your app on an ARM device:
@@ -327,7 +437,8 @@ To setup Visual C++ to launch your app on an ARM device:
2. select "Debugging"
3. next to "Machine Name", enter the hostname or IP address of the ARM
device
4. if, and only if, you've turned off authentication in the Remote Debugger, then change the setting for "Require Authentication" to No
4. if, and only if, you've turned off authentication in the Remote Debugger,
then change the setting for "Require Authentication" to No
5. click "OK"
4. build and run the app (from Visual C++). The first time you do this, a
prompt will show up on the ARM device, asking for a Microsoft Account. You
@@ -337,14 +448,21 @@ To setup Visual C++ to launch your app on an ARM device:
C++.
TODO
----
Troubleshooting
---------------
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
Try adding the following to your linker flags. In MSVC, this can be done by
right-clicking on the app project, navigating to Configuration Properties ->
Linker -> Command Line, then adding them to the Additional Options
section.
* For Release builds / MSVC-Configurations, add:
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
* For Debug builds / MSVC-Configurations, add:
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
- Document details of SDL satellite library support
- Make [NuGet](https://www.nuget.org) packages for SDL/WinRT
- Create templates for both MSVC 2012 and MSVC 2013, and have the corresponding
VSIX packages either include pre-built copies of SDL, or reference binaries
available via MSVC's NuGet servers
- Write setup instructions that use MSVC 201x templates
- Write a list of caveats found in SDL/WinRT, such as APIs that don't work due
to platform restrictions, or things that need further work
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@@ -33,6 +33,7 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
- [CMake](README-cmake.md)
- [DirectFB](README-directfb.md)
- [DynAPI](README-dynapi.md)
- [Emscripten](README-emscripten.md)
- [Gesture](README-gesture.md)
- [Mercurial](README-hg.md)
- [iOS](README-ios.md)
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@@ -639,6 +639,7 @@ EXCLUDE = ../include/SDL_opengles2_gl2ext.h \
../include/SDL_opengles2.h \
../include/SDL_opengles.h \
../include/SDL_opengl.h \
../include/SDL_egl.h \
# The EXCLUDE_SYMLINKS tag can be used select whether or not files or