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189 Commits

Author SHA1 Message Date
Miku AuahDark 28250bc484 Merge branch 'master' into development 2020-06-27 19:52:36 +08:00
Miku AuahDark f0abf9b537 Increase target API level to 29 (Android 10.0) 2020-06-27 19:49:55 +08:00
Miku AuahDark 895e3db1d7 Update submodule 2020-06-26 10:28:18 +08:00
Miku AuahDark f4e4fb106b Merge branch 'master' into development 2020-06-26 10:26:47 +08:00
Miku AuahDark 210d185200 Update SDL to 2.0.12 2020-06-26 10:26:16 +08:00
Miku AuahDark 31d7affd91 Remove setImmersiveMode code as it conflicts with SDL's immersive mode code.
Fixes #191
2020-06-22 12:57:38 +08:00
Miku AuahDark 20329a65a6 Do not use ID 1 for request code
As it's reserved by SDL for its Android_JNI_RequestPermission
2020-05-05 11:26:25 +08:00
Miku AuahDark 8a964146c1 Update SDL to 2.0.12 2020-05-05 10:31:43 +08:00
Miku AuahDark 509ae3f537 Remove Mpg123 due to love2d/love#5 2020-03-04 11:55:37 +08:00
Miku AuahDark 568b3f9da0 Update to love2d/love@d6566c865c 2020-03-04 11:39:54 +08:00
Miku AuahDark ea8648acfb Update love submodule. 2020-02-01 01:07:11 +08:00
Miku AuahDark 16888ab39f Merge branch 'master' into development 2020-02-01 01:04:27 +08:00
Miku AuahDark b1740eb4b6 Add license.txt and license notice to each Java files. 2020-02-01 00:37:34 +08:00
Miku AuahDark cb56ef28fb Update and cleanup readme. 2020-02-01 00:01:27 +08:00
Miku AuahDark ba299eeafb Fix embed flavor not starting up. 2020-01-31 23:20:49 +08:00
Miku AuahDark 3370e38eea Testing the Actions. 2020-01-31 22:12:12 +08:00
Miku AuahDark 7999e17a76 Exclude "Download" service/activity from embed flavor. 2020-01-31 21:34:21 +08:00
Miku AuahDark 5a80990790 Perform handleIntent conditional whetever it's embed build or not. 2020-01-31 14:58:53 +08:00
Miku AuahDark 62684832a6 Generate 3 different flavors: normal, playstore, embed. 2020-01-31 14:46:34 +08:00
Miku AuahDark 01c8018c36 Merge commit 'e721960f7e52fcadd7e0f4bda977b879adb12433'
Add 11.3 changelog.
2020-01-29 22:51:03 +08:00
Miku AuahDark 422e084f5c Merge branch 'master' into development 2020-01-29 22:45:52 +08:00
Miku AuahDark 1fe71865f6 Update readme. 2020-01-29 22:42:52 +08:00
Miku AuahDark 3bae3d06d0 Update SDL to 2.0.11-381ddcd3957c
Fixes LOVE app to exit when pressing "Back" button after calling love.keyboard.setTextInput.
See https://bugzilla.libsdl.org/show_bug.cgi?id=4906
2020-01-20 08:09:44 +08:00
Miku AuahDark 3b6be41671 Update LuaJIT to LuaJIT/LuaJIT@bd00094 2019-12-15 22:47:06 +08:00
Miku AuahDark 5b3f44f361 Merge branch 'master' into 0.11.x 2019-11-24 17:39:05 +08:00
Miku AuahDark fa276ea4d8 Detect LOVE submodule first before building. 2019-11-24 17:36:32 +08:00
Miku AuahDark 1e9440f748 Remove setImmersiveMode code as it conflicts with SDL's immersive mode code. 2019-11-20 23:47:48 +08:00
Miku AuahDark e721960f7e Update README 2019-11-17 11:50:36 +08:00
Martin Felis 18c9b3c401 Disable microphone for PlayStore build. 2019-10-29 22:59:28 +01:00
Miku AuahDark face22cff4 Release 11.3 2019-10-27 23:19:47 +08:00
Miku AuahDark 8b93b1eea2 Remove problematic dimens.xml when compiling. 2019-10-20 12:07:24 +08:00
Miku AuahDark 29821438ad Update APK manifest to 11.3 2019-10-10 23:23:28 +08:00
Miku AuahDark a199d54b50 Merge branch '11.x_submodule' into 0.11.x 2019-10-10 23:09:15 +08:00
Miku AuahDark 61ef9802a3 Really fix Martin's SDL hack. 2019-10-10 23:00:46 +08:00
Miku AuahDark ee81c4262d Unstable changes: Update SDL to 2.0.10
Bug: Martin's hack of restarting SDL no longer works in this SDL version
so more matches to LOVE central repository will be come soon.
2019-10-10 22:26:54 +08:00
Miku AuahDark 4be53bca65 Make LOVE as submodule 2019-10-08 15:13:08 +08:00
Alex Szpakowski c89ac83e37 Fix some readme syntax issues 2019-09-29 12:28:04 -03:00
Alex Szpakowski 29e49d9048 Merge pull request #1 from MikuAuahDark/micsupport
Recording support for Android (Java side)
2019-09-29 09:21:37 -03:00
Miku AuahDark 8c701dd3a4 Add microphone permission to AndroidManifest.xml 2019-09-29 15:25:01 +08:00
Miku AuahDark 59a5fcb875 Fixed mic permission requested 3 times and dialog not showing. 2019-09-29 15:24:35 +08:00
Miku AuahDark 05e193ddbd Add function to retrieve and request mic permission. 2019-09-29 12:46:17 +08:00
Miku AuahDark 0380160775 Update README file. 2019-09-24 15:10:56 +08:00
Miku AuahDark 376ae96cb1 Merged in AuahDark/love-android-sdl2/java-fix (pull request #22)
Various fixes related to manifest and Java code.
2019-08-10 12:36:55 +00:00
Miku AuahDark 8186794a03 Remove SDL_android_main.c from LOVE Android.mk
A notice from SDL_android_main.c:
"As of SDL 2.0.6 this file is no longer necessary."
2019-08-10 16:27:41 +08:00
Miku AuahDark 54b29fca4f Update APK version to 11.2 2019-08-10 16:25:40 +08:00
Miku AuahDark 45507c5282 Fix download manager crashing in newer devices.
Request storage permission in Mashmallow until Pie. Also added support of
HTTPS URL.
2019-08-10 16:10:16 +08:00
Miku AuahDark f18cf70c15 Minor changes to GameActivity.
Nothing that may cause something break. Mainly reordering & line optmization
changes.
2019-08-10 16:01:52 +08:00
Miku AuahDark 5df17ba075 Modify AndroidManifest.xml again(?)
Moved WRITE_EXTERNAL_STORAGE maxSdkVersion to 28. Although t.externalstorage=true
needs WRITE_EXTERNAL_STORAGE for Android Jelly Bean and earlier, it's needed
for the game downloader to store files in Downloads folder. However the permission
to do it is unnecessary since Android Q (API 29).
See https://developer.android.com/reference/android/app/DownloadManager.Request#setDestinationInExternalPublicDir(java.lang.String,%2520java.lang.String)

Use per-activity theme instead of per-application theme. We need different
theme for the GameActivity and the DownloadActivity.
2019-08-10 15:59:26 +08:00
Miku AuahDark 5090a072b2 Minor manifest change and some GameActivity changes.
Fixed storage permission request and do not hardcode "game.love" as the cache output
file.
2019-07-26 13:01:25 +08:00
Miku AuahDark 117bba5ff2 Minor changes.
Remove vibrate permission string, use Manifest.permission.VIBRATE instead!

Fix code style.

Set gamePath to empty when it fails to detect any game.love
2019-07-20 21:33:52 +08:00
Miku AuahDark 78e88a7473 Override getMainSharedObject()
This theoretically allows LOVE libs not to be extracted in Marshmallow
and later by utilizing extractNativeLibs=false. However this is left to
users (developer) to decide whetever to use this or not.
2019-07-20 20:49:25 +08:00
Miku AuahDark 2529265eed Modify AndroidManifest.xml again.
The first change is to change the launch mode from singleTop to singleTask.
This hopefully fixes issue with love.filesystem initialization issue.

The second change is to change the accepted mime type to application/octet-stream.
2019-07-20 19:58:51 +08:00
Miku AuahDark a2c79d95e0 Flip the storage permission check. 2019-07-20 10:03:32 +08:00
Miku AuahDark f761e43904 Fix *.love file association in Nougat and later.
Note that the file association is rather hacky but I can't find any method
which is compatible in Nougat and later as file:// URI is banned there.
2019-07-10 12:10:36 +08:00
Miku AuahDark cd6463b4e4 Implement content:// URI 2019-07-10 10:14:10 +08:00
Miku AuahDark 9298bed843 Fix embedded game.love loading if there's no external storage permission given.
Mainly affect Android M and later devices.
2019-07-10 09:16:06 +08:00
Miku AuahDark 94d31aefc1 Only request storage permission on JB and older.
The permission to read local, application external directory is granted
implicitly in KitKat and later versions.
2019-07-10 09:00:13 +08:00
Miku AuahDark 8d71234114 Merged in AuahDark/love-android-sdl2/clean-include (pull request #21)
Clean external dependency include paths from LOVE Android.mk
2019-07-06 04:16:00 +00:00
Miku AuahDark 799956e002 Fix theoretical Theora x86-64 build. 2019-07-04 13:32:07 +08:00
Miku AuahDark f8d0890519 Cleanup ogg-family (vorbis, theora) includes.
This means only SDL remains that has paths hardcoded.
2019-07-04 12:53:44 +08:00
Miku AuahDark c065fe9e56 Update Theora codec
Add x86(-64)-optimized assembly. Unfortunately ARM-optimized assembly
can't be used. Please report this to Theora maintainers :(
2019-07-04 11:49:13 +08:00
Miku AuahDark 77c7570f55 Fix Mpg123 export include. 2019-07-04 10:38:44 +08:00
Miku AuahDark 6d5d8c4540 OpenAL-soft: link with Android log library.
It seems that in ARM64, liblog is added implicitly, but for other arch,
it must be added explicitly.

See https://github.com/MikuAuahDark/livesim3-love-android/issues/5
2019-07-04 10:24:30 +08:00
Miku AuahDark 456273ebf0 Clean include paths of external dependency
This way, LOVE Android.mk doesn't have to be modified in case new libraries
added or in case old libraries gets updated and their name is different.
2019-07-04 10:11:34 +08:00
Miku AuahDark 7c48033960 Merged in AuahDark/love-android-sdl2/als-1.19.1 (pull request #19)
Update OpenAL-soft to 1.19.1
2019-07-03 20:39:29 +00:00
Miku AuahDark b8beb8a1f4 Merged in AuahDark/love-android-sdl2/ft-2.8.1 (pull request #20)
Update FreeType to 2.8.1
2019-07-03 20:38:39 +00:00
Miku AuahDark c1399fc44a Remove version number from folder 2019-07-03 22:07:04 +08:00
Miku AuahDark 077c1a350b Remove version number from folder 2019-07-03 21:59:56 +08:00
Miku AuahDark 40ec52368b Use LOCAL_EXPORT_C_INCLUDES to manage include paths.
Better than hardcoding the include path in LOVE Android.mk
2019-07-02 21:21:19 +08:00
Miku AuahDark 605ddefd0e Update FreeType to 2.8.1 2019-07-02 20:57:08 +08:00
Tae Hanazono 2a23cbd16d Clean LOVE Android.mk and rename/fix detection variables. 2019-07-02 11:15:16 +08:00
Tae Hanazono 0ebc4d9271 Update OpenAL-soft to 1.19.1 2019-07-02 10:16:25 +08:00
Tae Hanazono 07149c0ba8 Fix log2f conflict. 2019-07-01 23:05:08 +08:00
Miku AuahDark 288f005d86 Merged in AuahDark/love-android-sdl2/love11-arm64 (pull request #15)
Add ARM64 ABI support
2019-07-01 13:28:00 +00:00
Miku AuahDark 49ad4632b6 Merged in AuahDark/love-android-sdl2/love113-safearea (pull request #17)
Implement `love.window.getSafeArea` for Android (Java changes)
2019-07-01 13:21:52 +00:00
Tae Hanazono 6eafa708f9 Fix setImmersiveMode using unsupported flags in some older devices. 2019-02-09 18:53:42 +08:00
Tae Hanazono 53d24a1b5f Added method to retrieve safe area insets. 2019-02-08 23:56:23 +08:00
Tae Hanazono 3b7407ab34 Fix onResume using unsupported flags in some older devices. 2019-02-08 20:20:37 +08:00
Tae Hanazono e203f7ae4c Modify LOVE build.gradle
Again, two changes. First change is to add "arm64-v8a" to NDK abiFilters.
This is needed to really generate ARM64 binaries inside the APK.

The second change is to exclude libSDL2.so from the resulting APK. Since
LOVE statically links with SDL2, then there's no reason to have libSDL2.so
lying around inside the APK. It's also save the APK size a little bit.
2018-12-14 23:40:10 +08:00
Tae Hanazono 1349f27bd8 Modify OpenAL-soft Android.mk
The comment is self-explanatory.
2018-12-14 23:36:31 +08:00
Tae Hanazono 9a11b88572 Modify LOVE Android.mk
There are two changes in here. First change is to tell Android build
system to use NEON instruction support. Slime already wrote a
NEON-optimized matrix multiplication function which is already in love main
source code (see link below for related commit)
https://bitbucket.org/rude/love/commits/e61734b33581a485743ea79b87d02f8aeb77693e

The problem is that not all ARMv7 devices do support NEON instruction, but
I don't even think if such device exist in 2018 (or even in 2019). ARM64
guarantee NEON instruction support, so it's all good for ARM64.

The second change is to define "HAVE_SOCKLEN_T=1" only when building ARM64.
This is needed because LuaSocket (or enet, I don't remember exactly)
redefines socklen_t and this cause compiler error.
2018-12-14 23:25:32 +08:00
Tae Hanazono f88e0ba4b9 Start ARM64 support: build LuaJIT for arm64-v8a
I don't use the buildandroid.sh for this because it forces the host
compiler to 32-bit (-m32), but we do really need 64-bit host compiler to
build LuaJIT for ARM64 (also I'm in Windows).

So, I used Android NDK standalone toolchain then invoke make like this:
make CROSS=aarch64-linux-android- TARGET_SYS=Linux TARGET_CFLAGS="-D__ANDROID_API__=21" amalg

Then the resulting libluajit.a is copied to android/arm64-v8a/libluajit.a
2018-12-14 23:14:11 +08:00
Martin Felis 2fd01541c2 Updated buildscript for LuaJIT 2018-12-13 09:06:40 +01:00
Martin Felis fc85623f10 Fixed build settings (thanks to Tae Hanazono!) 2018-12-10 22:46:42 +01:00
Martin Felis 692ce8bb51 Updated build system to use compileSdkVersion 28. 2018-12-07 22:39:06 +01:00
Martin Felis 0394a380c4 Added missing file from LÖVE main 2018-12-07 19:58:06 +01:00
Martin Felis 0000c326a8 Updated LÖVE code to tag 11.2 (changeset 55dc225ee2) 2018-12-07 18:34:41 +01:00
Martin Felis 34e88d43ae merged 2018-12-07 17:57:07 +01:00
Martin Felis 94c8a99ddc Properly ask and check for permissions on android >= 23.
On the first run it will ask for permission and block the LÖVE thread until
it has been granted. Thanks to Tae Hanzano for the initial draft.
2018-12-07 17:32:01 +01:00
Martin Felis 1ea86d3305 Properly using SDL 2.0.9 paths and android 26 compatibility layers. 2018-12-07 17:24:32 +01:00
Martin Felis 696fae730c Merge branch 'sdl2_2.0.9_fix' into 0.11.x 2018-12-07 17:03:21 +01:00
Martin Felis a19404a902 Re-applied patch to restart native thread. Also 2018-11-18 23:55:14 +01:00
Martin Felis e2c44417d1 Renamed SDL2 directory (already contains 2.0.9 sources) 2018-11-18 22:29:36 +01:00
Martin Felis e23fb2c8ea Renamed SDL2 directory (already contains 2.0.9 sources) 2018-11-18 22:23:51 +01:00
Martin Felis 4de76a9c52 preparing update of SDL to 2.0.9 2018-11-18 22:21:57 +01:00
Martin Felis 973f9eef89 Updated buildToolsVersion to 28.0.3 and Android Gradle Plugin to 3.2.1 2018-11-18 12:29:55 +01:00
Martin Felis 0ac43aa717 Updated love sources to changeset 0ab246b5045d and updated android version 2018-04-15 21:22:56 +02:00
Martin Felis c186a70b14 Updated love sources to changeset 0ab246b5045d and updated android version 2018-04-15 21:22:56 +02:00
Martin Felis 7fbf155d82 Setting target SDK to 22 to mark app as legacy app which gets storage permissions without having to write request code 2018-04-15 11:05:23 +02:00
Martin Felis 7ad34c64f4 Setting target SDK to 22 to mark app as legacy app which gets storage permissions without having to write request code 2018-04-15 11:05:23 +02:00
Martin Felis 3df1807c6f Fix for #159 2018-04-08 21:03:05 +02:00
Martin Felis 29a493a54b Fix for #159 2018-04-08 21:03:05 +02:00
Martin Felis c979f65152 New version: 11.0. Also bumped minSdkVersion to 14 to be in sync with used SDL2 version 2018-04-01 22:52:58 +02:00
Martin Felis 75306e8e63 New version: 11.0. Also bumped minSdkVersion to 14 to be in sync with used SDL2 version 2018-04-01 22:52:58 +02:00
Martin Felis 1dba069683 Updated LÖVE to 11.0 tag (6504209dc45b) 2018-04-01 22:45:58 +02:00
Martin Felis ec8b710a93 Updated LÖVE to 11.0 tag (6504209dc45b) 2018-04-01 22:45:58 +02:00
Martin Felis 408778fb8f Minor adjustments for 0.11.0-alpha1 2018-03-31 19:48:40 +02:00
Martin Felis 45ae52f55e Minor adjustments for 0.11.0-alpha1 2018-03-31 19:48:40 +02:00
Martin Felis f8241c1b65 Updated LÖVE to changeset c303c1f52ea6 2018-03-30 21:42:03 +02:00
Martin Felis 91295b7506 Updated LÖVE to changeset c303c1f52ea6 2018-03-30 21:42:03 +02:00
Martin Felis 4d8f4f70ce Initial works to support 0.11.x, disabled armeabi builds, using now clang and libc++ instead of gnustl 2018-02-02 21:10:33 +01:00
Martin Felis ebd4a0ad4f Initial works to support 0.11.x, disabled armeabi builds, using now clang and libc++ instead of gnustl 2018-02-02 21:10:33 +01:00
Martin Felis f40577c9cb Upgraded OpenAL-Soft to 0.18.2 2018-02-01 15:53:05 +01:00
Martin Felis ac443d7e2f Upgraded OpenAL-Soft to 0.18.2 2018-02-01 15:53:05 +01:00
Martin Felis fd60978b7b Merge branch 'master' into 0.10.x 2018-01-24 10:17:36 +01:00
Martin Felis 8c7772cfa4 Merge branch 'master' into 0.10.x 2018-01-24 10:17:36 +01:00
Martin Felis 6ed3ba3810 Adjusted SDLActivity.java to allow restarting of the native thread 2018-01-23 21:27:41 +01:00
Martin Felis 21ff4b2188 Adjusted SDLActivity.java to allow restarting of the native thread 2018-01-23 21:27:41 +01:00
Martin Felis ba269a5062 Copied SDL2 2.0.7+ (changeset b359333bdc52) and adjusted gradle to use the new directory layout of the SDL2 android project 2018-01-23 21:22:56 +01:00
Martin Felis 4ffea15ffc Copied SDL2 2.0.7+ (changeset b359333bdc52) and adjusted gradle to use the new directory layout of the SDL2 android project 2018-01-23 21:22:56 +01:00
Martin Felis 74d83c0c13 Cleaned up formatting of Java code 2018-01-23 15:28:20 +01:00
Martin Felis 906a7cc00b Cleaned up formatting of Java code 2018-01-23 15:28:20 +01:00
Martin Felis f12ab60594 merge 2018-01-23 15:22:57 +01:00
Martin Felis 5f4aeb2d71 merge 2018-01-23 15:22:57 +01:00
Martin Felis fb34e99d9a merge 2018-01-22 22:57:29 +01:00
Martin Felis d62a4df5ac merge 2018-01-22 22:57:29 +01:00
Martin Felis ad5db40a9d Merge branch 'setSource_mount_order' 2018-01-22 22:52:36 +01:00
Martin Felis 406d0c04e2 Merge branch 'setSource_mount_order' 2018-01-22 22:52:36 +01:00
Martin Felis a00675c4cc Cleaned up logic of loading games on the Java side of the App 2018-01-22 22:52:16 +01:00
Martin Felis 0afdf271a2 Cleaned up logic of loading games on the Java side of the App 2018-01-22 22:52:16 +01:00
Martin Felis 7ebcf9494e Merge https://bitbucket.org/cigumo/love-android-sdl2/branch/master into setSource_mount_order 2018-01-22 13:28:18 +01:00
Martin Felis cff1a295a6 Merge https://bitbucket.org/cigumo/love-android-sdl2/branch/master into setSource_mount_order 2018-01-22 13:28:18 +01:00
Tiago Shibata 234bc83aa2 Merged in tiagokcshibata/love-android-sdl2 (pull request #8)
Add GameActivity.hasBackgroundMusic

Approved-by: Tiago Shibata <tiago.shibata@tapps.com.br>
Approved-by: Bart van Strien <bart.bes+projects@gmail.com>
2018-01-22 12:18:17 +00:00
Tiago Shibata 84dc89e264 Merged in tiagokcshibata/love-android-sdl2 (pull request #8)
Add GameActivity.hasBackgroundMusic

Approved-by: Tiago Shibata <tiago.shibata@tapps.com.br>
Approved-by: Bart van Strien <bart.bes+projects@gmail.com>
2018-01-22 12:18:17 +00:00
Martin Felis a22628bc1b Updgraded SDL2 to version 2.0.7 2017-12-26 22:04:21 +01:00
Martin Felis 487f00201e Updgraded SDL2 to version 2.0.7 2017-12-26 22:04:21 +01:00
Martin Felis 1fe6d7b640 Removed physfs, updated LÖVE to changeset 7bb02207faa6 2017-12-26 16:42:40 +01:00
Martin Felis 204945586e Removed physfs, updated LÖVE to changeset 7bb02207faa6 2017-12-26 16:42:40 +01:00
Martin Felis 004ccf4f9c Upgraded physfs to 3.0.1 2017-12-26 14:20:42 +01:00
Martin Felis f68cf2fcc4 Upgraded physfs to 3.0.1 2017-12-26 14:20:42 +01:00
Martin Felis f6c360c809 Updated gradle scripts so that it uses newer gradle version 2017-12-26 13:37:35 +01:00
Martin Felis 391429367d Updated gradle scripts so that it uses newer gradle version 2017-12-26 13:37:35 +01:00
cigumo baa595bd51 Changes Filesystem::setSource mount order on Android
Simplifies the way setSource is handled on Android. It tries to mount
first and if that fails it will copy to memory and mount.

The /sdcard/lovegame fallback is moved to GameActivity.java.

Also a flag is added (mustCacheArchive) that will copy the game.love
file to the cache dir, so it can be mounted directly and not loaded to
memory, which does not work for large .love files.

The Filesystem.cpp change was also submitted to rude/love repo in this
push request: https://bitbucket.org/rude/love/pull-requests/99
2017-11-16 19:53:41 -03:00
cigumo 957330d722 Changes Filesystem::setSource mount order on Android
Simplifies the way setSource is handled on Android. It tries to mount
first and if that fails it will copy to memory and mount.

The /sdcard/lovegame fallback is moved to GameActivity.java.

Also a flag is added (mustCacheArchive) that will copy the game.love
file to the cache dir, so it can be mounted directly and not loaded to
memory, which does not work for large .love files.

The Filesystem.cpp change was also submitted to rude/love repo in this
push request: https://bitbucket.org/rude/love/pull-requests/99
2017-11-16 19:53:41 -03:00
Tiago Koji Castro Shibata ecaf3f7f45 Add GameActivity.getMusicStreamVolume 2017-07-10 16:09:28 -03:00
Tiago Koji Castro Shibata b3db9d4839 Add GameActivity.getMusicStreamVolume 2017-07-10 16:09:28 -03:00
Martin Felis a1aca69aa4 Slight adjustments on how to build with the new gradle build system 2017-05-11 23:04:55 +02:00
Martin Felis 646de828b9 Slight adjustments on how to build with the new gradle build system 2017-05-11 23:04:55 +02:00
Martin Felis 0ffa7f7db7 Merge branch 'master' of ssh://bitbucket.org/MartinFelis/love-android-sdl2 2017-05-11 22:52:40 +02:00
Martin Felis 7d7e1cb1f9 Merge branch 'master' of ssh://bitbucket.org/MartinFelis/love-android-sdl2 2017-05-11 22:52:40 +02:00
Henrique Gemignani ee59b69e01 Merged in henriquegemignani_/love-android-sdl2/gradle (pull request #7)
Change buildsystem to Gradle / Android Studio
2017-05-11 20:51:48 +00:00
Henrique Gemignani 0ac0e39287 Merged in henriquegemignani_/love-android-sdl2/gradle (pull request #7)
Change buildsystem to Gradle / Android Studio
2017-05-11 20:51:48 +00:00
Henrique Gemignani Passos Lima 49d7b402a7 Use 'org.love2d.android' package name for the library. 2017-02-19 16:14:34 -03:00
Henrique Gemignani Passos Lima 529b897fed Use 'org.love2d.android' package name for the library. 2017-02-19 16:14:34 -03:00
Henrique Gemignani Passos Lima 7ef92ea876 Readme changes. 2017-02-19 16:08:49 -03:00
Henrique Gemignani Passos Lima 40b2aa6e6a Readme changes. 2017-02-19 16:08:49 -03:00
Henrique Gemignani Passos Lima 7c8b022dcb Make gradlew work. 2017-02-19 16:05:14 -03:00
Henrique Gemignani Passos Lima dbdefdd86a Make gradlew work. 2017-02-19 16:05:14 -03:00
Henrique Gemignani Passos Lima c931228238 Update gitignore with x86 luajit 2017-02-19 15:56:46 -03:00
Henrique Gemignani Passos Lima 15474cab41 Update gitignore with x86 luajit 2017-02-19 15:56:46 -03:00
Henrique Gemignani Passos Lima 2a0c579ebf Fix build on windows. 2017-02-19 15:56:10 -03:00
Henrique Gemignani Passos Lima af039516c0 Fix build on windows. 2017-02-19 15:56:10 -03:00
Henrique Gemignani Passos Lima cc457787f4 Fix build.gradle and add gradle/Android Studio entries to gitignore 2017-02-19 10:48:35 -03:00
Henrique Gemignani Passos Lima 76230b01f9 Fix build.gradle and add gradle/Android Studio entries to gitignore 2017-02-19 10:48:35 -03:00
Henrique Gemignani Passos Lima 3c922b0ae8 Move the java code. 2017-02-19 10:41:46 -03:00
Henrique Gemignani Passos Lima ab888ac39f Move the java code. 2017-02-19 10:41:46 -03:00
Henrique Gemignani Passos Lima fdb360a557 Move JNI folder. 2017-02-19 13:39:42 +00:00
Henrique Gemignani Passos Lima d32e6ada77 Move JNI folder. 2017-02-19 13:39:42 +00:00
Henrique Gemignani Passos Lima 46d624851b Fix JNI gitignore. 2017-02-19 10:38:07 -03:00
Henrique Gemignani Passos Lima 00cfe30282 Adding love libproject. 2017-02-19 10:32:44 -03:00
Henrique Gemignani Passos Lima 0cf41c2792 Removing more old files. 2017-02-19 10:28:28 -03:00
Henrique Gemignani Passos Lima 803786eee9 Initial files for gradle build. 2017-02-19 10:27:00 -03:00
Martin Felis c025e5eab4 Imported official LÖVE 0.10.2 release version 2016-11-01 20:21:18 +01:00
Martin Felis 35cd9f1900 Preparation for 0.10.2 release 2016-10-30 21:27:26 +01:00
Martin Felis 70f63954ed Applied LÖVE related patches to SDL2 2016-10-30 21:26:13 +01:00
Martin Felis f87d73671f updated SDLActivity to version from SDL2 2.0.5 2016-10-30 21:10:10 +01:00
Martin Felis 967840db16 Updated LÖVE codebase to 6d245a253bab 2016-10-30 19:08:36 +01:00
Martin Felis 6dedec28a2 Updated SDL to version 2.0.5 2016-10-22 22:10:28 +02:00
Martin Felis 2358b45c27 Merge commit '42093cf' 2016-08-30 23:11:50 +02:00
Martin Felis 08b116c09f Fixed linking errors due to using newer toolchain (4.9) 2016-08-30 23:08:04 +02:00
Martin Felis e9a3b2ac59 Merged in orangeudav/love-android-sdl2/orangeudav/update-to-actual-version-of-ndk-at-2016-1470408661381 (pull request #6)
Update to actual version of NDK at 2016
2016-08-25 06:53:49 +02:00
orangeudav 7345a01f56 Update to actual version of NDK at 2016 2016-08-05 14:51:10 +00:00
Martin Felis 42093cfbe9 Updated changes.txt from the 0.10.1 release 2016-02-14 16:18:59 +01:00
Martin Felis 8244228004 OpenGL ES fix and proper sizes for the icons 2016-02-14 14:14:31 +01:00
Martin Felis 7459285690 New release 0.10.1 2016-02-14 00:30:25 +01:00
Martin Felis 7aaeb1485e LuaJIT build script also builds for x86 and added the binary. First step to optional support of x86 android devices 2016-01-20 22:53:06 +01:00
Martin Felis 5e410bca8e Updated to latest LÖVE code (29f0bad6be9d), which adds the externalstorage config flag to conf.lua. Note: one cannot switch between internal and external storage after running the app! 2016-01-17 14:12:09 +01:00
Martin Felis 19e0b12363 Only enable vibration if we have the proper permissions (fixes #122) 2016-01-17 13:45:47 +01:00
Martin Felis 24387a8450 Updated SDL2 to the 2.0.4 release version 2016-01-17 13:22:47 +01:00
5950 changed files with 781663 additions and 950386 deletions
+23
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@@ -0,0 +1,23 @@
name: build
on: [push, pull_request]
jobs:
build-android:
runs-on: ubuntu-latest
steps:
- name: Setup Java 8
uses: actions/setup-java@v1.3.0
with:
java-version: 1.8
- name: Checkout
uses: actions/checkout@v2
- name: Submodule Init
run: git submodule sync --recursive && git submodule update --init --force --recursive
- name: Build
run: bash ./gradlew assembleRelease
- name: Artifact
uses: actions/upload-artifact@v1.0.0
with:
name: unsigned-apk
path: app/build/outputs/apk
+9 -16
View File
@@ -15,21 +15,14 @@ local.properties
*.orig
*.rej
!jni/LuaJIT-2.0.1/android/armeabi/libluajit.a
!jni/LuaJIT-2.0.1/android/armeabi-v7a/libluajit.a
jni/LuaJIT-2.0.1/buildandroid.sh
jni/LuaJIT-2.0.1/src/host/buildvm
jni/LuaJIT-2.0.1/src/host/buildvm_arch.h
jni/LuaJIT-2.0.1/src/host/minilua
jni/LuaJIT-2.0.1/src/jit/vmdef.lua
jni/LuaJIT-2.0.1/src/libluajit.a
jni/LuaJIT-2.0.1/src/lj_bcdef.h
jni/LuaJIT-2.0.1/src/lj_ffdef.h
jni/LuaJIT-2.0.1/src/lj_folddef.h
jni/LuaJIT-2.0.1/src/lj_libdef.h
jni/LuaJIT-2.0.1/src/lj_recdef.h
jni/LuaJIT-2.0.1/src/lj_vm.s
jni/LuaJIT-2.0.1/src/luajit
# Downloaded gradle wrapper
.gradle
jni/love/src/Makefile.am
# Android Studio project files
.idea
*.iml
# Gradle build files
build
.externalNativeBuild
+3
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@@ -0,0 +1,3 @@
[submodule "love/src/jni/love"]
path = love/src/jni/love
url = https://github.com/love2d/love
-53
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@@ -1,53 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>love_android_sdl2</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.ui.externaltools.ExternalToolBuilder</name>
<triggers>full,incremental,</triggers>
<arguments>
<dictionary>
<key>LaunchConfigHandle</key>
<value>&lt;project&gt;/.externalToolBuilders/[Löve] Generate Internal Scripts.launch</value>
</dictionary>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.ui.externaltools.ExternalToolBuilder</name>
<triggers>full,incremental,</triggers>
<arguments>
<dictionary>
<key>LaunchConfigHandle</key>
<value>&lt;project&gt;/.externalToolBuilders/ndk-build.launch</value>
</dictionary>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>
-71
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@@ -1,71 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest package="org.love2d.android"
android:versionCode="19"
android:versionName="0.10.0"
android:installLocation="auto" xmlns:android="http://schemas.android.com/apk/res/android">
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.VIBRATE"/>
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>
<!-- Allow writing to external storage -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="LÖVE for Android"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<service android:name=".DownloadService" />
<activity
android:name="GameActivity"
android:configChanges="orientation|screenSize"
android:label="LÖVE for Android"
android:launchMode="singleTop"
android:screenOrientation="landscape" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="tv.ouya.intent.category.GAME"/>
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<data android:scheme="file" />
<data android:scheme="content" />
<data android:mimeType="application/x-love-game" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<data android:scheme="file" />
<data android:mimeType="*/*" />
<data android:pathPattern=".*\\.love" />
<data android:host="*" />
</intent-filter>
</activity>
<activity
android:name="DownloadActivity"
android:noHistory="true" >
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="http"
android:host="*"
android:pathPrefix="*"
android:mimeType="*/*"
android:pathPattern=".*\\.love" />
<data android:scheme="https"
android:host="*"
android:pathPrefix="*"
android:mimeType="*/*"
android:pathPattern=".*\\.love" />
</intent-filter>
</activity>
</application>
<!-- Android 2.3.3 -->
<uses-sdk android:minSdkVersion="10" android:targetSdkVersion="18" />
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
</manifest>
+82 -54
View File
@@ -1,51 +1,109 @@
Android Port of LÖVE, the awesome 2D game engine LÖVE (http://love2d.org)
Copyright (c) 2013-2014 Martin Felis <martin@fysx.org>
Android Port of LÖVE, an awesome 2D game engine for Lua (http://love2d.org)
Copyright (c) 2006-2020 LOVE Development Team
Instructions:
-------------
For detailed instructions please refer to the wiki at [https://bitbucket.org/MartinFelis/love-android-sdl2/wiki/Home](https://bitbucket.org/MartinFelis/love-android-sdl2/wiki/Home).
![](https://github.com/love2d/love-android/workflows/build/badge.svg)
Download:
---------
You can download pre-built Android packages from
[https://bitbucket.org/MartinFelis/love-android-sdl2/downloads](https://bitbucket.org/MartinFelis/love-android-sdl2/downloads)
that allow you to run .love files by opening them using a file manager of
your choice.
You can download pre-built Android packages from https://github.com/love2d/love/releases/latest that allow
you to run .love files by opening them using a file manager of your choice.
Important:
----------
If you want to build from source, make sure to clone the submodules too. Often errors include missing
liblove.so and "Missing LÖVE" error when building. A proper way to clone this repository is:
```
git clone --recurse-submodules https://github.com/love2d/love-android
```
Add `-b <branch name>` and `--depth 1` if needed.
If you already cloned the repository but forgot to initialize the submodules, execute:
```
git submodule sync --recursive
git submodule update --init --force --recursive
```
In the repository directory. For the last command, add `--depth 1` if needed.
Instructions:
-------------
Detailed instructions can be viewed at https://bitbucket.org/MartinFelis/love-android-sdl2/wiki/Home (at the moment)
Quick Start:
------------
Install the Android NDK and the Android SDK with SDK API 23, set the
environment variables ```ANDROID_NDK```, ```ANDROID_SDK```, and
```ANDROID_HOME``` and run
Install the Android NDK and the Android SDK with SDK API 28, set the
environment variables:
ndk-build -j4
* `ANDROID_HOME` to your Android SDK location.
and after that
* `ANDROID_NDK_HOME` to your Android NDK location. NDK r16 or later!
ant debug
(you may have to adjust the paths to the install directories of the Android
SDK and Android NDK on your system) and run
in the root folder of this project or load the project using Eclipse and
compile/run it using Eclipse.
```
./gradlew assembleNormal
```
This should give you a .apk file in the bin/ subdirectory that you can then
install on your phone.
in the root folder of this project. This should give you a .apk file in the app/build/outputs/apk/normal
subdirectory that you can then sign and install on your phone. The .apk flavor is what you normally have
when downloading one from love2d.org. If you want to build the ["embed"](https://love2d.org/wiki/Game_Distribution/APKTool
APK, change `assembleNormal` to `assembleEmbedRelease` instead at command above.
Alternatively, you can install Android Studio. After opening it for the first time, open it's SDK Manager
and on the tab "SDK Tools", select NDK. After that, open the repository root.
Bugs:
-----
Bugs and feature requests should be reported to the issue tracker at [https://bitbucket.org/MartinFelis/love-android-sdl2/issues?status=new&status=open](https://bitbucket.org/MartinFelis/love-android-sdl2/issues?status=new&status=open).
Bugs and feature requests should be reported to the issue tracker at https://bitbucket.org/MartinFelis/love-android-sdl2/issues?status=new&status=open
Changelog:
----------
11.3:
* Contains all relevant changes for desktop LÖVE [11.3](https://love2d.org/wiki/11.3).
* Added support for microphone recording on Android. **This is disabled in Play Store builds**.
* Added t.audio.mic (false by default). On Android, setting it to true requests microphone recording permission from the user.
* Fixed performance regression on Android devices with Adreno GPU.
* Fixed video playback support on Android devices with Adreno GPU.
11.2:
* Contains all relevant changes for desktop LÖVE [11.2](https://love2d.org/wiki/11.2).
* Added support for ARM64 devices to comply with Play Store requirements.
* Fixed `love.system.openURL` crashing in some cases.
* Changed target SDK to 28 so it comply with Play Store requirements.
0.10.2:
* Contains all relevant changes for desktop LÖVE [0.10.2](https://love2d.org/wiki/0.10.2).
* Upgrade of SDL2 to 2.0.5 (fixes an issue with the accelerometer)
0.10.1:
* Contains all relevant changes for desktop LÖVE [0.10.1](https://love2d.org/wiki/0.10.1).
* Added a new love.conf flag t.externalstorage, which determines whether files are saved in internal or external storage on Android devices.
* Fixed audio on Android to pause when the app is inactive, and resume when the app becomes active again.
* Fixed a driver bug on some Android devices which caused all objects to show up as black.
* Fixed love.graphics.clear(colortable) causing crashes on OpenGL ES 2 systems when a Canvas is active.
* New icons
0.10.0:
* first official release!
* Disabled JIT by default as it can cause performance problems. To enable JIT call jit.on()
0.10.0-alpha2:
* Update to the next love API 0.10.0 (not yet officially released)
* Added building of libtheora
* Updated LuaJIT from 2.0.1 to 2.1
@@ -55,6 +113,7 @@ Changelog:
* Updated SDL2 to a dev version of 2.0.4
0.9.2a:
* Added bugfix for ParticleSystem:clone
0.9.2:
@@ -138,36 +197,5 @@ alpha7:
License:
--------
This project contains code from multiple projects using various licenses.
Please look into the folders of jni/<projectname>/ for the respective
licenses. A possibly incomplete overview of dependent and included
libraries and licenses is the following:
* FreeType2 (FreeType Project License)
* libjpeg-turbo (custom license)
* libmodplug (public domain)
* libogg (BSD License)
* libvorbis (BSD License)
* LuaJIT (MIT License)
* mpg123 (LGPL 2.1 License)
* openal-soft (LGPL 2 License)
* physfs (zlib License)
* SDL2 (zlib License)
This project also includes LÖVE, which itself is licensed under the zlib
license but includes the following libraries that are subject to other
licenses:
* modified Box2D (original Box2D license is zlib)
* ddsparse (MIT License)
* enet (MIT License)
* glad (MIT License)
* lodepng (zlib License)
* luasocket (MIT License)
* SimplexNoise1234 (public domain)
* stb_image (public domain)
* utf8 (Boost License)
* wuff (public domain)
As for the other code, modifications to LÖVE, and build system files are
are published under the zlib license (same as LÖVE).
This project contains code from multiple projects using various licenses. Please look at LOVE
[license.txt](https://github.com/love2d/love/blob/master/license.txt) for the respective licenses.
-17
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@@ -1,17 +0,0 @@
# This file is used to override default values used by the Ant build system.
#
# This file must be checked into Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.
+42
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@@ -0,0 +1,42 @@
apply plugin: 'com.android.application'
android {
compileSdkVersion 28
buildToolsVersion "28.0.3"
defaultConfig {
applicationId "org.love2d.android"
versionCode 29
versionName "11.3a"
minSdkVersion 14
targetSdkVersion 29
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
flavorDimensions 'mode'
productFlavors {
normal {
dimension 'mode'
}
playstore {
dimension 'mode'
}
embed {
dimension 'mode'
applicationIdSuffix "embed"
}
}
lintOptions {
abortOnError false
}
}
dependencies {
api 'androidx.multidex:multidex:2.0.0'
api fileTree(dir: 'libs', include: ['*.jar'])
api 'androidx.appcompat:appcompat:1.1.0-alpha01'
api project(':love')
}
+23
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@@ -0,0 +1,23 @@
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in /Users/diglet/android-sdk-macosx/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
-keep class br.com.tapps.love.LoveActivity { *; }
-keepclassmembers class br.com.tapps.love.LoveActivity {
public com.naef.jnlua.LuaState createLuaState();
}
+31
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@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest
package="org.love2d.android.executable"
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
>
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" tools:node="remove" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="18" tools:replace="android:maxSdkVersion" />
<application
android:allowBackup="true"
android:icon="@drawable/love"
android:label="LÖVE for Android"
android:usesCleartextTraffic="true"
tools:node="replace" >
<activity
android:name="org.love2d.android.GameActivity"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:label="LÖVE for Android"
android:launchMode="singleTask"
android:screenOrientation="landscape"
android:resizeableActivity="false"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="tv.ouya.intent.category.GAME" />
</intent-filter>
</activity>
</application>
</manifest>
+77
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@@ -0,0 +1,77 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest package="org.love2d.android.executable"
android:installLocation="auto" xmlns:android="http://schemas.android.com/apk/res/android">
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.VIBRATE"/>
<uses-permission android:name="android.permission.RECORD_AUDIO" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="28" />
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
<application
android:allowBackup="true"
android:icon="@drawable/love"
android:label="LÖVE for Android"
android:usesCleartextTraffic="true" >
<service android:name="org.love2d.android.DownloadService" />
<activity
android:name="org.love2d.android.GameActivity"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:label="LÖVE for Android"
android:launchMode="singleTask"
android:screenOrientation="landscape"
android:resizeableActivity="false"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="tv.ouya.intent.category.GAME" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="file" />
<data android:mimeType="*/*" />
<data android:pathPattern=".*\\.love" />
<data android:host="*" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="content" />
<data android:host="*" />
<data android:mimeType="application/x-love-game" />
</intent-filter>
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="content" />
<data android:host="*" />
<data android:mimeType="application/octet-stream" />
</intent-filter>
</activity>
<activity
android:name="org.love2d.android.DownloadActivity"
android:noHistory="true"
android:theme="@android:style/Theme.NoTitleBar" >
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data android:scheme="http"
android:host="*"
android:mimeType="*/*"
android:pathPattern=".*\\.love" />
<data android:scheme="https"
android:host="*"
android:mimeType="*/*"
android:pathPattern=".*\\.love" />
</intent-filter>
</activity>
</application>
</manifest>
+5
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@@ -0,0 +1,5 @@
values/generated_strings.xml
values/generated_integers.xml
drawable-*/icon.png
drawable-*/notificationicon.png
mipmap-*/ic_launcher.png
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+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="colorPrimary">#3F51B5</color>
<color name="colorPrimaryDark">#303F9F</color>
<color name="colorAccent">#FF4081</color>
</resources>
+11
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@@ -0,0 +1,11 @@
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="Theme.AppCompat.Light.DarkActionBar">
<!-- Customize your theme here. -->
<item name="colorPrimary">@color/colorPrimary</item>
<item name="colorPrimaryDark">@color/colorPrimaryDark</item>
<item name="colorAccent">@color/colorAccent</item>
</style>
</resources>
+2
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@@ -0,0 +1,2 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest package="org.love2d.android.executable" xmlns:android="http://schemas.android.com/apk/res/android" />
+8
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@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest
package="org.love2d.android.executable"
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
>
<uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" />
</manifest>
+29
View File
@@ -0,0 +1,29 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
allprojects {
repositories {
google()
jcenter()
}
}
buildscript {
repositories {
google()
jcenter()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.2.1'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}
repositories {
google()
}
-17
View File
@@ -1,17 +0,0 @@
# This file is used to override default values used by the Ant build system.
#
# This file must be checked in Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.
-93
View File
@@ -1,93 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- This should be changed to the name of your project -->
<project name="love-android" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>
+2
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@@ -0,0 +1,2 @@
android.enableJetifier=true
android.useAndroidX=true
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+6
View File
@@ -0,0 +1,6 @@
#Sun Nov 18 11:20:03 CET 2018
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-4.6-all.zip
Vendored Executable
+160
View File
@@ -0,0 +1,160 @@
#!/usr/bin/env bash
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn ( ) {
echo "$*"
}
die ( ) {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
esac
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=$((i+1))
done
case $i in
(0) set -- ;;
(1) set -- "$args0" ;;
(2) set -- "$args0" "$args1" ;;
(3) set -- "$args0" "$args1" "$args2" ;;
(4) set -- "$args0" "$args1" "$args2" "$args3" ;;
(5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
(6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
(7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
(8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
(9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules
function splitJvmOpts() {
JVM_OPTS=("$@")
}
eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS
JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME"
exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@"
Vendored
+90
View File
@@ -0,0 +1,90 @@
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS=
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto init
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windowz variants
if not "%OS%" == "Windows_NT" goto win9xME_args
if "%@eval[2+2]" == "4" goto 4NT_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
goto execute
:4NT_args
@rem Get arguments from the 4NT Shell from JP Software
set CMD_LINE_ARGS=%$
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega
-11
View File
@@ -1,11 +0,0 @@
# Uncomment this if you're using STL in your project
# See CPLUSPLUS-SUPPORT.html in the NDK documentation for more information
# APP_STL := stlport_static
APP_STL := gnustl_shared
APP_ABI := armeabi armeabi-v7a
APP_CPPFLAGS := -frtti
APP_LDFLAGS := -llog -landroid -lz
APP_PLATFORM := 10
NDK_TOOLCHAIN_VERSION := 4.8
# APP_OPTIM := debug
-8
View File
@@ -1,8 +0,0 @@
LOCAL_PATH:= $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := libluajit
LOCAL_SRC_FILES := android/$(TARGET_ARCH_ABI)/libluajit.a
include $(PREBUILT_STATIC_LIBRARY)
-159
View File
@@ -1,159 +0,0 @@
##############################################################################
# LuaJIT top level Makefile for installation. Requires GNU Make.
#
# Please read doc/install.html before changing any variables!
#
# Suitable for POSIX platforms (Linux, *BSD, OSX etc.).
# Note: src/Makefile has many more configurable options.
#
# ##### This Makefile is NOT useful for Windows! #####
# For MSVC, please follow the instructions given in src/msvcbuild.bat.
# For MinGW and Cygwin, cd to src and run make with the Makefile there.
#
# Copyright (C) 2005-2015 Mike Pall. See Copyright Notice in luajit.h
##############################################################################
MAJVER= 2
MINVER= 1
RELVER= 0
PREREL= -beta1
VERSION= $(MAJVER).$(MINVER).$(RELVER)$(PREREL)
ABIVER= 5.1
##############################################################################
#
# Change the installation path as needed. This automatically adjusts
# the paths in src/luaconf.h, too. Note: PREFIX must be an absolute path!
#
export PREFIX= /usr/local
export MULTILIB= lib
##############################################################################
DPREFIX= $(DESTDIR)$(PREFIX)
INSTALL_BIN= $(DPREFIX)/bin
INSTALL_LIB= $(DPREFIX)/$(MULTILIB)
INSTALL_SHARE= $(DPREFIX)/share
INSTALL_INC= $(DPREFIX)/include/luajit-$(MAJVER).$(MINVER)
INSTALL_LJLIBD= $(INSTALL_SHARE)/luajit-$(VERSION)
INSTALL_JITLIB= $(INSTALL_LJLIBD)/jit
INSTALL_LMODD= $(INSTALL_SHARE)/lua
INSTALL_LMOD= $(INSTALL_LMODD)/$(ABIVER)
INSTALL_CMODD= $(INSTALL_LIB)/lua
INSTALL_CMOD= $(INSTALL_CMODD)/$(ABIVER)
INSTALL_MAN= $(INSTALL_SHARE)/man/man1
INSTALL_PKGCONFIG= $(INSTALL_LIB)/pkgconfig
INSTALL_TNAME= luajit-$(VERSION)
INSTALL_TSYMNAME= luajit
INSTALL_ANAME= libluajit-$(ABIVER).a
INSTALL_SONAME= libluajit-$(ABIVER).so.$(MAJVER).$(MINVER).$(RELVER)
INSTALL_SOSHORT= libluajit-$(ABIVER).so
INSTALL_DYLIBNAME= libluajit-$(ABIVER).$(MAJVER).$(MINVER).$(RELVER).dylib
INSTALL_DYLIBSHORT1= libluajit-$(ABIVER).dylib
INSTALL_DYLIBSHORT2= libluajit-$(ABIVER).$(MAJVER).dylib
INSTALL_PCNAME= luajit.pc
INSTALL_STATIC= $(INSTALL_LIB)/$(INSTALL_ANAME)
INSTALL_DYN= $(INSTALL_LIB)/$(INSTALL_SONAME)
INSTALL_SHORT1= $(INSTALL_LIB)/$(INSTALL_SOSHORT)
INSTALL_SHORT2= $(INSTALL_LIB)/$(INSTALL_SOSHORT)
INSTALL_T= $(INSTALL_BIN)/$(INSTALL_TNAME)
INSTALL_TSYM= $(INSTALL_BIN)/$(INSTALL_TSYMNAME)
INSTALL_PC= $(INSTALL_PKGCONFIG)/$(INSTALL_PCNAME)
INSTALL_DIRS= $(INSTALL_BIN) $(INSTALL_LIB) $(INSTALL_INC) $(INSTALL_MAN) \
$(INSTALL_PKGCONFIG) $(INSTALL_JITLIB) $(INSTALL_LMOD) $(INSTALL_CMOD)
UNINSTALL_DIRS= $(INSTALL_JITLIB) $(INSTALL_LJLIBD) $(INSTALL_INC) \
$(INSTALL_LMOD) $(INSTALL_LMODD) $(INSTALL_CMOD) $(INSTALL_CMODD)
RM= rm -f
MKDIR= mkdir -p
RMDIR= rmdir 2>/dev/null
SYMLINK= ln -sf
INSTALL_X= install -m 0755
INSTALL_F= install -m 0644
UNINSTALL= $(RM)
LDCONFIG= ldconfig -n
SED_PC= sed -e "s|^prefix=.*|prefix=$(PREFIX)|" \
-e "s|^multilib=.*|multilib=$(MULTILIB)|"
FILE_T= luajit
FILE_A= libluajit.a
FILE_SO= libluajit.so
FILE_MAN= luajit.1
FILE_PC= luajit.pc
FILES_INC= lua.h lualib.h lauxlib.h luaconf.h lua.hpp luajit.h
FILES_JITLIB= bc.lua bcsave.lua dump.lua p.lua v.lua zone.lua \
dis_x86.lua dis_x64.lua dis_arm.lua dis_ppc.lua \
dis_mips.lua dis_mipsel.lua vmdef.lua
ifeq (,$(findstring Windows,$(OS)))
ifeq (Darwin,$(shell uname -s))
INSTALL_SONAME= $(INSTALL_DYLIBNAME)
INSTALL_SHORT1= $(INSTALL_LIB)/$(INSTALL_DYLIBSHORT1)
INSTALL_SHORT2= $(INSTALL_LIB)/$(INSTALL_DYLIBSHORT2)
LDCONFIG= :
endif
endif
##############################################################################
INSTALL_DEP= src/luajit
default all $(INSTALL_DEP):
@echo "==== Building LuaJIT $(VERSION) ===="
$(MAKE) -C src
@echo "==== Successfully built LuaJIT $(VERSION) ===="
install: $(INSTALL_DEP)
@echo "==== Installing LuaJIT $(VERSION) to $(PREFIX) ===="
$(MKDIR) $(INSTALL_DIRS)
cd src && $(INSTALL_X) $(FILE_T) $(INSTALL_T)
cd src && test -f $(FILE_A) && $(INSTALL_F) $(FILE_A) $(INSTALL_STATIC) || :
$(RM) $(INSTALL_DYN) $(INSTALL_SHORT1) $(INSTALL_SHORT2)
cd src && test -f $(FILE_SO) && \
$(INSTALL_X) $(FILE_SO) $(INSTALL_DYN) && \
$(LDCONFIG) $(INSTALL_LIB) && \
$(SYMLINK) $(INSTALL_SONAME) $(INSTALL_SHORT1) && \
$(SYMLINK) $(INSTALL_SONAME) $(INSTALL_SHORT2) || :
cd etc && $(INSTALL_F) $(FILE_MAN) $(INSTALL_MAN)
cd etc && $(SED_PC) $(FILE_PC) > $(FILE_PC).tmp && \
$(INSTALL_F) $(FILE_PC).tmp $(INSTALL_PC) && \
$(RM) $(FILE_PC).tmp
cd src && $(INSTALL_F) $(FILES_INC) $(INSTALL_INC)
cd src/jit && $(INSTALL_F) $(FILES_JITLIB) $(INSTALL_JITLIB)
@echo "==== Successfully installed LuaJIT $(VERSION) to $(PREFIX) ===="
@echo ""
@echo "Note: the development releases deliberately do NOT install a symlink for luajit"
@echo "You can do this now by running this command (with sudo):"
@echo ""
@echo " $(SYMLINK) $(INSTALL_TNAME) $(INSTALL_TSYM)"
@echo ""
uninstall:
@echo "==== Uninstalling LuaJIT $(VERSION) from $(PREFIX) ===="
$(UNINSTALL) $(INSTALL_T) $(INSTALL_STATIC) $(INSTALL_DYN) $(INSTALL_SHORT1) $(INSTALL_SHORT2) $(INSTALL_MAN)/$(FILE_MAN) $(INSTALL_PC)
for file in $(FILES_JITLIB); do \
$(UNINSTALL) $(INSTALL_JITLIB)/$$file; \
done
for file in $(FILES_INC); do \
$(UNINSTALL) $(INSTALL_INC)/$$file; \
done
$(LDCONFIG) $(INSTALL_LIB)
$(RMDIR) $(UNINSTALL_DIRS) || :
@echo "==== Successfully uninstalled LuaJIT $(VERSION) from $(PREFIX) ===="
##############################################################################
amalg:
@echo "Building LuaJIT $(VERSION)"
$(MAKE) -C src amalg
clean:
$(MAKE) -C src clean
.PHONY: all install amalg clean
##############################################################################
-16
View File
@@ -1,16 +0,0 @@
README for LuaJIT 2.1.0-beta1
-----------------------------
LuaJIT is a Just-In-Time (JIT) compiler for the Lua programming language.
Project Homepage: http://luajit.org/
LuaJIT is Copyright (C) 2005-2015 Mike Pall.
LuaJIT is free software, released under the MIT license.
See full Copyright Notice in the COPYRIGHT file or in luajit.h.
Documentation for LuaJIT is available in HTML format.
Please point your favorite browser to:
doc/luajit.html
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-58
View File
@@ -1,58 +0,0 @@
#!/bin/bash
#================================================================#
# Build script based on
# https://github.com/moai/moai-dev/blob/master/ant/libmoai/jni/luajit/build.sh
#================================================================#
host_os=`uname -s | tr "[:upper:]" "[:lower:]"`
host_arch=`uname -m`
if [ -f android/armeabi/libluajit.a ] &&
[ -f android/armeabi-v7a/libluajit.a ]; then
echo "LuaJIT Already built"
exit 0
fi
NDK_BUILD_LOCATION=${ANDROID_NDK}
if [[ x$NDK_BUILD_LOCATION = "x" ]]; then
echo "The Android NDK must be on your path."
exit 1
fi
NDK="${NDK_BUILD_LOCATION%/ndk-build}"
if [[ x$NDK = "x" ]]; then
echo "The Android NDK must be on your path."
exit 1
fi
NDKABI=9
NDKVER=$NDK/toolchains/arm-linux-androideabi-4.8
NDKP=$NDKVER/prebuilt/${host_os}-${host_arch}/bin/arm-linux-androideabi-
NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
CFLAGS=""
buildLuaJIT()
{
arch="$1"
ndkarch="$2"
DESTDIR=../android/$arch
mkdir -p $DESTDIR 2>/dev/null
rm "$DESTDIR"/*.a 2>/dev/null
make clean
make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_SYS=Linux TARGET_FLAGS="$NDKF $ndkarch" TARGET_CFLAGS="$CFLAGS" libluajit.a
if [ -f libluajit.a ]; then
mv libluajit.a $DESTDIR/libluajit.a
fi;
}
cd src
# Android/ARM, armeabi (ARMv5TE soft-float), Android 2.2+ (Froyo)
buildLuaJIT armeabi
# Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.0+ (ICS)
buildLuaJIT armeabi-v7a "-march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 -Wl,--fix-cortex-a8"
make clean
-707
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@@ -1,707 +0,0 @@
##############################################################################
# LuaJIT Makefile. Requires GNU Make.
#
# Please read doc/install.html before changing any variables!
#
# Suitable for POSIX platforms (Linux, *BSD, OSX etc.).
# Also works with MinGW and Cygwin on Windows.
# Please check msvcbuild.bat for building with MSVC on Windows.
#
# Copyright (C) 2005-2015 Mike Pall. See Copyright Notice in luajit.h
##############################################################################
MAJVER= 2
MINVER= 1
RELVER= 0
ABIVER= 5.1
NODOTABIVER= 51
##############################################################################
############################# COMPILER OPTIONS #############################
##############################################################################
# These options mainly affect the speed of the JIT compiler itself, not the
# speed of the JIT-compiled code. Turn any of the optional settings on by
# removing the '#' in front of them. Make sure you force a full recompile
# with "make clean", followed by "make" if you change any options.
#
DEFAULT_CC = gcc
#
# LuaJIT builds as a native 32 or 64 bit binary by default.
CC= $(DEFAULT_CC)
#
# Use this if you want to force a 32 bit build on a 64 bit multilib OS.
#CC= $(DEFAULT_CC) -m32
#
# Since the assembler part does NOT maintain a frame pointer, it's pointless
# to slow down the C part by not omitting it. Debugging, tracebacks and
# unwinding are not affected -- the assembler part has frame unwind
# information and GCC emits it where needed (x64) or with -g (see CCDEBUG).
CCOPT= -O2 -fomit-frame-pointer
# Use this if you want to generate a smaller binary (but it's slower):
#CCOPT= -Os -fomit-frame-pointer
# Note: it's no longer recommended to use -O3 with GCC 4.x.
# The I-Cache bloat usually outweighs the benefits from aggressive inlining.
#
# Target-specific compiler options:
#
# x86/x64 only: For GCC 4.2 or higher and if you don't intend to distribute
# the binaries to a different machine you could also use: -march=native
#
CCOPT_x86= -march=i686 -msse -msse2 -mfpmath=sse
CCOPT_x64=
CCOPT_arm=
CCOPT_arm64=
CCOPT_ppc=
CCOPT_mips=
#
CCDEBUG=
# Uncomment the next line to generate debug information:
#CCDEBUG= -g
#
CCWARN= -Wall
# Uncomment the next line to enable more warnings:
#CCWARN+= -Wextra -Wdeclaration-after-statement -Wredundant-decls -Wshadow -Wpointer-arith
#
##############################################################################
##############################################################################
################################ BUILD MODE ################################
##############################################################################
# The default build mode is mixed mode on POSIX. On Windows this is the same
# as dynamic mode.
#
# Mixed mode creates a static + dynamic library and a statically linked luajit.
BUILDMODE= mixed
#
# Static mode creates a static library and a statically linked luajit.
#BUILDMODE= static
#
# Dynamic mode creates a dynamic library and a dynamically linked luajit.
# Note: this executable will only run when the library is installed!
#BUILDMODE= dynamic
#
##############################################################################
##############################################################################
################################# FEATURES #################################
##############################################################################
# Enable/disable these features as needed, but make sure you force a full
# recompile with "make clean", followed by "make".
XCFLAGS=
#
# Permanently disable the FFI extension to reduce the size of the LuaJIT
# executable. But please consider that the FFI library is compiled-in,
# but NOT loaded by default. It only allocates any memory, if you actually
# make use of it.
#XCFLAGS+= -DLUAJIT_DISABLE_FFI
#
# Features from Lua 5.2 that are unlikely to break existing code are
# enabled by default. Some other features that *might* break some existing
# code (e.g. __pairs or os.execute() return values) can be enabled here.
# Note: this does not provide full compatibility with Lua 5.2 at this time.
#XCFLAGS+= -DLUAJIT_ENABLE_LUA52COMPAT
#
# Disable the JIT compiler, i.e. turn LuaJIT into a pure interpreter.
#XCFLAGS+= -DLUAJIT_DISABLE_JIT
#
# Some architectures (e.g. PPC) can use either single-number (1) or
# dual-number (2) mode. Uncomment one of these lines to override the
# default mode. Please see LJ_ARCH_NUMMODE in lj_arch.h for details.
#XCFLAGS+= -DLUAJIT_NUMMODE=1
#XCFLAGS+= -DLUAJIT_NUMMODE=2
#
##############################################################################
##############################################################################
############################ DEBUGGING SUPPORT #############################
##############################################################################
# Enable these options as needed, but make sure you force a full recompile
# with "make clean", followed by "make".
# Note that most of these are NOT suitable for benchmarking or release mode!
#
# Use the system provided memory allocator (realloc) instead of the
# bundled memory allocator. This is slower, but sometimes helpful for
# debugging. This option cannot be enabled on x64, since realloc usually
# doesn't return addresses in the right address range.
# OTOH this option is mandatory for Valgrind's memcheck tool on x64 and
# the only way to get useful results from it for all other architectures.
#XCFLAGS+= -DLUAJIT_USE_SYSMALLOC
#
# This define is required to run LuaJIT under Valgrind. The Valgrind
# header files must be installed. You should enable debug information, too.
# Use --suppressions=lj.supp to avoid some false positives.
#XCFLAGS+= -DLUAJIT_USE_VALGRIND
#
# This is the client for the GDB JIT API. GDB 7.0 or higher is required
# to make use of it. See lj_gdbjit.c for details. Enabling this causes
# a non-negligible overhead, even when not running under GDB.
#XCFLAGS+= -DLUAJIT_USE_GDBJIT
#
# Turn on assertions for the Lua/C API to debug problems with lua_* calls.
# This is rather slow -- use only while developing C libraries/embeddings.
#XCFLAGS+= -DLUA_USE_APICHECK
#
# Turn on assertions for the whole LuaJIT VM. This significantly slows down
# everything. Use only if you suspect a problem with LuaJIT itself.
#XCFLAGS+= -DLUA_USE_ASSERT
#
##############################################################################
# You probably don't need to change anything below this line!
##############################################################################
##############################################################################
# Host system detection.
##############################################################################
ifeq (Windows,$(findstring Windows,$(OS))$(MSYSTEM)$(TERM))
HOST_SYS= Windows
HOST_RM= del
else
HOST_SYS:= $(shell uname -s)
ifneq (,$(findstring MINGW,$(HOST_SYS)))
HOST_SYS= Windows
HOST_MSYS= mingw
endif
ifneq (,$(findstring CYGWIN,$(HOST_SYS)))
HOST_SYS= Windows
HOST_MSYS= cygwin
endif
# Use Clang for OSX host.
ifeq (Darwin,$(HOST_SYS))
DEFAULT_CC= clang
endif
endif
##############################################################################
# Flags and options for host and target.
##############################################################################
# You can override the following variables at the make command line:
# CC HOST_CC STATIC_CC DYNAMIC_CC
# CFLAGS HOST_CFLAGS TARGET_CFLAGS
# LDFLAGS HOST_LDFLAGS TARGET_LDFLAGS TARGET_SHLDFLAGS
# LIBS HOST_LIBS TARGET_LIBS
# CROSS HOST_SYS TARGET_SYS TARGET_FLAGS
#
# Cross-compilation examples:
# make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
# make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
ASOPTIONS= $(CCOPT) $(CCWARN) $(XCFLAGS) $(CFLAGS)
CCOPTIONS= $(CCDEBUG) $(ASOPTIONS)
LDOPTIONS= $(CCDEBUG) $(LDFLAGS)
HOST_CC= $(CC)
HOST_RM= rm -f
# If left blank, minilua is built and used. You can supply an installed
# copy of (plain) Lua 5.1 or 5.2, plus Lua BitOp. E.g. with: HOST_LUA=lua
HOST_LUA=
HOST_XCFLAGS= -I.
HOST_XLDFLAGS=
HOST_XLIBS=
HOST_ACFLAGS= $(CCOPTIONS) $(HOST_XCFLAGS) $(TARGET_ARCH) $(HOST_CFLAGS)
HOST_ALDFLAGS= $(LDOPTIONS) $(HOST_XLDFLAGS) $(HOST_LDFLAGS)
HOST_ALIBS= $(HOST_XLIBS) $(LIBS) $(HOST_LIBS)
STATIC_CC = $(CROSS)$(CC)
DYNAMIC_CC = $(CROSS)$(CC) -fPIC
TARGET_CC= $(STATIC_CC)
TARGET_STCC= $(STATIC_CC)
TARGET_DYNCC= $(DYNAMIC_CC)
TARGET_LD= $(CROSS)$(CC)
TARGET_AR= $(CROSS)ar rcus
TARGET_STRIP= $(CROSS)strip
TARGET_LIBPATH= $(or $(PREFIX),/usr/local)/$(or $(MULTILIB),lib)
TARGET_SONAME= libluajit-$(ABIVER).so.$(MAJVER)
TARGET_DYLIBNAME= libluajit-$(ABIVER).$(MAJVER).dylib
TARGET_DYLIBPATH= $(TARGET_LIBPATH)/$(TARGET_DYLIBNAME)
TARGET_DLLNAME= lua$(NODOTABIVER).dll
TARGET_XSHLDFLAGS= -shared -fPIC -Wl,-soname,$(TARGET_SONAME)
TARGET_DYNXLDOPTS=
TARGET_LFSFLAGS= -D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE
TARGET_XCFLAGS= $(TARGET_LFSFLAGS) -U_FORTIFY_SOURCE
TARGET_XLDFLAGS=
TARGET_XLIBS= -lm
TARGET_TCFLAGS= $(CCOPTIONS) $(TARGET_XCFLAGS) $(TARGET_FLAGS) $(TARGET_CFLAGS)
TARGET_ACFLAGS= $(CCOPTIONS) $(TARGET_XCFLAGS) $(TARGET_FLAGS) $(TARGET_CFLAGS)
TARGET_ASFLAGS= $(ASOPTIONS) $(TARGET_XCFLAGS) $(TARGET_FLAGS) $(TARGET_CFLAGS)
TARGET_ALDFLAGS= $(LDOPTIONS) $(TARGET_XLDFLAGS) $(TARGET_FLAGS) $(TARGET_LDFLAGS)
TARGET_ASHLDFLAGS= $(LDOPTIONS) $(TARGET_XSHLDFLAGS) $(TARGET_FLAGS) $(TARGET_SHLDFLAGS)
TARGET_ALIBS= $(TARGET_XLIBS) $(LIBS) $(TARGET_LIBS)
TARGET_TESTARCH=$(shell $(TARGET_CC) $(TARGET_TCFLAGS) -E lj_arch.h -dM)
ifneq (,$(findstring LJ_TARGET_X64 ,$(TARGET_TESTARCH)))
TARGET_LJARCH= x64
else
ifneq (,$(findstring LJ_TARGET_X86 ,$(TARGET_TESTARCH)))
TARGET_LJARCH= x86
else
ifneq (,$(findstring LJ_TARGET_ARM ,$(TARGET_TESTARCH)))
TARGET_LJARCH= arm
else
ifneq (,$(findstring LJ_TARGET_ARM64 ,$(TARGET_TESTARCH)))
TARGET_LJARCH= arm64
else
ifneq (,$(findstring LJ_TARGET_PPC ,$(TARGET_TESTARCH)))
ifneq (,$(findstring LJ_LE 1,$(TARGET_TESTARCH)))
TARGET_ARCH= -DLJ_ARCH_ENDIAN=LUAJIT_LE
else
TARGET_ARCH= -DLJ_ARCH_ENDIAN=LUAJIT_BE
endif
TARGET_LJARCH= ppc
else
ifneq (,$(findstring LJ_TARGET_MIPS ,$(TARGET_TESTARCH)))
ifneq (,$(findstring MIPSEL ,$(TARGET_TESTARCH)))
TARGET_ARCH= -D__MIPSEL__=1
endif
TARGET_LJARCH= mips
else
$(error Unsupported target architecture)
endif
endif
endif
endif
endif
endif
ifneq (,$(findstring LJ_TARGET_PS3 1,$(TARGET_TESTARCH)))
TARGET_SYS= PS3
TARGET_ARCH+= -D__CELLOS_LV2__
TARGET_XCFLAGS+= -DLUAJIT_USE_SYSMALLOC
TARGET_XLIBS+= -lpthread
endif
TARGET_XCFLAGS+= $(CCOPT_$(TARGET_LJARCH))
TARGET_ARCH+= $(patsubst %,-DLUAJIT_TARGET=LUAJIT_ARCH_%,$(TARGET_LJARCH))
ifneq (,$(PREFIX))
ifneq (/usr/local,$(PREFIX))
TARGET_XCFLAGS+= -DLUA_ROOT=\"$(PREFIX)\"
ifneq (/usr,$(PREFIX))
TARGET_DYNXLDOPTS= -Wl,-rpath,$(TARGET_LIBPATH)
endif
endif
endif
ifneq (,$(MULTILIB))
TARGET_XCFLAGS+= -DLUA_MULTILIB=\"$(MULTILIB)\"
endif
ifneq (,$(LMULTILIB))
TARGET_XCFLAGS+= -DLUA_LMULTILIB=\"$(LMULTILIB)\"
endif
##############################################################################
# Target system detection.
##############################################################################
TARGET_SYS?= $(HOST_SYS)
ifeq (Windows,$(TARGET_SYS))
TARGET_STRIP+= --strip-unneeded
TARGET_XSHLDFLAGS= -shared
TARGET_DYNXLDOPTS=
else
ifeq (,$(shell $(TARGET_CC) -o /dev/null -c -x c /dev/null -fno-stack-protector 2>/dev/null || echo 1))
TARGET_XCFLAGS+= -fno-stack-protector
endif
ifeq (Darwin,$(TARGET_SYS))
ifeq (,$(MACOSX_DEPLOYMENT_TARGET))
export MACOSX_DEPLOYMENT_TARGET=10.4
endif
TARGET_STRIP+= -x
TARGET_AR+= 2>/dev/null
TARGET_XSHLDFLAGS= -dynamiclib -single_module -undefined dynamic_lookup -fPIC
TARGET_DYNXLDOPTS=
TARGET_XSHLDFLAGS+= -install_name $(TARGET_DYLIBPATH) -compatibility_version $(MAJVER).$(MINVER) -current_version $(MAJVER).$(MINVER).$(RELVER)
ifeq (x64,$(TARGET_LJARCH))
TARGET_XLDFLAGS+= -pagezero_size 10000 -image_base 100000000
TARGET_XSHLDFLAGS+= -image_base 7fff04c4a000
endif
else
ifeq (iOS,$(TARGET_SYS))
TARGET_STRIP+= -x
TARGET_AR+= 2>/dev/null
TARGET_XSHLDFLAGS= -dynamiclib -single_module -undefined dynamic_lookup -fPIC
TARGET_DYNXLDOPTS=
TARGET_XSHLDFLAGS+= -install_name $(TARGET_DYLIBPATH) -compatibility_version $(MAJVER).$(MINVER) -current_version $(MAJVER).$(MINVER).$(RELVER)
ifeq (arm64,$(TARGET_LJARCH))
TARGET_XCFLAGS+= -fno-omit-frame-pointer
endif
else
ifneq (SunOS,$(TARGET_SYS))
ifneq (PS3,$(TARGET_SYS))
TARGET_XLDFLAGS+= -Wl,-E
endif
endif
ifeq (Linux,$(TARGET_SYS))
TARGET_XLIBS+= -ldl
endif
ifeq (GNU/kFreeBSD,$(TARGET_SYS))
TARGET_XLIBS+= -ldl
endif
endif
endif
endif
ifneq ($(HOST_SYS),$(TARGET_SYS))
ifeq (Windows,$(TARGET_SYS))
HOST_XCFLAGS+= -malign-double -DLUAJIT_OS=LUAJIT_OS_WINDOWS
else
ifeq (Linux,$(TARGET_SYS))
HOST_XCFLAGS+= -DLUAJIT_OS=LUAJIT_OS_LINUX
else
ifeq (Darwin,$(TARGET_SYS))
HOST_XCFLAGS+= -DLUAJIT_OS=LUAJIT_OS_OSX
else
ifeq (iOS,$(TARGET_SYS))
HOST_XCFLAGS+= -DLUAJIT_OS=LUAJIT_OS_OSX
else
HOST_XCFLAGS+= -DLUAJIT_OS=LUAJIT_OS_OTHER
endif
endif
endif
endif
endif
ifneq (,$(CCDEBUG))
TARGET_STRIP= @:
endif
##############################################################################
# Files and pathnames.
##############################################################################
MINILUA_O= host/minilua.o
MINILUA_LIBS= -lm
MINILUA_T= host/minilua
MINILUA_X= $(MINILUA_T)
ifeq (,$(HOST_LUA))
HOST_LUA= $(MINILUA_X)
DASM_DEP= $(MINILUA_T)
endif
DASM_DIR= ../dynasm
DASM= $(HOST_LUA) $(DASM_DIR)/dynasm.lua
DASM_XFLAGS=
DASM_AFLAGS=
DASM_ARCH= $(TARGET_LJARCH)
ifneq (,$(findstring LJ_ARCH_BITS 64,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D P64
endif
ifneq (,$(findstring LJ_HASJIT 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D JIT
endif
ifneq (,$(findstring LJ_HASFFI 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D FFI
endif
ifneq (,$(findstring LJ_DUALNUM 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D DUALNUM
endif
ifneq (,$(findstring LJ_ARCH_HASFPU 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D FPU
TARGET_ARCH+= -DLJ_ARCH_HASFPU=1
else
TARGET_ARCH+= -DLJ_ARCH_HASFPU=0
endif
ifeq (,$(findstring LJ_ABI_SOFTFP 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D HFABI
TARGET_ARCH+= -DLJ_ABI_SOFTFP=0
else
TARGET_ARCH+= -DLJ_ABI_SOFTFP=1
endif
ifneq (,$(findstring LJ_NO_UNWIND 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D NO_UNWIND
TARGET_ARCH+= -DLUAJIT_NO_UNWIND
endif
DASM_AFLAGS+= -D VER=$(subst LJ_ARCH_VERSION_,,$(filter LJ_ARCH_VERSION_%,$(subst LJ_ARCH_VERSION ,LJ_ARCH_VERSION_,$(TARGET_TESTARCH))))
ifeq (Windows,$(TARGET_SYS))
DASM_AFLAGS+= -D WIN
endif
ifeq (x64,$(TARGET_LJARCH))
ifeq (,$(findstring LJ_FR2 1,$(TARGET_TESTARCH)))
DASM_ARCH= x86
endif
else
ifeq (arm,$(TARGET_LJARCH))
ifeq (iOS,$(TARGET_SYS))
DASM_AFLAGS+= -D IOS
endif
else
ifeq (ppc,$(TARGET_LJARCH))
ifneq (,$(findstring LJ_ARCH_SQRT 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D SQRT
endif
ifneq (,$(findstring LJ_ARCH_ROUND 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D ROUND
endif
ifneq (,$(findstring LJ_ARCH_PPC32ON64 1,$(TARGET_TESTARCH)))
DASM_AFLAGS+= -D GPR64
endif
ifeq (PS3,$(TARGET_SYS))
DASM_AFLAGS+= -D PPE -D TOC
endif
ifneq (,$(findstring LJ_ARCH_PPC64 ,$(TARGET_TESTARCH)))
DASM_ARCH= ppc64
endif
endif
endif
endif
DASM_FLAGS= $(DASM_XFLAGS) $(DASM_AFLAGS)
DASM_DASC= vm_$(DASM_ARCH).dasc
BUILDVM_O= host/buildvm.o host/buildvm_asm.o host/buildvm_peobj.o \
host/buildvm_lib.o host/buildvm_fold.o
BUILDVM_T= host/buildvm
BUILDVM_X= $(BUILDVM_T)
HOST_O= $(MINILUA_O) $(BUILDVM_O)
HOST_T= $(MINILUA_T) $(BUILDVM_T)
LJVM_S= lj_vm.S
LJVM_O= lj_vm.o
LJVM_BOUT= $(LJVM_S)
LJVM_MODE= elfasm
LJLIB_O= lib_base.o lib_math.o lib_bit.o lib_string.o lib_table.o \
lib_io.o lib_os.o lib_package.o lib_debug.o lib_jit.o lib_ffi.o
LJLIB_C= $(LJLIB_O:.o=.c)
LJCORE_O= lj_gc.o lj_err.o lj_char.o lj_bc.o lj_obj.o lj_buf.o \
lj_str.o lj_tab.o lj_func.o lj_udata.o lj_meta.o lj_debug.o \
lj_state.o lj_dispatch.o lj_vmevent.o lj_vmmath.o lj_strscan.o \
lj_strfmt.o lj_api.o lj_profile.o \
lj_lex.o lj_parse.o lj_bcread.o lj_bcwrite.o lj_load.o \
lj_ir.o lj_opt_mem.o lj_opt_fold.o lj_opt_narrow.o \
lj_opt_dce.o lj_opt_loop.o lj_opt_split.o lj_opt_sink.o \
lj_mcode.o lj_snap.o lj_record.o lj_crecord.o lj_ffrecord.o \
lj_asm.o lj_trace.o lj_gdbjit.o \
lj_ctype.o lj_cdata.o lj_cconv.o lj_ccall.o lj_ccallback.o \
lj_carith.o lj_clib.o lj_cparse.o \
lj_lib.o lj_alloc.o lib_aux.o \
$(LJLIB_O) lib_init.o
LJVMCORE_O= $(LJVM_O) $(LJCORE_O)
LJVMCORE_DYNO= $(LJVMCORE_O:.o=_dyn.o)
LIB_VMDEF= jit/vmdef.lua
LIB_VMDEFP= $(LIB_VMDEF)
LUAJIT_O= luajit.o
LUAJIT_A= libluajit.a
LUAJIT_SO= libluajit.so
LUAJIT_T= luajit
ALL_T= $(LUAJIT_T) $(LUAJIT_A) $(LUAJIT_SO) $(HOST_T)
ALL_HDRGEN= lj_bcdef.h lj_ffdef.h lj_libdef.h lj_recdef.h lj_folddef.h \
host/buildvm_arch.h
ALL_GEN= $(LJVM_S) $(ALL_HDRGEN) $(LIB_VMDEFP)
WIN_RM= *.obj *.lib *.exp *.dll *.exe *.manifest *.pdb *.ilk
ALL_RM= $(ALL_T) $(ALL_GEN) *.o host/*.o $(WIN_RM)
##############################################################################
# Build mode handling.
##############################################################################
# Mixed mode defaults.
TARGET_O= $(LUAJIT_A)
TARGET_T= $(LUAJIT_T) $(LUAJIT_SO)
TARGET_DEP= $(LIB_VMDEF) $(LUAJIT_SO)
ifeq (Windows,$(TARGET_SYS))
TARGET_DYNCC= $(STATIC_CC)
LJVM_MODE= peobj
LJVM_BOUT= $(LJVM_O)
LUAJIT_T= luajit.exe
ifeq (cygwin,$(HOST_MSYS))
LUAJIT_SO= cyg$(TARGET_DLLNAME)
else
LUAJIT_SO= $(TARGET_DLLNAME)
endif
# Mixed mode is not supported on Windows. And static mode doesn't work well.
# C modules cannot be loaded, because they bind to lua51.dll.
ifneq (static,$(BUILDMODE))
BUILDMODE= dynamic
TARGET_XCFLAGS+= -DLUA_BUILD_AS_DLL
endif
endif
ifeq (Darwin,$(TARGET_SYS))
LJVM_MODE= machasm
endif
ifeq (iOS,$(TARGET_SYS))
LJVM_MODE= machasm
endif
ifeq (SunOS,$(TARGET_SYS))
BUILDMODE= static
endif
ifeq (PS3,$(TARGET_SYS))
BUILDMODE= static
endif
ifeq (Windows,$(HOST_SYS))
MINILUA_T= host/minilua.exe
BUILDVM_T= host/buildvm.exe
ifeq (,$(HOST_MSYS))
MINILUA_X= host\minilua
BUILDVM_X= host\buildvm
ALL_RM:= $(subst /,\,$(ALL_RM))
endif
endif
ifeq (static,$(BUILDMODE))
TARGET_DYNCC= @:
TARGET_T= $(LUAJIT_T)
TARGET_DEP= $(LIB_VMDEF)
else
ifeq (dynamic,$(BUILDMODE))
ifneq (Windows,$(TARGET_SYS))
TARGET_CC= $(DYNAMIC_CC)
endif
TARGET_DYNCC= @:
LJVMCORE_DYNO= $(LJVMCORE_O)
TARGET_O= $(LUAJIT_SO)
TARGET_XLDFLAGS+= $(TARGET_DYNXLDOPTS)
else
ifeq (Darwin,$(TARGET_SYS))
TARGET_DYNCC= @:
LJVMCORE_DYNO= $(LJVMCORE_O)
endif
ifeq (iOS,$(TARGET_SYS))
TARGET_DYNCC= @:
LJVMCORE_DYNO= $(LJVMCORE_O)
endif
endif
endif
Q= @
E= @echo
#Q=
#E= @:
##############################################################################
# Make targets.
##############################################################################
default all: $(TARGET_T)
amalg:
@grep "^[+|]" ljamalg.c
$(MAKE) all "LJCORE_O=ljamalg.o"
clean:
$(HOST_RM) $(ALL_RM)
libbc:
./$(LUAJIT_T) host/genlibbc.lua -o host/buildvm_libbc.h $(LJLIB_C)
$(MAKE) all
depend:
@for file in $(ALL_HDRGEN); do \
test -f $$file || touch $$file; \
done
@$(HOST_CC) $(HOST_ACFLAGS) -MM *.c host/*.c | \
sed -e "s| [^ ]*/dasm_\S*\.h||g" \
-e "s|^\([^l ]\)|host/\1|" \
-e "s| lj_target_\S*\.h| lj_target_*.h|g" \
-e "s| lj_emit_\S*\.h| lj_emit_*.h|g" \
-e "s| lj_asm_\S*\.h| lj_asm_*.h|g" >Makefile.dep
@for file in $(ALL_HDRGEN); do \
test -s $$file || $(HOST_RM) $$file; \
done
.PHONY: default all amalg clean libbc depend
##############################################################################
# Rules for generated files.
##############################################################################
$(MINILUA_T): $(MINILUA_O)
$(E) "HOSTLINK $@"
$(Q)$(HOST_CC) $(HOST_ALDFLAGS) -o $@ $(MINILUA_O) $(MINILUA_LIBS) $(HOST_ALIBS)
host/buildvm_arch.h: $(DASM_DASC) $(DASM_DEP)
$(E) "DYNASM $@"
$(Q)$(DASM) $(DASM_FLAGS) -o $@ $(DASM_DASC)
host/buildvm.o: $(DASM_DIR)/dasm_*.h
$(BUILDVM_T): $(BUILDVM_O)
$(E) "HOSTLINK $@"
$(Q)$(HOST_CC) $(HOST_ALDFLAGS) -o $@ $(BUILDVM_O) $(HOST_ALIBS)
$(LJVM_BOUT): $(BUILDVM_T)
$(E) "BUILDVM $@"
$(Q)$(BUILDVM_X) -m $(LJVM_MODE) -o $@
lj_bcdef.h: $(BUILDVM_T) $(LJLIB_C)
$(E) "BUILDVM $@"
$(Q)$(BUILDVM_X) -m bcdef -o $@ $(LJLIB_C)
lj_ffdef.h: $(BUILDVM_T) $(LJLIB_C)
$(E) "BUILDVM $@"
$(Q)$(BUILDVM_X) -m ffdef -o $@ $(LJLIB_C)
lj_libdef.h: $(BUILDVM_T) $(LJLIB_C)
$(E) "BUILDVM $@"
$(Q)$(BUILDVM_X) -m libdef -o $@ $(LJLIB_C)
lj_recdef.h: $(BUILDVM_T) $(LJLIB_C)
$(E) "BUILDVM $@"
$(Q)$(BUILDVM_X) -m recdef -o $@ $(LJLIB_C)
$(LIB_VMDEF): $(BUILDVM_T) $(LJLIB_C)
$(E) "BUILDVM $@"
$(Q)$(BUILDVM_X) -m vmdef -o $(LIB_VMDEFP) $(LJLIB_C)
lj_folddef.h: $(BUILDVM_T) lj_opt_fold.c
$(E) "BUILDVM $@"
$(Q)$(BUILDVM_X) -m folddef -o $@ lj_opt_fold.c
##############################################################################
# Object file rules.
##############################################################################
%.o: %.c
$(E) "CC $@"
$(Q)$(TARGET_DYNCC) $(TARGET_ACFLAGS) -c -o $(@:.o=_dyn.o) $<
$(Q)$(TARGET_CC) $(TARGET_ACFLAGS) -c -o $@ $<
%.o: %.S
$(E) "ASM $@"
$(Q)$(TARGET_DYNCC) $(TARGET_ASFLAGS) -c -o $(@:.o=_dyn.o) $<
$(Q)$(TARGET_CC) $(TARGET_ASFLAGS) -c -o $@ $<
$(LUAJIT_O):
$(E) "CC $@"
$(Q)$(TARGET_STCC) $(TARGET_ACFLAGS) -c -o $@ $<
$(HOST_O): %.o: %.c
$(E) "HOSTCC $@"
$(Q)$(HOST_CC) $(HOST_ACFLAGS) -c -o $@ $<
include Makefile.dep
##############################################################################
# Target file rules.
##############################################################################
$(LUAJIT_A): $(LJVMCORE_O)
$(E) "AR $@"
$(Q)$(TARGET_AR) $@ $(LJVMCORE_O)
# The dependency on _O, but linking with _DYNO is intentional.
$(LUAJIT_SO): $(LJVMCORE_O)
$(E) "DYNLINK $@"
$(Q)$(TARGET_LD) $(TARGET_ASHLDFLAGS) -o $@ $(LJVMCORE_DYNO) $(TARGET_ALIBS)
$(Q)$(TARGET_STRIP) $@
$(LUAJIT_T): $(TARGET_O) $(LUAJIT_O) $(TARGET_DEP)
$(E) "LINK $@"
$(Q)$(TARGET_LD) $(TARGET_ALDFLAGS) -o $@ $(LUAJIT_O) $(TARGET_O) $(TARGET_ALIBS)
$(Q)$(TARGET_STRIP) $@
$(E) "OK Successfully built LuaJIT"
##############################################################################
-45
View File
@@ -1,45 +0,0 @@
/* This is a generated file. DO NOT EDIT! */
static const int libbc_endian = 0;
static const uint8_t libbc_code[] = {
#if LJ_FR2
0,1,2,0,0,1,2,24,1,0,0,76,1,2,0,241,135,158,166,3,220,203,178,130,4,0,1,2,0,
0,1,2,24,1,0,0,76,1,2,0,243,244,148,165,20,198,190,199,252,3,0,1,2,0,0,0,3,
16,0,5,0,21,1,0,0,76,1,2,0,0,2,10,0,0,0,15,16,0,12,0,16,1,9,0,41,2,1,0,21,3,
0,0,41,4,1,0,77,2,8,128,18,6,1,0,18,8,5,0,59,9,5,0,66,6,3,2,10,6,0,0,88,7,1,
128,76,6,2,0,79,2,248,127,75,0,1,0,0,2,11,0,0,0,16,16,0,12,0,16,1,9,0,43,2,
0,0,18,3,0,0,41,4,0,0,88,5,7,128,18,7,1,0,18,9,5,0,18,10,6,0,66,7,3,2,10,7,
0,0,88,8,1,128,76,7,2,0,70,5,3,3,82,5,247,127,75,0,1,0,0,1,2,0,0,0,3,16,0,12,
0,21,1,0,0,76,1,2,0,0,2,10,0,0,2,30,16,0,12,0,21,2,0,0,11,1,0,0,88,3,7,128,
8,2,0,0,88,3,23,128,59,3,2,0,43,4,0,0,64,4,2,0,76,3,2,0,88,3,18,128,16,1,14,
0,41,3,1,0,3,3,1,0,88,3,14,128,3,1,2,0,88,3,12,128,59,3,1,0,22,4,1,1,18,5,2,
0,41,6,1,0,77,4,4,128,23,8,1,7,59,9,7,0,64,9,8,0,79,4,252,127,43,4,0,0,64,4,
2,0,76,3,2,0,75,0,1,0,0,2,0
#else
0,1,2,0,0,1,2,24,1,0,0,76,1,2,0,241,135,158,166,3,220,203,178,130,4,0,1,2,0,
0,1,2,24,1,0,0,76,1,2,0,243,244,148,165,20,198,190,199,252,3,0,1,2,0,0,0,3,
16,0,5,0,21,1,0,0,76,1,2,0,0,2,9,0,0,0,15,16,0,12,0,16,1,9,0,41,2,1,0,21,3,
0,0,41,4,1,0,77,2,8,128,18,6,1,0,18,7,5,0,59,8,5,0,66,6,3,2,10,6,0,0,88,7,1,
128,76,6,2,0,79,2,248,127,75,0,1,0,0,2,10,0,0,0,16,16,0,12,0,16,1,9,0,43,2,
0,0,18,3,0,0,41,4,0,0,88,5,7,128,18,7,1,0,18,8,5,0,18,9,6,0,66,7,3,2,10,7,0,
0,88,8,1,128,76,7,2,0,70,5,3,3,82,5,247,127,75,0,1,0,0,1,2,0,0,0,3,16,0,12,
0,21,1,0,0,76,1,2,0,0,2,10,0,0,2,30,16,0,12,0,21,2,0,0,11,1,0,0,88,3,7,128,
8,2,0,0,88,3,23,128,59,3,2,0,43,4,0,0,64,4,2,0,76,3,2,0,88,3,18,128,16,1,14,
0,41,3,1,0,3,3,1,0,88,3,14,128,3,1,2,0,88,3,12,128,59,3,1,0,22,4,1,1,18,5,2,
0,41,6,1,0,77,4,4,128,23,8,1,7,59,9,7,0,64,9,8,0,79,4,252,127,43,4,0,0,64,4,
2,0,76,3,2,0,75,0,1,0,0,2,0
#endif
};
static const struct { const char *name; int ofs; } libbc_map[] = {
{"math_deg",0},
{"math_rad",25},
{"string_len",50},
{"table_foreachi",69},
{"table_foreach",136},
{"table_getn",207},
{"table_remove",226},
{NULL,355}
};
File diff suppressed because it is too large Load Diff
-211
View File
@@ -1,211 +0,0 @@
/*
** MIPS instruction emitter.
** Copyright (C) 2005-2015 Mike Pall. See Copyright Notice in luajit.h
*/
/* -- Emit basic instructions --------------------------------------------- */
static void emit_dst(ASMState *as, MIPSIns mi, Reg rd, Reg rs, Reg rt)
{
*--as->mcp = mi | MIPSF_D(rd) | MIPSF_S(rs) | MIPSF_T(rt);
}
static void emit_dta(ASMState *as, MIPSIns mi, Reg rd, Reg rt, uint32_t a)
{
*--as->mcp = mi | MIPSF_D(rd) | MIPSF_T(rt) | MIPSF_A(a);
}
#define emit_ds(as, mi, rd, rs) emit_dst(as, (mi), (rd), (rs), 0)
#define emit_tg(as, mi, rt, rg) emit_dst(as, (mi), (rg)&31, 0, (rt))
static void emit_tsi(ASMState *as, MIPSIns mi, Reg rt, Reg rs, int32_t i)
{
*--as->mcp = mi | MIPSF_T(rt) | MIPSF_S(rs) | (i & 0xffff);
}
#define emit_ti(as, mi, rt, i) emit_tsi(as, (mi), (rt), 0, (i))
#define emit_hsi(as, mi, rh, rs, i) emit_tsi(as, (mi), (rh) & 31, (rs), (i))
static void emit_fgh(ASMState *as, MIPSIns mi, Reg rf, Reg rg, Reg rh)
{
*--as->mcp = mi | MIPSF_F(rf&31) | MIPSF_G(rg&31) | MIPSF_H(rh&31);
}
#define emit_fg(as, mi, rf, rg) emit_fgh(as, (mi), (rf), (rg), 0)
static void emit_rotr(ASMState *as, Reg dest, Reg src, Reg tmp, uint32_t shift)
{
if ((as->flags & JIT_F_MIPS32R2)) {
emit_dta(as, MIPSI_ROTR, dest, src, shift);
} else {
emit_dst(as, MIPSI_OR, dest, dest, tmp);
emit_dta(as, MIPSI_SLL, dest, src, (-shift)&31);
emit_dta(as, MIPSI_SRL, tmp, src, shift);
}
}
/* -- Emit loads/stores --------------------------------------------------- */
/* Prefer rematerialization of BASE/L from global_State over spills. */
#define emit_canremat(ref) ((ref) <= REF_BASE)
/* Try to find a one step delta relative to another constant. */
static int emit_kdelta1(ASMState *as, Reg t, int32_t i)
{
RegSet work = ~as->freeset & RSET_GPR;
while (work) {
Reg r = rset_picktop(work);
IRRef ref = regcost_ref(as->cost[r]);
lua_assert(r != t);
if (ref < ASMREF_L) {
int32_t delta = i - (ra_iskref(ref) ? ra_krefk(as, ref) : IR(ref)->i);
if (checki16(delta)) {
emit_tsi(as, MIPSI_ADDIU, t, r, delta);
return 1;
}
}
rset_clear(work, r);
}
return 0; /* Failed. */
}
/* Load a 32 bit constant into a GPR. */
static void emit_loadi(ASMState *as, Reg r, int32_t i)
{
if (checki16(i)) {
emit_ti(as, MIPSI_LI, r, i);
} else {
if ((i & 0xffff)) {
int32_t jgl = i32ptr(J2G(as->J));
if ((uint32_t)(i-jgl) < 65536) {
emit_tsi(as, MIPSI_ADDIU, r, RID_JGL, i-jgl-32768);
return;
} else if (emit_kdelta1(as, r, i)) {
return;
} else if ((i >> 16) == 0) {
emit_tsi(as, MIPSI_ORI, r, RID_ZERO, i);
return;
}
emit_tsi(as, MIPSI_ORI, r, r, i);
}
emit_ti(as, MIPSI_LUI, r, (i >> 16));
}
}
#define emit_loada(as, r, addr) emit_loadi(as, (r), i32ptr((addr)))
static Reg ra_allock(ASMState *as, int32_t k, RegSet allow);
static void ra_allockreg(ASMState *as, int32_t k, Reg r);
/* Get/set from constant pointer. */
static void emit_lsptr(ASMState *as, MIPSIns mi, Reg r, void *p, RegSet allow)
{
int32_t jgl = i32ptr(J2G(as->J));
int32_t i = i32ptr(p);
Reg base;
if ((uint32_t)(i-jgl) < 65536) {
i = i-jgl-32768;
base = RID_JGL;
} else {
base = ra_allock(as, i-(int16_t)i, allow);
}
emit_tsi(as, mi, r, base, i);
}
#define emit_loadn(as, r, tv) \
emit_lsptr(as, MIPSI_LDC1, ((r) & 31), (void *)(tv), RSET_GPR)
/* Get/set global_State fields. */
static void emit_lsglptr(ASMState *as, MIPSIns mi, Reg r, int32_t ofs)
{
emit_tsi(as, mi, r, RID_JGL, ofs-32768);
}
#define emit_getgl(as, r, field) \
emit_lsglptr(as, MIPSI_LW, (r), (int32_t)offsetof(global_State, field))
#define emit_setgl(as, r, field) \
emit_lsglptr(as, MIPSI_SW, (r), (int32_t)offsetof(global_State, field))
/* Trace number is determined from per-trace exit stubs. */
#define emit_setvmstate(as, i) UNUSED(i)
/* -- Emit control-flow instructions -------------------------------------- */
/* Label for internal jumps. */
typedef MCode *MCLabel;
/* Return label pointing to current PC. */
#define emit_label(as) ((as)->mcp)
static void emit_branch(ASMState *as, MIPSIns mi, Reg rs, Reg rt, MCode *target)
{
MCode *p = as->mcp;
ptrdiff_t delta = target - p;
lua_assert(((delta + 0x8000) >> 16) == 0);
*--p = mi | MIPSF_S(rs) | MIPSF_T(rt) | ((uint32_t)delta & 0xffffu);
as->mcp = p;
}
static void emit_jmp(ASMState *as, MCode *target)
{
*--as->mcp = MIPSI_NOP;
emit_branch(as, MIPSI_B, RID_ZERO, RID_ZERO, (target));
}
static void emit_call(ASMState *as, void *target)
{
MCode *p = as->mcp;
*--p = MIPSI_NOP;
if ((((uintptr_t)target ^ (uintptr_t)p) >> 28) == 0)
*--p = MIPSI_JAL | (((uintptr_t)target >>2) & 0x03ffffffu);
else /* Target out of range: need indirect call. */
*--p = MIPSI_JALR | MIPSF_S(RID_CFUNCADDR);
as->mcp = p;
ra_allockreg(as, i32ptr(target), RID_CFUNCADDR);
}
/* -- Emit generic operations --------------------------------------------- */
#define emit_move(as, dst, src) \
emit_ds(as, MIPSI_MOVE, (dst), (src))
/* Generic move between two regs. */
static void emit_movrr(ASMState *as, IRIns *ir, Reg dst, Reg src)
{
if (dst < RID_MAX_GPR)
emit_move(as, dst, src);
else
emit_fg(as, irt_isnum(ir->t) ? MIPSI_MOV_D : MIPSI_MOV_S, dst, src);
}
/* Generic load of register with base and (small) offset address. */
static void emit_loadofs(ASMState *as, IRIns *ir, Reg r, Reg base, int32_t ofs)
{
if (r < RID_MAX_GPR)
emit_tsi(as, MIPSI_LW, r, base, ofs);
else
emit_tsi(as, irt_isnum(ir->t) ? MIPSI_LDC1 : MIPSI_LWC1,
(r & 31), base, ofs);
}
/* Generic store of register with base and (small) offset address. */
static void emit_storeofs(ASMState *as, IRIns *ir, Reg r, Reg base, int32_t ofs)
{
if (r < RID_MAX_GPR)
emit_tsi(as, MIPSI_SW, r, base, ofs);
else
emit_tsi(as, irt_isnum(ir->t) ? MIPSI_SDC1 : MIPSI_SWC1,
(r&31), base, ofs);
}
/* Add offset to pointer. */
static void emit_addptr(ASMState *as, Reg r, int32_t ofs)
{
if (ofs) {
lua_assert(checki16(ofs));
emit_tsi(as, MIPSI_ADDIU, r, r, ofs);
}
}
#define emit_spsub(as, ofs) emit_addptr(as, RID_SP, -(ofs))
-462
View File
@@ -1,462 +0,0 @@
/*
** x86/x64 instruction emitter.
** Copyright (C) 2005-2015 Mike Pall. See Copyright Notice in luajit.h
*/
/* -- Emit basic instructions --------------------------------------------- */
#define MODRM(mode, r1, r2) ((MCode)((mode)+(((r1)&7)<<3)+((r2)&7)))
#if LJ_64
#define REXRB(p, rr, rb) \
{ MCode rex = 0x40 + (((rr)>>1)&4) + (((rb)>>3)&1); \
if (rex != 0x40) *--(p) = rex; }
#define FORCE_REX 0x200
#define REX_64 (FORCE_REX|0x080000)
#else
#define REXRB(p, rr, rb) ((void)0)
#define FORCE_REX 0
#define REX_64 0
#endif
#define emit_i8(as, i) (*--as->mcp = (MCode)(i))
#define emit_i32(as, i) (*(int32_t *)(as->mcp-4) = (i), as->mcp -= 4)
#define emit_u32(as, u) (*(uint32_t *)(as->mcp-4) = (u), as->mcp -= 4)
#define emit_x87op(as, xo) \
(*(uint16_t *)(as->mcp-2) = (uint16_t)(xo), as->mcp -= 2)
/* op */
static LJ_AINLINE MCode *emit_op(x86Op xo, Reg rr, Reg rb, Reg rx,
MCode *p, int delta)
{
int n = (int8_t)xo;
#if defined(__GNUC__)
if (__builtin_constant_p(xo) && n == -2)
p[delta-2] = (MCode)(xo >> 24);
else if (__builtin_constant_p(xo) && n == -3)
*(uint16_t *)(p+delta-3) = (uint16_t)(xo >> 16);
else
#endif
*(uint32_t *)(p+delta-5) = (uint32_t)xo;
p += n + delta;
#if LJ_64
{
uint32_t rex = 0x40 + ((rr>>1)&(4+(FORCE_REX>>1)))+((rx>>2)&2)+((rb>>3)&1);
if (rex != 0x40) {
rex |= (rr >> 16);
if (n == -4) { *p = (MCode)rex; rex = (MCode)(xo >> 8); }
else if ((xo & 0xffffff) == 0x6600fd) { *p = (MCode)rex; rex = 0x66; }
*--p = (MCode)rex;
}
}
#else
UNUSED(rr); UNUSED(rb); UNUSED(rx);
#endif
return p;
}
/* op + modrm */
#define emit_opm(xo, mode, rr, rb, p, delta) \
(p[(delta)-1] = MODRM((mode), (rr), (rb)), \
emit_op((xo), (rr), (rb), 0, (p), (delta)))
/* op + modrm + sib */
#define emit_opmx(xo, mode, scale, rr, rb, rx, p) \
(p[-1] = MODRM((scale), (rx), (rb)), \
p[-2] = MODRM((mode), (rr), RID_ESP), \
emit_op((xo), (rr), (rb), (rx), (p), -1))
/* op r1, r2 */
static void emit_rr(ASMState *as, x86Op xo, Reg r1, Reg r2)
{
MCode *p = as->mcp;
as->mcp = emit_opm(xo, XM_REG, r1, r2, p, 0);
}
#if LJ_64 && defined(LUA_USE_ASSERT)
/* [addr] is sign-extended in x64 and must be in lower 2G (not 4G). */
static int32_t ptr2addr(const void *p)
{
lua_assert((uintptr_t)p < (uintptr_t)0x80000000);
return i32ptr(p);
}
#else
#define ptr2addr(p) (i32ptr((p)))
#endif
/* op r, [addr] */
static void emit_rma(ASMState *as, x86Op xo, Reg rr, const void *addr)
{
MCode *p = as->mcp;
*(int32_t *)(p-4) = ptr2addr(addr);
#if LJ_64
p[-5] = MODRM(XM_SCALE1, RID_ESP, RID_EBP);
as->mcp = emit_opm(xo, XM_OFS0, rr, RID_ESP, p, -5);
#else
as->mcp = emit_opm(xo, XM_OFS0, rr, RID_EBP, p, -4);
#endif
}
/* op r, [base+ofs] */
static void emit_rmro(ASMState *as, x86Op xo, Reg rr, Reg rb, int32_t ofs)
{
MCode *p = as->mcp;
x86Mode mode;
if (ra_hasreg(rb)) {
if (ofs == 0 && (rb&7) != RID_EBP) {
mode = XM_OFS0;
} else if (checki8(ofs)) {
*--p = (MCode)ofs;
mode = XM_OFS8;
} else {
p -= 4;
*(int32_t *)p = ofs;
mode = XM_OFS32;
}
if ((rb&7) == RID_ESP)
*--p = MODRM(XM_SCALE1, RID_ESP, RID_ESP);
} else {
*(int32_t *)(p-4) = ofs;
#if LJ_64
p[-5] = MODRM(XM_SCALE1, RID_ESP, RID_EBP);
p -= 5;
rb = RID_ESP;
#else
p -= 4;
rb = RID_EBP;
#endif
mode = XM_OFS0;
}
as->mcp = emit_opm(xo, mode, rr, rb, p, 0);
}
/* op r, [base+idx*scale+ofs] */
static void emit_rmrxo(ASMState *as, x86Op xo, Reg rr, Reg rb, Reg rx,
x86Mode scale, int32_t ofs)
{
MCode *p = as->mcp;
x86Mode mode;
if (ofs == 0 && (rb&7) != RID_EBP) {
mode = XM_OFS0;
} else if (checki8(ofs)) {
mode = XM_OFS8;
*--p = (MCode)ofs;
} else {
mode = XM_OFS32;
p -= 4;
*(int32_t *)p = ofs;
}
as->mcp = emit_opmx(xo, mode, scale, rr, rb, rx, p);
}
/* op r, i */
static void emit_gri(ASMState *as, x86Group xg, Reg rb, int32_t i)
{
MCode *p = as->mcp;
x86Op xo;
if (checki8(i)) {
*--p = (MCode)i;
xo = XG_TOXOi8(xg);
} else {
p -= 4;
*(int32_t *)p = i;
xo = XG_TOXOi(xg);
}
as->mcp = emit_opm(xo, XM_REG, (Reg)(xg & 7) | (rb & REX_64), rb, p, 0);
}
/* op [base+ofs], i */
static void emit_gmroi(ASMState *as, x86Group xg, Reg rb, int32_t ofs,
int32_t i)
{
x86Op xo;
if (checki8(i)) {
emit_i8(as, i);
xo = XG_TOXOi8(xg);
} else {
emit_i32(as, i);
xo = XG_TOXOi(xg);
}
emit_rmro(as, xo, (Reg)(xg & 7), rb, ofs);
}
#define emit_shifti(as, xg, r, i) \
(emit_i8(as, (i)), emit_rr(as, XO_SHIFTi, (Reg)(xg), (r)))
/* op r, rm/mrm */
static void emit_mrm(ASMState *as, x86Op xo, Reg rr, Reg rb)
{
MCode *p = as->mcp;
x86Mode mode = XM_REG;
if (rb == RID_MRM) {
rb = as->mrm.base;
if (rb == RID_NONE) {
rb = RID_EBP;
mode = XM_OFS0;
p -= 4;
*(int32_t *)p = as->mrm.ofs;
if (as->mrm.idx != RID_NONE)
goto mrmidx;
#if LJ_64
*--p = MODRM(XM_SCALE1, RID_ESP, RID_EBP);
rb = RID_ESP;
#endif
} else {
if (as->mrm.ofs == 0 && (rb&7) != RID_EBP) {
mode = XM_OFS0;
} else if (checki8(as->mrm.ofs)) {
*--p = (MCode)as->mrm.ofs;
mode = XM_OFS8;
} else {
p -= 4;
*(int32_t *)p = as->mrm.ofs;
mode = XM_OFS32;
}
if (as->mrm.idx != RID_NONE) {
mrmidx:
as->mcp = emit_opmx(xo, mode, as->mrm.scale, rr, rb, as->mrm.idx, p);
return;
}
if ((rb&7) == RID_ESP)
*--p = MODRM(XM_SCALE1, RID_ESP, RID_ESP);
}
}
as->mcp = emit_opm(xo, mode, rr, rb, p, 0);
}
/* op rm/mrm, i */
static void emit_gmrmi(ASMState *as, x86Group xg, Reg rb, int32_t i)
{
x86Op xo;
if (checki8(i)) {
emit_i8(as, i);
xo = XG_TOXOi8(xg);
} else {
emit_i32(as, i);
xo = XG_TOXOi(xg);
}
emit_mrm(as, xo, (Reg)(xg & 7) | (rb & REX_64), (rb & ~REX_64));
}
/* -- Emit loads/stores --------------------------------------------------- */
/* mov [base+ofs], i */
static void emit_movmroi(ASMState *as, Reg base, int32_t ofs, int32_t i)
{
emit_i32(as, i);
emit_rmro(as, XO_MOVmi, 0, base, ofs);
}
/* mov [base+ofs], r */
#define emit_movtomro(as, r, base, ofs) \
emit_rmro(as, XO_MOVto, (r), (base), (ofs))
/* Get/set global_State fields. */
#define emit_opgl(as, xo, r, field) \
emit_rma(as, (xo), (r), (void *)&J2G(as->J)->field)
#define emit_getgl(as, r, field) emit_opgl(as, XO_MOV, (r), field)
#define emit_setgl(as, r, field) emit_opgl(as, XO_MOVto, (r), field)
#define emit_setvmstate(as, i) \
(emit_i32(as, i), emit_opgl(as, XO_MOVmi, 0, vmstate))
/* mov r, i / xor r, r */
static void emit_loadi(ASMState *as, Reg r, int32_t i)
{
/* XOR r,r is shorter, but modifies the flags. This is bad for HIOP. */
if (i == 0 && !(LJ_32 && (IR(as->curins)->o == IR_HIOP ||
(as->curins+1 < as->T->nins &&
IR(as->curins+1)->o == IR_HIOP)))) {
emit_rr(as, XO_ARITH(XOg_XOR), r, r);
} else {
MCode *p = as->mcp;
*(int32_t *)(p-4) = i;
p[-5] = (MCode)(XI_MOVri+(r&7));
p -= 5;
REXRB(p, 0, r);
as->mcp = p;
}
}
/* mov r, addr */
#define emit_loada(as, r, addr) \
emit_loadi(as, (r), ptr2addr((addr)))
#if LJ_64
/* mov r, imm64 or shorter 32 bit extended load. */
static void emit_loadu64(ASMState *as, Reg r, uint64_t u64)
{
if (checku32(u64)) { /* 32 bit load clears upper 32 bits. */
emit_loadi(as, r, (int32_t)u64);
} else if (checki32((int64_t)u64)) { /* Sign-extended 32 bit load. */
MCode *p = as->mcp;
*(int32_t *)(p-4) = (int32_t)u64;
as->mcp = emit_opm(XO_MOVmi, XM_REG, REX_64, r, p, -4);
} else { /* Full-size 64 bit load. */
MCode *p = as->mcp;
*(uint64_t *)(p-8) = u64;
p[-9] = (MCode)(XI_MOVri+(r&7));
p[-10] = 0x48 + ((r>>3)&1);
p -= 10;
as->mcp = p;
}
}
#endif
/* movsd r, [&tv->n] / xorps r, r */
static void emit_loadn(ASMState *as, Reg r, cTValue *tv)
{
if (tvispzero(tv)) /* Use xor only for +0. */
emit_rr(as, XO_XORPS, r, r);
else
emit_rma(as, XO_MOVSD, r, &tv->n);
}
/* -- Emit control-flow instructions -------------------------------------- */
/* Label for short jumps. */
typedef MCode *MCLabel;
#if LJ_32 && LJ_HASFFI
/* jmp short target */
static void emit_sjmp(ASMState *as, MCLabel target)
{
MCode *p = as->mcp;
ptrdiff_t delta = target - p;
lua_assert(delta == (int8_t)delta);
p[-1] = (MCode)(int8_t)delta;
p[-2] = XI_JMPs;
as->mcp = p - 2;
}
#endif
/* jcc short target */
static void emit_sjcc(ASMState *as, int cc, MCLabel target)
{
MCode *p = as->mcp;
ptrdiff_t delta = target - p;
lua_assert(delta == (int8_t)delta);
p[-1] = (MCode)(int8_t)delta;
p[-2] = (MCode)(XI_JCCs+(cc&15));
as->mcp = p - 2;
}
/* jcc short (pending target) */
static MCLabel emit_sjcc_label(ASMState *as, int cc)
{
MCode *p = as->mcp;
p[-1] = 0;
p[-2] = (MCode)(XI_JCCs+(cc&15));
as->mcp = p - 2;
return p;
}
/* Fixup jcc short target. */
static void emit_sfixup(ASMState *as, MCLabel source)
{
source[-1] = (MCode)(as->mcp-source);
}
/* Return label pointing to current PC. */
#define emit_label(as) ((as)->mcp)
/* Compute relative 32 bit offset for jump and call instructions. */
static LJ_AINLINE int32_t jmprel(MCode *p, MCode *target)
{
ptrdiff_t delta = target - p;
lua_assert(delta == (int32_t)delta);
return (int32_t)delta;
}
/* jcc target */
static void emit_jcc(ASMState *as, int cc, MCode *target)
{
MCode *p = as->mcp;
*(int32_t *)(p-4) = jmprel(p, target);
p[-5] = (MCode)(XI_JCCn+(cc&15));
p[-6] = 0x0f;
as->mcp = p - 6;
}
/* jmp target */
static void emit_jmp(ASMState *as, MCode *target)
{
MCode *p = as->mcp;
*(int32_t *)(p-4) = jmprel(p, target);
p[-5] = XI_JMP;
as->mcp = p - 5;
}
/* call target */
static void emit_call_(ASMState *as, MCode *target)
{
MCode *p = as->mcp;
#if LJ_64
if (target-p != (int32_t)(target-p)) {
/* Assumes RID_RET is never an argument to calls and always clobbered. */
emit_rr(as, XO_GROUP5, XOg_CALL, RID_RET);
emit_loadu64(as, RID_RET, (uint64_t)target);
return;
}
#endif
*(int32_t *)(p-4) = jmprel(p, target);
p[-5] = XI_CALL;
as->mcp = p - 5;
}
#define emit_call(as, f) emit_call_(as, (MCode *)(void *)(f))
/* -- Emit generic operations --------------------------------------------- */
/* Use 64 bit operations to handle 64 bit IR types. */
#if LJ_64
#define REX_64IR(ir, r) ((r) + (irt_is64((ir)->t) ? REX_64 : 0))
#else
#define REX_64IR(ir, r) (r)
#endif
/* Generic move between two regs. */
static void emit_movrr(ASMState *as, IRIns *ir, Reg dst, Reg src)
{
UNUSED(ir);
if (dst < RID_MAX_GPR)
emit_rr(as, XO_MOV, REX_64IR(ir, dst), src);
else
emit_rr(as, XO_MOVAPS, dst, src);
}
/* Generic load of register with base and (small) offset address. */
static void emit_loadofs(ASMState *as, IRIns *ir, Reg r, Reg base, int32_t ofs)
{
if (r < RID_MAX_GPR)
emit_rmro(as, XO_MOV, REX_64IR(ir, r), base, ofs);
else
emit_rmro(as, irt_isnum(ir->t) ? XO_MOVSD : XO_MOVSS, r, base, ofs);
}
/* Generic store of register with base and (small) offset address. */
static void emit_storeofs(ASMState *as, IRIns *ir, Reg r, Reg base, int32_t ofs)
{
if (r < RID_MAX_GPR)
emit_rmro(as, XO_MOVto, REX_64IR(ir, r), base, ofs);
else
emit_rmro(as, irt_isnum(ir->t) ? XO_MOVSDto : XO_MOVSSto, r, base, ofs);
}
/* Add offset to pointer. */
static void emit_addptr(ASMState *as, Reg r, int32_t ofs)
{
if (ofs) {
if ((as->flags & JIT_F_LEA_AGU))
emit_rmro(as, XO_LEA, r, r, ofs);
else
emit_gri(as, XG_ARITHi(XOg_ADD), r, ofs);
}
}
#define emit_spsub(as, ofs) emit_addptr(as, RID_ESP|REX_64, -(ofs))
/* Prefer rematerialization of BASE/L from global_State over spills. */
#define emit_canremat(ref) ((ref) <= REF_BASE)
-97
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/*
** Definitions for ARM64 CPUs.
** Copyright (C) 2005-2015 Mike Pall. See Copyright Notice in luajit.h
*/
#ifndef _LJ_TARGET_ARM64_H
#define _LJ_TARGET_ARM64_H
/* -- Registers IDs ------------------------------------------------------- */
#define GPRDEF(_) \
_(X0) _(X1) _(X2) _(X3) _(X4) _(X5) _(X6) _(X7) \
_(X8) _(X9) _(X10) _(X11) _(X12) _(X13) _(X14) _(X15) \
_(X16) _(X17) _(X18) _(X19) _(X20) _(X21) _(X22) _(X23) \
_(X24) _(X25) _(X26) _(X27) _(X28) _(FP) _(LR) _(SP)
#define FPRDEF(_) \
_(D0) _(D1) _(D2) _(D3) _(D4) _(D5) _(D6) _(D7) \
_(D8) _(D9) _(D10) _(D11) _(D12) _(D13) _(D14) _(D15) \
_(D16) _(D17) _(D18) _(D19) _(D20) _(D21) _(D22) _(D23) \
_(D24) _(D25) _(D26) _(D27) _(D28) _(D29) _(D30) _(D31)
#define VRIDDEF(_)
#define RIDENUM(name) RID_##name,
enum {
GPRDEF(RIDENUM) /* General-purpose registers (GPRs). */
FPRDEF(RIDENUM) /* Floating-point registers (FPRs). */
RID_MAX,
RID_TMP = RID_LR,
RID_ZERO = RID_SP,
/* Calling conventions. */
RID_RET = RID_X0,
RID_FPRET = RID_D0,
/* These definitions must match with the *.dasc file(s): */
RID_BASE = RID_X19, /* Interpreter BASE. */
RID_LPC = RID_X21, /* Interpreter PC. */
RID_GL = RID_X22, /* Interpreter GL. */
RID_LREG = RID_X23, /* Interpreter L. */
/* Register ranges [min, max) and number of registers. */
RID_MIN_GPR = RID_X0,
RID_MAX_GPR = RID_SP+1,
RID_MIN_FPR = RID_MAX_GPR,
RID_MAX_FPR = RID_D31+1,
RID_NUM_GPR = RID_MAX_GPR - RID_MIN_GPR,
RID_NUM_FPR = RID_MAX_FPR - RID_MIN_FPR
};
#define RID_NUM_KREF RID_NUM_GPR
#define RID_MIN_KREF RID_X0
/* -- Register sets ------------------------------------------------------- */
/* Make use of all registers, except for x18, fp, lr and sp. */
#define RSET_FIXED \
(RID2RSET(RID_X18)|RID2RSET(RID_FP)|RID2RSET(RID_LR)|RID2RSET(RID_SP))
#define RSET_GPR (RSET_RANGE(RID_MIN_GPR, RID_MAX_GPR) - RSET_FIXED)
#define RSET_FPR RSET_RANGE(RID_MIN_FPR, RID_MAX_FPR)
#define RSET_ALL (RSET_GPR|RSET_FPR)
#define RSET_INIT RSET_ALL
/* lr is an implicit scratch register. */
#define RSET_SCRATCH_GPR (RSET_RANGE(RID_X0, RID_X17+1))
#define RSET_SCRATCH_FPR \
(RSET_RANGE(RID_D0, RID_D7+1)|RSET_RANGE(RID_D16, RID_D31+1))
#define RSET_SCRATCH (RSET_SCRATCH_GPR|RSET_SCRATCH_FPR)
#define REGARG_FIRSTGPR RID_X0
#define REGARG_LASTGPR RID_X7
#define REGARG_NUMGPR 8
#define REGARG_FIRSTFPR RID_D0
#define REGARG_LASTFPR RID_D7
#define REGARG_NUMFPR 8
/* -- Instructions -------------------------------------------------------- */
/* Instruction fields. */
#define A64F_D(r) (r)
#define A64F_N(r) ((r) << 5)
#define A64F_A(r) ((r) << 10)
#define A64F_M(r) ((r) << 16)
#define A64F_U16(x) ((x) << 5)
#define A64F_S26(x) (x)
#define A64F_S19(x) ((x) << 5)
typedef enum A64Ins {
A64I_MOVZw = 0x52800000,
A64I_MOVZx = 0xd2800000,
A64I_LDRLw = 0x18000000,
A64I_LDRLx = 0x58000000,
A64I_NOP = 0xd503201f,
A64I_B = 0x14000000,
A64I_BR = 0xd61f0000,
} A64Ins;
#endif
-260
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/*
** Definitions for MIPS CPUs.
** Copyright (C) 2005-2015 Mike Pall. See Copyright Notice in luajit.h
*/
#ifndef _LJ_TARGET_MIPS_H
#define _LJ_TARGET_MIPS_H
/* -- Registers IDs ------------------------------------------------------- */
#define GPRDEF(_) \
_(R0) _(R1) _(R2) _(R3) _(R4) _(R5) _(R6) _(R7) \
_(R8) _(R9) _(R10) _(R11) _(R12) _(R13) _(R14) _(R15) \
_(R16) _(R17) _(R18) _(R19) _(R20) _(R21) _(R22) _(R23) \
_(R24) _(R25) _(SYS1) _(SYS2) _(R28) _(SP) _(R30) _(RA)
#define FPRDEF(_) \
_(F0) _(F1) _(F2) _(F3) _(F4) _(F5) _(F6) _(F7) \
_(F8) _(F9) _(F10) _(F11) _(F12) _(F13) _(F14) _(F15) \
_(F16) _(F17) _(F18) _(F19) _(F20) _(F21) _(F22) _(F23) \
_(F24) _(F25) _(F26) _(F27) _(F28) _(F29) _(F30) _(F31)
#define VRIDDEF(_)
#define RIDENUM(name) RID_##name,
enum {
GPRDEF(RIDENUM) /* General-purpose registers (GPRs). */
FPRDEF(RIDENUM) /* Floating-point registers (FPRs). */
RID_MAX,
RID_ZERO = RID_R0,
RID_TMP = RID_RA,
/* Calling conventions. */
RID_RET = RID_R2,
#if LJ_LE
RID_RETHI = RID_R3,
RID_RETLO = RID_R2,
#else
RID_RETHI = RID_R2,
RID_RETLO = RID_R3,
#endif
RID_FPRET = RID_F0,
RID_CFUNCADDR = RID_R25,
/* These definitions must match with the *.dasc file(s): */
RID_BASE = RID_R16, /* Interpreter BASE. */
RID_LPC = RID_R18, /* Interpreter PC. */
RID_DISPATCH = RID_R19, /* Interpreter DISPATCH table. */
RID_LREG = RID_R20, /* Interpreter L. */
RID_JGL = RID_R30, /* On-trace: global_State + 32768. */
/* Register ranges [min, max) and number of registers. */
RID_MIN_GPR = RID_R0,
RID_MAX_GPR = RID_RA+1,
RID_MIN_FPR = RID_F0,
RID_MAX_FPR = RID_F31+1,
RID_NUM_GPR = RID_MAX_GPR - RID_MIN_GPR,
RID_NUM_FPR = RID_MAX_FPR - RID_MIN_FPR /* Only even regs are used. */
};
#define RID_NUM_KREF RID_NUM_GPR
#define RID_MIN_KREF RID_R0
/* -- Register sets ------------------------------------------------------- */
/* Make use of all registers, except ZERO, TMP, SP, SYS1, SYS2 and JGL. */
#define RSET_FIXED \
(RID2RSET(RID_ZERO)|RID2RSET(RID_TMP)|RID2RSET(RID_SP)|\
RID2RSET(RID_SYS1)|RID2RSET(RID_SYS2)|RID2RSET(RID_JGL))
#define RSET_GPR (RSET_RANGE(RID_MIN_GPR, RID_MAX_GPR) - RSET_FIXED)
#define RSET_FPR \
(RID2RSET(RID_F0)|RID2RSET(RID_F2)|RID2RSET(RID_F4)|RID2RSET(RID_F6)|\
RID2RSET(RID_F8)|RID2RSET(RID_F10)|RID2RSET(RID_F12)|RID2RSET(RID_F14)|\
RID2RSET(RID_F16)|RID2RSET(RID_F18)|RID2RSET(RID_F20)|RID2RSET(RID_F22)|\
RID2RSET(RID_F24)|RID2RSET(RID_F26)|RID2RSET(RID_F28)|RID2RSET(RID_F30))
#define RSET_ALL (RSET_GPR|RSET_FPR)
#define RSET_INIT RSET_ALL
#define RSET_SCRATCH_GPR \
(RSET_RANGE(RID_R1, RID_R15+1)|\
RID2RSET(RID_R24)|RID2RSET(RID_R25)|RID2RSET(RID_R28))
#define RSET_SCRATCH_FPR \
(RID2RSET(RID_F0)|RID2RSET(RID_F2)|RID2RSET(RID_F4)|RID2RSET(RID_F6)|\
RID2RSET(RID_F8)|RID2RSET(RID_F10)|RID2RSET(RID_F12)|RID2RSET(RID_F14)|\
RID2RSET(RID_F16)|RID2RSET(RID_F18))
#define RSET_SCRATCH (RSET_SCRATCH_GPR|RSET_SCRATCH_FPR)
#define REGARG_FIRSTGPR RID_R4
#define REGARG_LASTGPR RID_R7
#define REGARG_NUMGPR 4
#define REGARG_FIRSTFPR RID_F12
#define REGARG_LASTFPR RID_F14
#define REGARG_NUMFPR 2
/* -- Spill slots --------------------------------------------------------- */
/* Spill slots are 32 bit wide. An even/odd pair is used for FPRs.
**
** SPS_FIXED: Available fixed spill slots in interpreter frame.
** This definition must match with the *.dasc file(s).
**
** SPS_FIRST: First spill slot for general use.
*/
#define SPS_FIXED 5
#define SPS_FIRST 4
#define SPOFS_TMP 0
#define sps_scale(slot) (4 * (int32_t)(slot))
#define sps_align(slot) (((slot) - SPS_FIXED + 1) & ~1)
/* -- Exit state ---------------------------------------------------------- */
/* This definition must match with the *.dasc file(s). */
typedef struct {
lua_Number fpr[RID_NUM_FPR]; /* Floating-point registers. */
int32_t gpr[RID_NUM_GPR]; /* General-purpose registers. */
int32_t spill[256]; /* Spill slots. */
} ExitState;
/* Highest exit + 1 indicates stack check. */
#define EXITSTATE_CHECKEXIT 1
/* Return the address of a per-trace exit stub. */
static LJ_AINLINE uint32_t *exitstub_trace_addr_(uint32_t *p)
{
while (*p == 0x00000000) p++; /* Skip MIPSI_NOP. */
return p;
}
/* Avoid dependence on lj_jit.h if only including lj_target.h. */
#define exitstub_trace_addr(T, exitno) \
exitstub_trace_addr_((MCode *)((char *)(T)->mcode + (T)->szmcode))
/* -- Instructions -------------------------------------------------------- */
/* Instruction fields. */
#define MIPSF_S(r) ((r) << 21)
#define MIPSF_T(r) ((r) << 16)
#define MIPSF_D(r) ((r) << 11)
#define MIPSF_R(r) ((r) << 21)
#define MIPSF_H(r) ((r) << 16)
#define MIPSF_G(r) ((r) << 11)
#define MIPSF_F(r) ((r) << 6)
#define MIPSF_A(n) ((n) << 6)
#define MIPSF_M(n) ((n) << 11)
typedef enum MIPSIns {
/* Integer instructions. */
MIPSI_MOVE = 0x00000021,
MIPSI_NOP = 0x00000000,
MIPSI_LI = 0x24000000,
MIPSI_LU = 0x34000000,
MIPSI_LUI = 0x3c000000,
MIPSI_ADDIU = 0x24000000,
MIPSI_ANDI = 0x30000000,
MIPSI_ORI = 0x34000000,
MIPSI_XORI = 0x38000000,
MIPSI_SLTI = 0x28000000,
MIPSI_SLTIU = 0x2c000000,
MIPSI_ADDU = 0x00000021,
MIPSI_SUBU = 0x00000023,
MIPSI_MUL = 0x70000002,
MIPSI_AND = 0x00000024,
MIPSI_OR = 0x00000025,
MIPSI_XOR = 0x00000026,
MIPSI_NOR = 0x00000027,
MIPSI_SLT = 0x0000002a,
MIPSI_SLTU = 0x0000002b,
MIPSI_MOVZ = 0x0000000a,
MIPSI_MOVN = 0x0000000b,
MIPSI_MFHI = 0x00000010,
MIPSI_MFLO = 0x00000012,
MIPSI_MULT = 0x00000018,
MIPSI_SLL = 0x00000000,
MIPSI_SRL = 0x00000002,
MIPSI_SRA = 0x00000003,
MIPSI_ROTR = 0x00200002, /* MIPS32R2 */
MIPSI_SLLV = 0x00000004,
MIPSI_SRLV = 0x00000006,
MIPSI_SRAV = 0x00000007,
MIPSI_ROTRV = 0x00000046, /* MIPS32R2 */
MIPSI_SEB = 0x7c000420, /* MIPS32R2 */
MIPSI_SEH = 0x7c000620, /* MIPS32R2 */
MIPSI_WSBH = 0x7c0000a0, /* MIPS32R2 */
MIPSI_B = 0x10000000,
MIPSI_J = 0x08000000,
MIPSI_JAL = 0x0c000000,
MIPSI_JR = 0x00000008,
MIPSI_JALR = 0x0000f809,
MIPSI_BEQ = 0x10000000,
MIPSI_BNE = 0x14000000,
MIPSI_BLEZ = 0x18000000,
MIPSI_BGTZ = 0x1c000000,
MIPSI_BLTZ = 0x04000000,
MIPSI_BGEZ = 0x04010000,
/* Load/store instructions. */
MIPSI_LW = 0x8c000000,
MIPSI_SW = 0xac000000,
MIPSI_LB = 0x80000000,
MIPSI_SB = 0xa0000000,
MIPSI_LH = 0x84000000,
MIPSI_SH = 0xa4000000,
MIPSI_LBU = 0x90000000,
MIPSI_LHU = 0x94000000,
MIPSI_LWC1 = 0xc4000000,
MIPSI_SWC1 = 0xe4000000,
MIPSI_LDC1 = 0xd4000000,
MIPSI_SDC1 = 0xf4000000,
/* FP instructions. */
MIPSI_MOV_S = 0x46000006,
MIPSI_MOV_D = 0x46200006,
MIPSI_MOVT_D = 0x46210011,
MIPSI_MOVF_D = 0x46200011,
MIPSI_ABS_D = 0x46200005,
MIPSI_NEG_D = 0x46200007,
MIPSI_ADD_D = 0x46200000,
MIPSI_SUB_D = 0x46200001,
MIPSI_MUL_D = 0x46200002,
MIPSI_DIV_D = 0x46200003,
MIPSI_SQRT_D = 0x46200004,
MIPSI_ADD_S = 0x46000000,
MIPSI_SUB_S = 0x46000001,
MIPSI_CVT_D_S = 0x46000021,
MIPSI_CVT_W_S = 0x46000024,
MIPSI_CVT_S_D = 0x46200020,
MIPSI_CVT_W_D = 0x46200024,
MIPSI_CVT_S_W = 0x46800020,
MIPSI_CVT_D_W = 0x46800021,
MIPSI_TRUNC_W_S = 0x4600000d,
MIPSI_TRUNC_W_D = 0x4620000d,
MIPSI_FLOOR_W_S = 0x4600000f,
MIPSI_FLOOR_W_D = 0x4620000f,
MIPSI_MFC1 = 0x44000000,
MIPSI_MTC1 = 0x44800000,
MIPSI_BC1F = 0x45000000,
MIPSI_BC1T = 0x45010000,
MIPSI_C_EQ_D = 0x46200032,
MIPSI_C_OLT_D = 0x46200034,
MIPSI_C_ULT_D = 0x46200035,
MIPSI_C_OLE_D = 0x46200036,
MIPSI_C_ULE_D = 0x46200037,
} MIPSIns;
#endif
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/*
** $Id: lua.h,v 1.218.1.5 2008/08/06 13:30:12 roberto Exp $
** Lua - An Extensible Extension Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/
#ifndef lua_h
#define lua_h
#include <stdarg.h>
#include <stddef.h>
#include "luaconf.h"
#define LUA_VERSION "Lua 5.1"
#define LUA_RELEASE "Lua 5.1.4"
#define LUA_VERSION_NUM 501
#define LUA_COPYRIGHT "Copyright (C) 1994-2008 Lua.org, PUC-Rio"
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo & W. Celes"
/* mark for precompiled code (`<esc>Lua') */
#define LUA_SIGNATURE "\033Lua"
/* option for multiple returns in `lua_pcall' and `lua_call' */
#define LUA_MULTRET (-1)
/*
** pseudo-indices
*/
#define LUA_REGISTRYINDEX (-10000)
#define LUA_ENVIRONINDEX (-10001)
#define LUA_GLOBALSINDEX (-10002)
#define lua_upvalueindex(i) (LUA_GLOBALSINDEX-(i))
/* thread status; 0 is OK */
#define LUA_YIELD 1
#define LUA_ERRRUN 2
#define LUA_ERRSYNTAX 3
#define LUA_ERRMEM 4
#define LUA_ERRERR 5
typedef struct lua_State lua_State;
typedef int (*lua_CFunction) (lua_State *L);
/*
** functions that read/write blocks when loading/dumping Lua chunks
*/
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
typedef int (*lua_Writer) (lua_State *L, const void* p, size_t sz, void* ud);
/*
** prototype for memory-allocation functions
*/
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
/*
** basic types
*/
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
/* minimum Lua stack available to a C function */
#define LUA_MINSTACK 20
/*
** generic extra include file
*/
#if defined(LUA_USER_H)
#include LUA_USER_H
#endif
/* type of numbers in Lua */
typedef LUA_NUMBER lua_Number;
/* type for integer functions */
typedef LUA_INTEGER lua_Integer;
/*
** state manipulation
*/
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
LUA_API void (lua_close) (lua_State *L);
LUA_API lua_State *(lua_newthread) (lua_State *L);
LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);
/*
** basic stack manipulation
*/
LUA_API int (lua_gettop) (lua_State *L);
LUA_API void (lua_settop) (lua_State *L, int idx);
LUA_API void (lua_pushvalue) (lua_State *L, int idx);
LUA_API void (lua_remove) (lua_State *L, int idx);
LUA_API void (lua_insert) (lua_State *L, int idx);
LUA_API void (lua_replace) (lua_State *L, int idx);
LUA_API int (lua_checkstack) (lua_State *L, int sz);
LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n);
/*
** access functions (stack -> C)
*/
LUA_API int (lua_isnumber) (lua_State *L, int idx);
LUA_API int (lua_isstring) (lua_State *L, int idx);
LUA_API int (lua_iscfunction) (lua_State *L, int idx);
LUA_API int (lua_isuserdata) (lua_State *L, int idx);
LUA_API int (lua_type) (lua_State *L, int idx);
LUA_API const char *(lua_typename) (lua_State *L, int tp);
LUA_API int (lua_equal) (lua_State *L, int idx1, int idx2);
LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2);
LUA_API int (lua_lessthan) (lua_State *L, int idx1, int idx2);
LUA_API lua_Number (lua_tonumber) (lua_State *L, int idx);
LUA_API lua_Integer (lua_tointeger) (lua_State *L, int idx);
LUA_API int (lua_toboolean) (lua_State *L, int idx);
LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len);
LUA_API size_t (lua_objlen) (lua_State *L, int idx);
LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx);
LUA_API void *(lua_touserdata) (lua_State *L, int idx);
LUA_API lua_State *(lua_tothread) (lua_State *L, int idx);
LUA_API const void *(lua_topointer) (lua_State *L, int idx);
/*
** push functions (C -> stack)
*/
LUA_API void (lua_pushnil) (lua_State *L);
LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n);
LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n);
LUA_API void (lua_pushlstring) (lua_State *L, const char *s, size_t l);
LUA_API void (lua_pushstring) (lua_State *L, const char *s);
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
va_list argp);
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
LUA_API void (lua_pushboolean) (lua_State *L, int b);
LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p);
LUA_API int (lua_pushthread) (lua_State *L);
/*
** get functions (Lua -> stack)
*/
LUA_API void (lua_gettable) (lua_State *L, int idx);
LUA_API void (lua_getfield) (lua_State *L, int idx, const char *k);
LUA_API void (lua_rawget) (lua_State *L, int idx);
LUA_API void (lua_rawgeti) (lua_State *L, int idx, int n);
LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec);
LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz);
LUA_API int (lua_getmetatable) (lua_State *L, int objindex);
LUA_API void (lua_getfenv) (lua_State *L, int idx);
/*
** set functions (stack -> Lua)
*/
LUA_API void (lua_settable) (lua_State *L, int idx);
LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k);
LUA_API void (lua_rawset) (lua_State *L, int idx);
LUA_API void (lua_rawseti) (lua_State *L, int idx, int n);
LUA_API int (lua_setmetatable) (lua_State *L, int objindex);
LUA_API int (lua_setfenv) (lua_State *L, int idx);
/*
** `load' and `call' functions (load and run Lua code)
*/
LUA_API void (lua_call) (lua_State *L, int nargs, int nresults);
LUA_API int (lua_pcall) (lua_State *L, int nargs, int nresults, int errfunc);
LUA_API int (lua_cpcall) (lua_State *L, lua_CFunction func, void *ud);
LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt,
const char *chunkname);
LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data);
/*
** coroutine functions
*/
LUA_API int (lua_yield) (lua_State *L, int nresults);
LUA_API int (lua_resume) (lua_State *L, int narg);
LUA_API int (lua_status) (lua_State *L);
/*
** garbage-collection function and options
*/
#define LUA_GCSTOP 0
#define LUA_GCRESTART 1
#define LUA_GCCOLLECT 2
#define LUA_GCCOUNT 3
#define LUA_GCCOUNTB 4
#define LUA_GCSTEP 5
#define LUA_GCSETPAUSE 6
#define LUA_GCSETSTEPMUL 7
#define LUA_GCISRUNNING 9
LUA_API int (lua_gc) (lua_State *L, int what, int data);
/*
** miscellaneous functions
*/
LUA_API int (lua_error) (lua_State *L);
LUA_API int (lua_next) (lua_State *L, int idx);
LUA_API void (lua_concat) (lua_State *L, int n);
LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
LUA_API void lua_setallocf (lua_State *L, lua_Alloc f, void *ud);
/*
** ===============================================================
** some useful macros
** ===============================================================
*/
#define lua_pop(L,n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))
#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0)
#define lua_strlen(L,i) lua_objlen(L, (i))
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD)
#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0)
#define lua_pushliteral(L, s) \
lua_pushlstring(L, "" s, (sizeof(s)/sizeof(char))-1)
#define lua_setglobal(L,s) lua_setfield(L, LUA_GLOBALSINDEX, (s))
#define lua_getglobal(L,s) lua_getfield(L, LUA_GLOBALSINDEX, (s))
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
/*
** compatibility macros and functions
*/
#define lua_open() luaL_newstate()
#define lua_getregistry(L) lua_pushvalue(L, LUA_REGISTRYINDEX)
#define lua_getgccount(L) lua_gc(L, LUA_GCCOUNT, 0)
#define lua_Chunkreader lua_Reader
#define lua_Chunkwriter lua_Writer
/* hack */
LUA_API void lua_setlevel (lua_State *from, lua_State *to);
/*
** {======================================================================
** Debug API
** =======================================================================
*/
/*
** Event codes
*/
#define LUA_HOOKCALL 0
#define LUA_HOOKRET 1
#define LUA_HOOKLINE 2
#define LUA_HOOKCOUNT 3
#define LUA_HOOKTAILRET 4
/*
** Event masks
*/
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
#define LUA_MASKRET (1 << LUA_HOOKRET)
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
typedef struct lua_Debug lua_Debug; /* activation record */
/* Functions to be called by the debuger in specific events */
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
LUA_API int lua_getstack (lua_State *L, int level, lua_Debug *ar);
LUA_API int lua_getinfo (lua_State *L, const char *what, lua_Debug *ar);
LUA_API const char *lua_getlocal (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *lua_setlocal (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *lua_getupvalue (lua_State *L, int funcindex, int n);
LUA_API const char *lua_setupvalue (lua_State *L, int funcindex, int n);
LUA_API int lua_sethook (lua_State *L, lua_Hook func, int mask, int count);
LUA_API lua_Hook lua_gethook (lua_State *L);
LUA_API int lua_gethookmask (lua_State *L);
LUA_API int lua_gethookcount (lua_State *L);
/* From Lua 5.2. */
LUA_API void *lua_upvalueid (lua_State *L, int idx, int n);
LUA_API void lua_upvaluejoin (lua_State *L, int idx1, int n1, int idx2, int n2);
LUA_API int lua_loadx (lua_State *L, lua_Reader reader, void *dt,
const char *chunkname, const char *mode);
struct lua_Debug {
int event;
const char *name; /* (n) */
const char *namewhat; /* (n) `global', `local', `field', `method' */
const char *what; /* (S) `Lua', `C', `main', `tail' */
const char *source; /* (S) */
int currentline; /* (l) */
int nups; /* (u) number of upvalues */
int linedefined; /* (S) */
int lastlinedefined; /* (S) */
char short_src[LUA_IDSIZE]; /* (S) */
/* private part */
int i_ci; /* active function */
};
/* }====================================================================== */
/******************************************************************************
* Copyright (C) 1994-2008 Lua.org, PUC-Rio. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/
#endif
-114
View File
@@ -1,114 +0,0 @@
@rem Script to build LuaJIT with MSVC.
@rem Copyright (C) 2005-2015 Mike Pall. See Copyright Notice in luajit.h
@rem
@rem Either open a "Visual Studio .NET Command Prompt"
@rem (Note that the Express Edition does not contain an x64 compiler)
@rem -or-
@rem Open a "Windows SDK Command Shell" and set the compiler environment:
@rem setenv /release /x86
@rem -or-
@rem setenv /release /x64
@rem
@rem Then cd to this directory and run this script.
@if not defined INCLUDE goto :FAIL
@setlocal
@set LJCOMPILE=cl /nologo /c /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
@set LJLINK=link /nologo
@set LJMT=mt /nologo
@set LJLIB=lib /nologo /nodefaultlib
@set DASMDIR=..\dynasm
@set DASM=%DASMDIR%\dynasm.lua
@set LJDLLNAME=lua51.dll
@set LJLIBNAME=lua51.lib
@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c
%LJCOMPILE% host\minilua.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:minilua.exe minilua.obj
@if errorlevel 1 goto :BAD
if exist minilua.exe.manifest^
%LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
@set DASMFLAGS=-D WIN -D JIT -D FFI -D P64
@set LJARCH=x64
@minilua
@if errorlevel 8 goto :X64
@set DASMFLAGS=-D WIN -D JIT -D FFI
@set LJARCH=x86
@set LJCOMPILE=%LJCOMPILE% /arch:SSE2
:X64
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_x86.dasc
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% host\buildvm*.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:buildvm.exe buildvm*.obj
@if errorlevel 1 goto :BAD
if exist buildvm.exe.manifest^
%LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
buildvm -m peobj -o lj_vm.obj
@if errorlevel 1 goto :BAD
buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m libdef -o lj_libdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m recdef -o lj_recdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
@if errorlevel 1 goto :BAD
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% /Zi
@set LJLINK=%LJLINK% /debug
:NODEBUG
@if "%1"=="amalg" goto :AMALGDLL
@if "%1"=="static" goto :STATIC
%LJCOMPILE% /MD /DLUA_BUILD_AS_DLL lj_*.c lib_*.c
@if errorlevel 1 goto :BAD
%LJLINK% /DLL /out:%LJDLLNAME% lj_*.obj lib_*.obj
@if errorlevel 1 goto :BAD
@goto :MTDLL
:STATIC
%LJCOMPILE% lj_*.c lib_*.c
@if errorlevel 1 goto :BAD
%LJLIB% /OUT:%LJLIBNAME% lj_*.obj lib_*.obj
@if errorlevel 1 goto :BAD
@goto :MTDLL
:AMALGDLL
%LJCOMPILE% /MD /DLUA_BUILD_AS_DLL ljamalg.c
@if errorlevel 1 goto :BAD
%LJLINK% /DLL /out:%LJDLLNAME% ljamalg.obj lj_vm.obj
@if errorlevel 1 goto :BAD
:MTDLL
if exist %LJDLLNAME%.manifest^
%LJMT% -manifest %LJDLLNAME%.manifest -outputresource:%LJDLLNAME%;2
%LJCOMPILE% luajit.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:luajit.exe luajit.obj %LJLIBNAME%
@if errorlevel 1 goto :BAD
if exist luajit.exe.manifest^
%LJMT% -manifest luajit.exe.manifest -outputresource:luajit.exe
@del *.obj *.manifest minilua.exe buildvm.exe
@echo.
@echo === Successfully built LuaJIT for Windows/%LJARCH% ===
@goto :END
:BAD
@echo.
@echo *******************************************************
@echo *** Build FAILED -- Please check the error messages ***
@echo *******************************************************
@goto :END
:FAIL
@echo You must open a "Visual Studio .NET Command Prompt" to run this script
:END
-103
View File
@@ -1,103 +0,0 @@
@rem Script to build LuaJIT with the PS4 SDK.
@rem Donated to the public domain.
@rem
@rem Open a "Visual Studio .NET Command Prompt" (64 bit host compiler)
@rem Then cd to this directory and run this script.
@if not defined INCLUDE goto :FAIL
@if not defined SCE_ORBIS_SDK_DIR goto :FAIL
@setlocal
@rem ---- Host compiler ----
@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
@set LJLINK=link /nologo
@set LJMT=mt /nologo
@set DASMDIR=..\dynasm
@set DASM=%DASMDIR%\dynasm.lua
@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c
%LJCOMPILE% host\minilua.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:minilua.exe minilua.obj
@if errorlevel 1 goto :BAD
if exist minilua.exe.manifest^
%LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
@rem Check for 64 bit host compiler.
@minilua
@if not errorlevel 8 goto :FAIL
@set DASMFLAGS=-D P64 -D NO_UNWIND
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_x86.dasc
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_X64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_NO_UNWIND host\buildvm*.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:buildvm.exe buildvm*.obj
@if errorlevel 1 goto :BAD
if exist buildvm.exe.manifest^
%LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
buildvm -m elfasm -o lj_vm.s
@if errorlevel 1 goto :BAD
buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m libdef -o lj_libdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m recdef -o lj_recdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
@if errorlevel 1 goto :BAD
@rem ---- Cross compiler ----
@set LJCOMPILE="%SCE_ORBIS_SDK_DIR%\host_tools\bin\orbis-clang" -c -Wall -DLUAJIT_DISABLE_FFI
@set LJLIB="%SCE_ORBIS_SDK_DIR%\host_tools\bin\orbis-ar" rcus
@set INCLUDE=""
orbis-as -o lj_vm.o lj_vm.s
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -g -O0
@set TARGETLIB=libluajitD.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -O2
@set TARGETLIB=libluajit.a
:BUILD
del %TARGETLIB%
@if "%1"=="amalg" goto :AMALG
for %%f in (lj_*.c lib_*.c) do (
%LJCOMPILE% %%f
@if errorlevel 1 goto :BAD
)
%LJLIB% %TARGETLIB% lj_*.o lib_*.o
@if errorlevel 1 goto :BAD
@goto :NOAMALG
:AMALG
%LJCOMPILE% ljamalg.c
@if errorlevel 1 goto :BAD
%LJLIB% %TARGETLIB% ljamalg.o lj_vm.o
@if errorlevel 1 goto :BAD
:NOAMALG
@del *.o *.obj *.manifest minilua.exe buildvm.exe
@echo.
@echo === Successfully built LuaJIT for PS4 ===
@goto :END
:BAD
@echo.
@echo *******************************************************
@echo *** Build FAILED -- Please check the error messages ***
@echo *******************************************************
@goto :END
:FAIL
@echo To run this script you must open a "Visual Studio .NET Command Prompt"
@echo (64 bit host compiler). The PS4 Orbis SDK must be installed, too.
:END
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-5
View File
@@ -1,5 +0,0 @@
repo: 74212992fb0868a6929180cd74dd67e38507340a
node: aa058c87737b9bf9f87b187d68b648428daa3830
branch: default
latesttag: release-2.0.3
latesttagdistance: 348
-123
View File
@@ -1,123 +0,0 @@
syntax:glob
aclocal.m4
autom4te*
config.cache
config.log
config.status
Makefile
sdl-config
SDL2.spec
build
# for Xcode
*.orig
*.swp
*.tmp
*.rej
*~
*.o
*.mode1*
*.model*
*.perspective*
*.perspective*
*.pbxuser
(^|/)build($|/)
.DS_Store
Xcode/SDL/SDL.xcodeproj/xcuserdata
Xcode/SDL/SDL.xcodeproj/project.xcworkspace
Xcode/SDLTest/SDLTest.xcodeproj/xcuserdata
Xcode/SDLTest/SDLTest.xcodeproj/project.xcworkspace
Xcode-iOS/SDL/SDL.xcodeproj/xcuserdata
Xcode-iOS/SDL/SDL.xcodeproj/project.xcworkspace
Xcode-iOS/Demos/Demos.xcodeproj/xcuserdata
Xcode-iOS/Demos/Demos.xcodeproj/project.xcworkspace
# for Visual C++
Debug
Release
*.user
*.ncb
*.suo
*.sdf
VisualC/tests/loopwave/sample.wav
VisualC/tests/testautomation/CompareSurfaces0001_Reference.bmp
VisualC/tests/testautomation/CompareSurfaces0001_TestOutput.bmp
VisualC/tests/testgamecontroller/axis.bmp
VisualC/tests/testgamecontroller/button.bmp
VisualC/tests/testgamecontroller/controllermap.bmp
VisualC/tests/testoverlay2/moose.dat
VisualC/tests/testrendertarget/icon.bmp
VisualC/tests/testrendertarget/sample.bmp
VisualC/tests/testscale/icon.bmp
VisualC/tests/testscale/sample.bmp
VisualC/tests/testsprite2/icon.bmp
VisualC/visualtest/icon.bmp
VisualC/visualtest/testquit.actions
VisualC/visualtest/testquit.config
VisualC/visualtest/testquit.exe
VisualC/visualtest/testquit.parameters
VisualC/visualtest/testsprite2.exe
VisualC/visualtest/testsprite2_sample.actions
VisualC/visualtest/testsprite2_sample.config
VisualC/visualtest/testsprite2_sample.parameters
# for Android
android-project/local.properties
sdl.pc
test/autom4te*
test/config.cache
test/config.log
test/config.status
test/Makefile
test/SDL2.dll
test/checkkeys
test/loopwave
test/loopwavequeue
test/testatomic
test/testaudioinfo
test/testautomation
test/testdraw2
test/testerror
test/testfile
test/testgamecontroller
test/testgesture
test/testgl2
test/testgles
test/testhaptic
test/testhittesting
test/testiconv
test/testime
test/testintersections
test/testjoystick
test/testkeys
test/testloadso
test/testlock
test/testmessage
test/testmultiaudio
test/testnative
test/testoverlay2
test/testplatform
test/testpower
test/testfilesystem
test/testrelative
test/testrendercopyex
test/testrendertarget
test/testresample
test/testrumble
test/testscale
test/testsem
test/testshader
test/testshape
test/testsprite2
test/testspriteminimal
test/teststreaming
test/testthread
test/testtimer
test/testver
test/testwm2
test/torturethread
test/*.exe
test/*.dSYM
buildbot
test/buildbot
-30
View File
@@ -1,30 +0,0 @@
0afe0e38e02cf2048e93582f01c52fbb91d3c7bb release-1.2.7
230b156829ed13b31134d96f689c917981f57b84 release-1.2.5
27cab50ec9c746e886ce0f3fdaa0b0cdc55a594f release-1.2.11
2fe3fbd2bff50165b3cad33bf40d70b3bb3c9fd0 release-1.2.3
3c052d3bcc76c899dfd4846be76243a78e8c7180 release-1.2.4
3c5eed71a3320962551af3b3dfbee0c99fcf0086 release-1.2.10
4867f7f7dd3426d1dbbeef48b3f3b3aa19590cc4 release-1.2.12
6e28dae59e3baf4447c83e833a8d2ac912536f5b release-1.2.1
7c2589fb8d4df54c6faabd3faebd0c0e73f67879 release-1.2.13
86de11faf082881ad9b73a1a1d78733ca07f8db8 release-1.2.6
bb051fa871aa0b53ea57df56a446cec3bb85924c release-1.2.2
cfcb2e1c36ebe9809577adf768b0ec53e8768af9 release-1.2.8
e044e7c70a50a2f54d14ee20d0933e904e5853b6 release-1.2.9
f14cf9d71233934811774f941d0de121d5f96ccf release-1.2.14
39c22a953456f6c9e2c8993c8ff973824104102a pre-touch-removal
ccf5fbfa2afabab429ad911308f362201a94d810 macosx_10_4_supported
d6a8fa507a45d9de7258e51585eab3e45c415149 release-2.0.0
a8bd63b33636715f2cf6e7d36ab7201acbd478fe release-2.0.1
a8bd63b33636715f2cf6e7d36ab7201acbd478fe release-2.0.1
715a01415ac9305b9f8ec72b99fcf8cc9dd64dde release-2.0.1
715a01415ac9305b9f8ec72b99fcf8cc9dd64dde release-2.0.1
9ec71e56071cc80eda6691a3f8719ed5395dfcfb release-2.0.1
9ec71e56071cc80eda6691a3f8719ed5395dfcfb release-2.0.1
0000000000000000000000000000000000000000 release-2.0.1
0000000000000000000000000000000000000000 release-2.0.1
b9663c77f5c95ebf05f3c18e80619caae8ae1460 release-2.0.1
be2102f000d0d2d9bab75e9703a1d503d0f6bb33 release-2.0.2
f285b9487756ff681f76c85644222c03a7bfa1c7 release-2.0.3
f285b9487756ff681f76c85644222c03a7bfa1c7 release-2.0.3
704a0bfecf754e4e1383f83c7d5118b00cae26ea release-2.0.3
-69
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@@ -1,69 +0,0 @@
LOCAL_PATH := $(call my-dir)
###########################
#
# SDL shared library
#
###########################
include $(CLEAR_VARS)
LOCAL_MODULE := SDL2
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/file/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/test/*.c))
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
# include $(BUILD_SHARED_LIBRARY)
###########################
#
# SDL static library
#
###########################
LOCAL_MODULE := SDL2_static
LOCAL_MODULE_FILENAME := libSDL2
LOCAL_SRC_FILES += $(subst $(LOCAL_PATH)/,,$(LOCAL_PATH)/src/main/android/SDL_android_main.c)
LOCAL_LDLIBS :=
LOCAL_EXPORT_LDLIBS := -Wl,--undefined=Java_org_libsdl_app_SDLActivity_nativeInit -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
include $(BUILD_STATIC_LIBRARY)
-16
View File
@@ -1,16 +0,0 @@
Bugs are now managed in the SDL bug tracker, here:
http://bugzilla.libsdl.org/
You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help on the SDL mailing list. Subscription information:
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
bugs discussed on the mailing list may be forgotten or missed.
File diff suppressed because it is too large Load Diff
-20
View File
@@ -1,20 +0,0 @@
Simple DirectMedia Layer
Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
-40
View File
@@ -1,40 +0,0 @@
To compile and install SDL:
1. Windows with Visual Studio:
* Read VisualC.html
Windows with gcc, either native or cross-compiling:
* Read the FAQ at http://wiki.libsdl.org/moin.fcg/FAQWindows
* Run './configure; make; make install'
Mac OS X with Xcode:
* Read docs/README-macosx.md
Mac OS X from the command line:
* Run './configure; make; make install'
Linux and other UNIX systems:
* Run './configure; make; make install'
Android:
* Read docs/README-android.md
iOS:
* Read docs/README-ios.md
Using Cmake:
* Read docs/README-cmake.md
2. Look at the example programs in ./test, and check out the online
documentation at http://wiki.libsdl.org/
3. Join the SDL developer mailing list by sending E-mail to
sdl-request@libsdl.org
and put "subscribe" in the subject of the message.
Or alternatively you can use the web interface:
http://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>
-237
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@@ -1,237 +0,0 @@
# Makefile to build and install the SDL library
top_builddir = .
srcdir = @srcdir@
objects = build
prefix = @prefix@
exec_prefix = @exec_prefix@
bindir = @bindir@
libdir = @libdir@
includedir = @includedir@
datarootdir = @datarootdir@
datadir = @datadir@
auxdir = @ac_aux_dir@
distpath = $(srcdir)/..
distdir = SDL2-@SDL_VERSION@
distfile = $(distdir).tar.gz
@SET_MAKE@
SHELL = @SHELL@
CC = @CC@
INCLUDE = @INCLUDE@
CFLAGS = @BUILD_CFLAGS@
EXTRA_CFLAGS = @EXTRA_CFLAGS@
LDFLAGS = @BUILD_LDFLAGS@
EXTRA_LDFLAGS = @EXTRA_LDFLAGS@
LIBTOOL = @LIBTOOL@
INSTALL = @INSTALL@
AR = @AR@
RANLIB = @RANLIB@
WINDRES = @WINDRES@
TARGET = libSDL2.la
OBJECTS = @OBJECTS@
VERSION_OBJECTS = @VERSION_OBJECTS@
SDLMAIN_TARGET = libSDL2main.a
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
SDLTEST_TARGET = libSDL2_test.a
SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.in debian docs include Makefile.* sdl2-config.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC VisualC-WinRT Xcode Xcode-iOS
GEN_DIST = SDL2.spec
ifneq ($V,1)
RUN_CMD_AR = @echo " AR " $@;
RUN_CMD_CC = @echo " CC " $@;
RUN_CMD_CXX = @echo " CXX " $@;
RUN_CMD_LTLINK = @echo " LTLINK" $@;
RUN_CMD_RANLIB = @echo " RANLIB" $@;
LIBTOOL += --quiet
endif
HDRS = \
SDL.h \
SDL_assert.h \
SDL_atomic.h \
SDL_audio.h \
SDL_bits.h \
SDL_blendmode.h \
SDL_clipboard.h \
SDL_cpuinfo.h \
SDL_egl.h \
SDL_endian.h \
SDL_error.h \
SDL_events.h \
SDL_filesystem.h \
SDL_gamecontroller.h \
SDL_gesture.h \
SDL_haptic.h \
SDL_hints.h \
SDL_joystick.h \
SDL_keyboard.h \
SDL_keycode.h \
SDL_loadso.h \
SDL_log.h \
SDL_main.h \
SDL_messagebox.h \
SDL_mouse.h \
SDL_mutex.h \
SDL_name.h \
SDL_opengl.h \
SDL_opengl_glext.h \
SDL_opengles.h \
SDL_opengles2_gl2ext.h \
SDL_opengles2_gl2.h \
SDL_opengles2_gl2platform.h \
SDL_opengles2.h \
SDL_opengles2_khrplatform.h \
SDL_pixels.h \
SDL_platform.h \
SDL_power.h \
SDL_quit.h \
SDL_rect.h \
SDL_render.h \
SDL_rwops.h \
SDL_scancode.h \
SDL_shape.h \
SDL_stdinc.h \
SDL_surface.h \
SDL_system.h \
SDL_syswm.h \
SDL_thread.h \
SDL_timer.h \
SDL_touch.h \
SDL_types.h \
SDL_version.h \
SDL_video.h \
begin_code.h \
close_code.h
SDLTEST_HDRS = $(shell ls $(srcdir)/include | fgrep SDL_test)
LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@
LT_RELEASE = @LT_RELEASE@
LT_REVISION = @LT_REVISION@
LT_LDFLAGS = -no-undefined -rpath $(DESTDIR)$(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(srcdir)/configure: $(srcdir)/configure.in
@echo "Warning, configure.in is out of date"
#(cd $(srcdir) && sh autogen.sh && sh configure)
@sleep 3
Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@
Makefile.in:;
$(objects):
$(SHELL) $(auxdir)/mkinstalldirs $@
update-revision:
$(SHELL) $(auxdir)/updaterev.sh
.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
$(objects)/$(TARGET): $(OBJECTS) $(VERSION_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=CC --mode=link $(CC) -o $@ $(OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(RUN_CMD_AR)$(AR) cru $@ $(SDLMAIN_OBJECTS)
$(RUN_CMD_RANLIB)$(RANLIB) $@
$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
$(RUN_CMD_AR)$(AR) cru $@ $(SDLTEST_OBJECTS)
$(RUN_CMD_RANLIB)$(RANLIB) $@
install: all install-bin install-hdrs install-lib install-data
install-bin:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
$(INSTALL) -m 755 sdl2-config $(DESTDIR)$(bindir)/sdl2-config
install-hdrs: update-revision
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL2
for file in $(HDRS) $(SDLTEST_HDRS); do \
$(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL2/$$file; \
done
$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL2/SDL_config.h
if test -f include/SDL_revision.h; then \
$(INSTALL) -m 644 include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
else \
$(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
fi
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/cmake/SDL2
$(INSTALL) -m 644 sdl2-config.cmake $(DESTDIR)$(libdir)/cmake/SDL2
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
uninstall-bin:
rm -f $(DESTDIR)$(bindir)/sdl2-config
uninstall-hdrs:
for file in $(HDRS) $(SDLTEST_HDRS); do \
rm -f $(DESTDIR)$(includedir)/SDL2/$$file; \
done
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_config.h
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_revision.h
-rmdir $(DESTDIR)$(includedir)/SDL2
uninstall-lib:
$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
uninstall-data:
rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config.cmake
clean:
rm -rf $(objects)
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
distclean: clean
rm -f Makefile Makefile.rules sdl2-config
rm -f config.status config.cache config.log libtool
rm -rf $(srcdir)/autom4te*
find $(srcdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
dist $(distfile):
$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
(cd $(srcdir); tar cf - $(SRC_DIST)) | (cd $(distdir); tar xf -)
tar cf - $(GEN_DIST) | (cd $(distdir); tar xf -)
find $(distdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
(cd $(distdir); build-scripts/updaterev.sh)
tar cvf - $(distdir) | gzip --best >$(distfile)
rm -rf $(distdir)
rpm: $(distfile)
rpmbuild -ta $?
-37
View File
@@ -1,37 +0,0 @@
# Makefile to build the pandora SDL library
AR = arm-none-linux-gnueabi-ar
RANLIB = arm-none-linux-gnueabi-ranlib
CC = arm-none-linux-gnueabi-gcc
CXX = arm-none-linux-gnueabi-g++
STRIP = arm-none-linux-gnueabi-strip
CFLAGS = -O3 -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp \
-mfpu=neon -ftree-vectorize -ffast-math -fomit-frame-pointer -fno-strict-aliasing -fsingle-precision-constant \
-I./include -I$(PNDSDK)/usr/include -DSDL_REVISION=0
TARGET = libSDL.a
SOURCES = ./src/*.c ./src/audio/*.c ./src/cpuinfo/*.c ./src/events/*.c \
./src/file/*.c ./src/stdlib/*.c ./src/thread/*.c ./src/timer/*.c ./src/video/*.c \
./src/joystick/*.c ./src/haptic/*.c ./src/power/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \
./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c \
./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \
./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \
./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c \
./src/atomic/linux/*.c ./src/filesystem/unix/*.c \
./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o ./src/video/x11/*.c
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h && touch include/SDL_revision.h)
all: $(TARGET)
$(TARGET): $(CONFIG_H) $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
clean:
rm -f $(TARGET) $(OBJECTS)
-92
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@@ -1,92 +0,0 @@
TARGET_LIB = libSDL2.a
OBJS= src/SDL.o \
src/SDL_assert.o \
src/SDL_error.o \
src/SDL_hints.o \
src/SDL_log.o \
src/atomic/SDL_atomic.o \
src/atomic/SDL_spinlock.o \
src/audio/SDL_audio.o \
src/audio/SDL_audiocvt.o \
src/audio/SDL_audiodev.o \
src/audio/SDL_audiotypecvt.o \
src/audio/SDL_mixer.o \
src/audio/SDL_wave.o \
src/audio/psp/SDL_pspaudio.o \
src/cpuinfo/SDL_cpuinfo.o \
src/events/SDL_clipboardevents.o \
src/events/SDL_dropevents.o \
src/events/SDL_events.o \
src/events/SDL_gesture.o \
src/events/SDL_keyboard.o \
src/events/SDL_mouse.o \
src/events/SDL_quit.o \
src/events/SDL_touch.o \
src/events/SDL_windowevents.o \
src/file/SDL_rwops.o \
src/haptic/SDL_haptic.o \
src/haptic/dummy/SDL_syshaptic.o \
src/joystick/SDL_joystick.o \
src/joystick/SDL_gamecontroller.o \
src/joystick/psp/SDL_sysjoystick.o \
src/power/SDL_power.o \
src/power/psp/SDL_syspower.o \
src/filesystem/dummy/SDL_sysfilesystem.o \
src/render/SDL_render.o \
src/render/SDL_yuv_sw.o \
src/render/psp/SDL_render_psp.o \
src/render/software/SDL_blendfillrect.o \
src/render/software/SDL_blendline.o \
src/render/software/SDL_blendpoint.o \
src/render/software/SDL_drawline.o \
src/render/software/SDL_drawpoint.o \
src/render/software/SDL_render_sw.o \
src/render/software/SDL_rotate.o \
src/stdlib/SDL_getenv.o \
src/stdlib/SDL_iconv.o \
src/stdlib/SDL_malloc.o \
src/stdlib/SDL_qsort.o \
src/stdlib/SDL_stdlib.o \
src/stdlib/SDL_string.o \
src/thread/SDL_thread.o \
src/thread/psp/SDL_syssem.o \
src/thread/psp/SDL_systhread.o \
src/thread/psp/SDL_sysmutex.o \
src/thread/psp/SDL_syscond.o \
src/timer/SDL_timer.o \
src/timer/psp/SDL_systimer.o \
src/video/SDL_RLEaccel.o \
src/video/SDL_blit.o \
src/video/SDL_blit_0.o \
src/video/SDL_blit_1.o \
src/video/SDL_blit_A.o \
src/video/SDL_blit_N.o \
src/video/SDL_blit_auto.o \
src/video/SDL_blit_copy.o \
src/video/SDL_blit_slow.o \
src/video/SDL_bmp.o \
src/video/SDL_clipboard.o \
src/video/SDL_fillrect.o \
src/video/SDL_pixels.o \
src/video/SDL_rect.o \
src/video/SDL_stretch.o \
src/video/SDL_surface.o \
src/video/SDL_video.o \
src/video/psp/SDL_pspevents.o \
src/video/psp/SDL_pspvideo.o \
src/video/psp/SDL_pspgl.o \
src/video/psp/SDL_pspmouse.o \
INCDIR = ./include
CFLAGS = -g -O2 -G0 -Wall -D__PSP__ -DHAVE_OPENGL
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
ASFLAGS = $(CFLAGS)
LIBDIR =
LIBS = -lGL -lGLU -lglut -lz \
-lpspvfpu -lpsphprm -lpspsdk -lpspctrl -lpspumd -lpsprtc -lpsppower -lpspgum -lpspgu -lpspaudiolib -lpspaudio -lpsphttp -lpspssl -lpspwlan \
-lpspnet_adhocmatching -lpspnet_adhoc -lpspnet_adhocctl -lm -lpspvram
PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.mak
-61
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@@ -1,61 +0,0 @@
# Makefile to build the pandora SDL library
WIZSDK = /mythtv/media/devel/toolchains/openwiz/arm-openwiz-linux-gnu
AR = $(WIZSDK)/bin/arm-openwiz-linux-gnu-ar
RANLIB = $(WIZSDK)/bin/arm-openwiz-linux-gnu-ranlib
CC = $(WIZSDK)/bin/arm-openwiz-linux-gnu-gcc
CXX = $(WIZSDK)/bin/arm-openwiz-linux-gnu-g++
STRIP = $(WIZSDK)/bin/arm-openwiz-linux-gnu-strip
CFLAGS = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE
TARGET_STATIC = libSDL13.a
TARGET_SHARED = libSDL13.so
SOURCES = ./src/*.c ./src/audio/*.c ./src/cdrom/*.c ./src/cpuinfo/*.c ./src/events/*.c \
./src/file/*.c ./src/stdlib/*.c ./src/thread/*.c ./src/timer/*.c ./src/video/*.c \
./src/joystick/*.c ./src/haptic/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \
./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c \
./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \
./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \
./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c ./src/cdrom/dummy/*.c \
./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
all: config_copy $(TARGET_STATIC) $(TARGET_SHARED)
$(TARGET_STATIC): $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
$(TARGET_SHARED):
$(CC) -shared -Wl,-soname,$(TARGET_SHARED).0 -o $(TARGET_SHARED).0.0.1 $(OBJECTS)
ln -s $(TARGET_SHARED).0.0.1 $(TARGET_SHARED).0
ln -s $(TARGET_SHARED).0 $(TARGET_SHARED)
config_copy:
cp include/SDL_config_wiz.h include/SDL_config.h
clean:
rm -f $(TARGET_STATIC) $(TARGET_SHARED)* $(OBJECTS)
install:
mkdir -p $(WIZSDK)/lib
mkdir -p $(WIZSDK)/include/SDL13
cp -f $(TARGET_STATIC) $(WIZSDK)/lib
cp -f $(TARGET_SHARED).0.0.1 $(WIZSDK)/lib
rm -f $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0.0.1 $(WIZSDK)/lib/$(TARGET_SHARED).0
ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
cp $(TARGET_STATIC) ../../toolchain/libs
cp $(TARGET_SHARED).0.0.1 ../../toolchain/libs
rm -f ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
ln -s ../../toolchain/libs/$(TARGET_SHARED).0.0.1 ../../toolchain/libs/$(TARGET_SHARED).0
ln -s ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
cp $(TARGET_SHARED).0.0.1 ../nehe_demos/build/$(TARGET_SHARED).0
cp -f include/*.h $(WIZSDK)/include/SDL13/
cp -f include/*.h ../../toolchain/include/SDL13/
-21
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@@ -1,21 +0,0 @@
Simple DirectMedia Layer
(SDL)
Version 2.0
---
http://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)
-64206
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-199
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@@ -1,199 +0,0 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.0.4:
---------------------------------------------------------------------------
General:
* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
* Added an API to queue audio instead of using the audio callback:
SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
* Added events for audio device hot plug support:
SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
* Added SDL_PointInRect()
* Added SDL_HasAVX2() to detect CPUs with AVX2 support
* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
* Added a Vivante video driver that is used on various SoC platforms
* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
* Improved support for WAV and BMP files with unusual chunks in them
* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
* Added SDL_GetDisplayDPI() to get the DPI information for a display
* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
Windows:
* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
* SDL_SysWMinfo now contains the window HDC
* Added support for Unicode command line options
* Prevent beeping when Alt-key combos are pressed
* SDL_SetTextInputRect() re-positions the OS-rendered IME
* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
Mac OS X:
* Implemented drag-and-drop support
* Improved joystick hot-plug detection
* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
* Fixed relative mouse mode when the application loses/regains focus
* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
* Fixed the refresh rate of display modes
* SDL_SysWMInfo is now ARC-compatible
* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
Linux:
* Enabled building with Mir and Wayland support by default.
* Added IBus IME support
* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
* Added support for multiple audio devices when using Pulseaudio
* Fixed duplicate mouse events when using relative mouse motion
iOS:
* Added support for iOS 8
* Added support for MFi game controllers
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
* Added sRGB OpenGL ES context support on iOS 7+
* Added native resolution support for the iPhone 6 Plus
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" coordinate space rather than pixels (matches OS X behavior)
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
* Fixed various rotation and orientation issues
* Fixed memory leaks
Android:
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
Raspberry Pi:
* Added support for the Raspberry Pi 2
---------------------------------------------------------------------------
2.0.3:
---------------------------------------------------------------------------
Mac OS X:
* Fixed creating an OpenGL context by default on Mac OS X 10.6
---------------------------------------------------------------------------
2.0.2:
---------------------------------------------------------------------------
General:
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
* Added an API to load a database of game controller mappings from a file:
SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
* Added game controller mappings for the PS4 and OUYA controllers
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
* Added SDL_DetachThread()
* Added SDL_HasAVX() to determine if the CPU has AVX features
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
* testgl2 does not need to link with libGL anymore
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
* Added controllermap test program to visually map a game controller
Windows:
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
the driver or emulated through ANGLE)
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
Mac OS X:
* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
Linux:
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
* Added experimental Wayland and Mir support, disabled by default
Android:
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
support won't be available).
* Hotplugging support for joysticks
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
---------------------------------------------------------------------------
2.0.1:
---------------------------------------------------------------------------
General:
* Added an API to get common filesystem paths in SDL_filesystem.h:
SDL_GetBasePath(), SDL_GetPrefPath()
* Added an API to do optimized YV12 and IYUV texture updates:
SDL_UpdateYUVTexture()
* Added an API to get the amount of RAM on the system:
SDL_GetSystemRAM()
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
SDL_TICKS_PASSED()
* Dramatically improved OpenGL ES 2.0 rendering performance
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
Windows:
* Created a static library configuration for the Visual Studio 2010 project
* Added a hint to create the Direct3D device with support for multi-threading:
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
* Added a function to get the D3D9 adapter index for a display:
SDL_Direct3D9GetAdapterIndex()
* Added a function to get the D3D9 device for a D3D9 renderer:
SDL_RenderGetD3D9Device()
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
* Fixed crash when using two XInput controllers at the same time
* Fixed detecting a mixture of XInput and DirectInput controllers
* Fixed clearing a D3D render target larger than the window
* Improved support for format specifiers in SDL_snprintf()
Mac OS X:
* Added support for retina displays:
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
* Fixed mouse warping in fullscreen mode
* Right mouse click is emulated by holding the Ctrl key while left clicking
Linux:
* Fixed float audio support with the PulseAudio driver
* Fixed missing line endpoints in the OpenGL renderer on some drivers
* X11 symbols are no longer defined to avoid collisions when linking statically
iOS:
* Fixed status bar visibility on iOS 7
* Flipped the accelerometer Y axis to match expected values
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
* Moved EGL initialization to native code
* Fixed the accelerometer axis rotation relative to the device rotation
* Fixed race conditions when handling the EGL context on pause/resume
* Touch devices are available for enumeration immediately after init
Raspberry Pi:
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details
File diff suppressed because it is too large Load Diff
-30
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string></string>
<key>UISupportedInterfaceOrientations</key>
<array/>
</dict>
</plist>
-43
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==============================================================================
About the iPhone OS Demo Applications
==============================================================================
Demos.xcodeproj contains several targets for iPhone oriented SDL demos. These demos are written strictly using SDL 1.3 calls. All the demos except for Fireworks (which requires OpenGL ES) should work on platforms other than iPhone OS, though you'll need to write your own compile script. To run them on your favorite platform, you may wish to set the macros SCREEN_WIDTH and SCREEN_HEIGHT, located in common.h.
Common files:
common.c and common.h contain code common to all demo applications. This includes macros about the screen dimensions (in pixels), simple error handling, and functions for generating random numbers.
Rectangles (rectangles.c):
Draws randomly sized and colored rectangles all over the screen by using SDL_RenderFill. This is the simplest of all the demos.
Happy (happy.c):
Loads the classic happy-face bitmap and draws a large number of happy faces bouncing around the screen. Shows how you can load a bitmap into an SDL_Texture.
Accelerometer (accelerometer.c):
Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen. Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone.
Touch (touch.c):
Acts as a finger-paint type program. Demonstrates how you can use SDL mouse input to accept touch input from the iPhone. If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously.
Mixer (mixer.c):
Displays several rectangular buttons which can be used as a virtual drumkit. Demonstrates how you can play .wav sounds in SDL and how you can use SDL_MixAudioFormat to build a software mixer that can play multiple sounds at once.
Keyboard (keyboard.c):
Loads a bitmap font and let's the user type words, numbers, and symbols using the iPhone's virtual keyboard. The iPhone's onscreen keyboard visibility is toggled when the user taps the screen. If the user types ':)' a happy face is displayed. Demonstrates how to use functions added to the iPhone implementation of SDL to toggle keyboard onscreen visibility.
Fireworks (fireworks.c):
Displays a fireworks show. When you tap the iPhone's screen, fireworks fly from the bottom of the screen and explode at the point that you tapped. Demonstrates how you can use SDL on iPhone to build an OpenGL ES based application. Shows you how you can use SDL_LoadBMP to load a bmp image and convert it to an OpenGL ES texture. Of lesser importance, shows how you can use OpenGL ES point sprites to build an efficient particle system.
==============================================================================
Building and Running the demos
==============================================================================
Before building the demos you must first build SDL as a static library for BOTH the iPhone Simulator and the iPhone itself. See the iPhone SDL main README file for directions on how to do this. Once this is done, simply launch XCode, select the target you'd like to build, select the active SDK (simulator or device), and then build and go.
@@ -1,36 +0,0 @@
/*
* common.c
* written by Holmes Futrell
* use however you want
*/
#include "common.h"
#include "SDL.h"
#include <stdlib.h>
/*
Produces a random int x, min <= x <= max
following a uniform distribution
*/
int
randomInt(int min, int max)
{
return min + rand() % (max - min + 1);
}
/*
Produces a random float x, min <= x <= max
following a uniform distribution
*/
float
randomFloat(float min, float max)
{
return rand() / (float) RAND_MAX *(max - min) + min;
}
void
fatalError(const char *string)
{
printf("%s: %s\n", string, SDL_GetError());
exit(1);
}
@@ -1,12 +0,0 @@
/*
* common.h
* written by Holmes Futrell
* use however you want
*/
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
extern int randomInt(int min, int max);
extern float randomFloat(float min, float max);
extern void fatalError(const char *string);
-177
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@@ -1,177 +0,0 @@
/*
* happy.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "common.h"
#define NUM_HAPPY_FACES 100 /* number of faces to draw */
#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
#define HAPPY_FACE_SIZE 32 /* width and height of happyface (pixels) */
static SDL_Texture *texture = 0; /* reference to texture holding happyface */
static struct
{
float x, y; /* position of happyface */
float xvel, yvel; /* velocity of happyface */
} faces[NUM_HAPPY_FACES];
/*
Sets initial positions and velocities of happyfaces
units of velocity are pixels per millesecond
*/
void
initializeHappyFaces()
{
int i;
for (i = 0; i < NUM_HAPPY_FACES; i++) {
faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE);
faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE);
faces[i].xvel = randomFloat(-0.1f, 0.1f);
faces[i].yvel = randomFloat(-0.1f, 0.1f);
}
}
void
render(SDL_Renderer *renderer)
{
int i;
SDL_Rect srcRect;
SDL_Rect dstRect;
/* setup boundaries for happyface bouncing */
Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE;
Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE;
Uint16 minx = 0;
Uint16 miny = 0;
/* setup rects for drawing */
srcRect.x = 0;
srcRect.y = 0;
srcRect.w = HAPPY_FACE_SIZE;
srcRect.h = HAPPY_FACE_SIZE;
dstRect.w = HAPPY_FACE_SIZE;
dstRect.h = HAPPY_FACE_SIZE;
/* fill background in with black */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
/*
loop through all the happy faces:
- update position
- update velocity (if boundary is hit)
- draw
*/
for (i = 0; i < NUM_HAPPY_FACES; i++) {
faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME;
faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME;
if (faces[i].x > maxx) {
faces[i].x = maxx;
faces[i].xvel = -faces[i].xvel;
} else if (faces[i].y > maxy) {
faces[i].y = maxy;
faces[i].yvel = -faces[i].yvel;
}
if (faces[i].x < minx) {
faces[i].x = minx;
faces[i].xvel = -faces[i].xvel;
} else if (faces[i].y < miny) {
faces[i].y = miny;
faces[i].yvel = -faces[i].yvel;
}
dstRect.x = faces[i].x;
dstRect.y = faces[i].y;
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
}
/* update screen */
SDL_RenderPresent(renderer);
}
/*
loads the happyface graphic into a texture
*/
void
initializeTexture(SDL_Renderer *renderer)
{
SDL_Surface *bmp_surface;
/* load the bmp */
bmp_surface = SDL_LoadBMP("icon.bmp");
if (bmp_surface == NULL) {
fatalError("could not load bmp");
}
/* set white to transparent on the happyface */
SDL_SetColorKey(bmp_surface, 1,
SDL_MapRGB(bmp_surface->format, 255, 255, 255));
/* convert RGBA surface to texture */
texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (texture == 0) {
fatalError("could not create texture");
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
/* free up allocated memory */
SDL_FreeSurface(bmp_surface);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
Uint32 startFrame;
Uint32 endFrame;
Uint32 delay;
int done;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_OPENGL |
SDL_WINDOW_BORDERLESS);
renderer = SDL_CreateRenderer(window, -1, 0);
initializeTexture(renderer);
initializeHappyFaces();
/* main loop */
done = 0;
while (!done) {
startFrame = SDL_GetTicks();
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer);
endFrame = SDL_GetTicks();
/* figure out how much time we have left, and then sleep */
delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
if (delay < 0) {
delay = 0;
} else if (delay > MILLESECONDS_PER_FRAME) {
delay = MILLESECONDS_PER_FRAME;
}
SDL_Delay(delay);
}
/* cleanup */
SDL_DestroyTexture(texture);
/* shutdown SDL */
SDL_Quit();
return 0;
}
@@ -1,310 +0,0 @@
/*
* keyboard.c
* written by Holmes Futrell
* use however you want
*/
#import "SDL.h"
#import "common.h"
#define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */
#define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */
static SDL_Texture *texture; /* texture where we'll hold our font */
/* function declarations */
void cleanup(void);
void drawBlank(int x, int y);
static SDL_Renderer *renderer;
static int numChars = 0; /* number of characters we've typed so far */
static SDL_bool lastCharWasColon = 0; /* we use this to detect sequences such as :) */
static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
/* this structure maps a scancode to an index in our bitmap font.
it also contains data about under which modifiers the mapping is valid
(for example, we don't want shift + 1 to produce the character '1',
but rather the character '!')
*/
typedef struct
{
SDL_Scancode scancode; /* scancode of the key we want to map */
int allow_no_mod; /* is the map valid if the key has no modifiers? */
SDL_Keymod mod; /* what modifiers are allowed for the mapping */
int index; /* what index in the font does the scancode map to */
} fontMapping;
#define TABLE_SIZE 51 /* size of our table which maps keys and modifiers to font indices */
/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
bitmap font. As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
mapping is also valid if the user is holding shift.
*/
fontMapping map[TABLE_SIZE] = {
{SDL_SCANCODE_A, 1, KMOD_SHIFT, 33}, /* A */
{SDL_SCANCODE_B, 1, KMOD_SHIFT, 34}, /* B */
{SDL_SCANCODE_C, 1, KMOD_SHIFT, 35}, /* C */
{SDL_SCANCODE_D, 1, KMOD_SHIFT, 36}, /* D */
{SDL_SCANCODE_E, 1, KMOD_SHIFT, 37}, /* E */
{SDL_SCANCODE_F, 1, KMOD_SHIFT, 38}, /* F */
{SDL_SCANCODE_G, 1, KMOD_SHIFT, 39}, /* G */
{SDL_SCANCODE_H, 1, KMOD_SHIFT, 40}, /* H */
{SDL_SCANCODE_I, 1, KMOD_SHIFT, 41}, /* I */
{SDL_SCANCODE_J, 1, KMOD_SHIFT, 42}, /* J */
{SDL_SCANCODE_K, 1, KMOD_SHIFT, 43}, /* K */
{SDL_SCANCODE_L, 1, KMOD_SHIFT, 44}, /* L */
{SDL_SCANCODE_M, 1, KMOD_SHIFT, 45}, /* M */
{SDL_SCANCODE_N, 1, KMOD_SHIFT, 46}, /* N */
{SDL_SCANCODE_O, 1, KMOD_SHIFT, 47}, /* O */
{SDL_SCANCODE_P, 1, KMOD_SHIFT, 48}, /* P */
{SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49}, /* Q */
{SDL_SCANCODE_R, 1, KMOD_SHIFT, 50}, /* R */
{SDL_SCANCODE_S, 1, KMOD_SHIFT, 51}, /* S */
{SDL_SCANCODE_T, 1, KMOD_SHIFT, 52}, /* T */
{SDL_SCANCODE_U, 1, KMOD_SHIFT, 53}, /* U */
{SDL_SCANCODE_V, 1, KMOD_SHIFT, 54}, /* V */
{SDL_SCANCODE_W, 1, KMOD_SHIFT, 55}, /* W */
{SDL_SCANCODE_X, 1, KMOD_SHIFT, 56}, /* X */
{SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57}, /* Y */
{SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58}, /* Z */
{SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
{SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
{SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
{SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
{SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
{SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
{SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
{SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
{SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
{SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
{SDL_SCANCODE_SPACE, 1, 0, 0}, /* ' ' */
{SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
{SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31}, /* ? */
{SDL_SCANCODE_SLASH, 1, 0, 15}, /* / */
{SDL_SCANCODE_COMMA, 1, 0, 12}, /* , */
{SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
{SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26}, /* : */
{SDL_SCANCODE_PERIOD, 1, 0, 14}, /* . */
{SDL_SCANCODE_MINUS, 1, 0, 13}, /* - */
{SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11}, /* = */
{SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
{SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2}, /* " */
{SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
};
/*
This function maps an SDL_KeySym to an index in the bitmap font.
It does so by scanning through the font mapping table one entry
at a time.
If a match is found (scancode and allowed modifiers), the proper
index is returned.
If there is no entry for the key, -1 is returned
*/
int
keyToIndex(SDL_Keysym key)
{
int i, index = -1;
for (i = 0; i < TABLE_SIZE; i++) {
fontMapping compare = map[i];
if (key.scancode == compare.scancode) {
/* if this entry is valid with no key mod and we have no keymod, or if
the key's modifiers are allowed modifiers for that mapping */
if ((compare.allow_no_mod && key.mod == 0)
|| (key.mod & compare.mod)) {
index = compare.index;
break;
}
}
}
return index;
}
/*
This function returns and x,y position for a given character number.
It is used for positioning each character of text
*/
void
getPositionForCharNumber(int n, int *x, int *y)
{
int x_padding = 16; /* padding space on left and right side of screen */
int y_padding = 32; /* padding space at top of screen */
/* figure out the number of characters that can fit horizontally across the screen */
int max_x_chars = (SCREEN_WIDTH - 2 * x_padding) / GLYPH_SIZE_SCREEN;
int line_separation = 5; /* pixels between each line */
*x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
*y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) +
y_padding;
}
void
drawIndex(int index)
{
int x, y;
getPositionForCharNumber(numChars, &x, &y);
SDL_Rect srcRect =
{ GLYPH_SIZE_IMAGE * index, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
drawBlank(x, y);
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
}
/* draws the cursor icon at the current end position of the text */
void
drawCursor(void)
{
drawIndex(29); /* cursor is at index 29 in the bitmap font */
}
/* paints over a glyph sized region with the background color
in effect it erases the area
*/
void
drawBlank(int x, int y)
{
SDL_Rect rect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
SDL_RenderFillRect(renderer, &rect);
}
/* moves backwards one character, erasing the last one put down */
void
backspace(void)
{
int x, y;
if (numChars > 0) {
getPositionForCharNumber(numChars, &x, &y);
drawBlank(x, y);
numChars--;
getPositionForCharNumber(numChars, &x, &y);
drawBlank(x, y);
drawCursor();
}
}
/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
SDL_Texture*
loadFont(void)
{
SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
if (!surface) {
printf("Error loading bitmap: %s\n", SDL_GetError());
return 0;
} else {
/* set the transparent color for the bitmap font (hot pink) */
SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
/* now we convert the surface to our desired pixel format */
int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
int bpp; /* bits per pixel for desired format */
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
&Amask);
SDL_Surface *converted =
SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
Bmask, Amask);
SDL_BlitSurface(surface, NULL, converted, NULL);
/* create our texture */
texture =
SDL_CreateTextureFromSurface(renderer, converted);
if (texture == 0) {
printf("texture creation failed: %s\n", SDL_GetError());
} else {
/* set blend mode for our texture */
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
}
SDL_FreeSurface(surface);
SDL_FreeSurface(converted);
return texture;
}
}
int
main(int argc, char *argv[])
{
int index; /* index of last key we pushed in the bitmap font */
SDL_Window *window;
SDL_Event event; /* last event received */
SDL_Keymod mod; /* key modifiers of last key we pushed */
SDL_Scancode scancode; /* scancode of last key we pushed */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("Error initializing SDL: %s", SDL_GetError());
}
/* create window */
window = SDL_CreateWindow("iPhone keyboard test", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
/* create renderer */
renderer = SDL_CreateRenderer(window, -1, 0);
/* load up our font */
loadFont();
/* draw the background, we'll just paint over it */
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
SDL_RenderFillRect(renderer, NULL);
SDL_RenderPresent(renderer);
int done = 0;
/* loop till we get SDL_Quit */
while (SDL_WaitEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
done = 1;
break;
case SDL_KEYDOWN:
index = keyToIndex(event.key.keysym);
scancode = event.key.keysym.scancode;
mod = event.key.keysym.mod;
if (scancode == SDL_SCANCODE_DELETE) {
/* if user hit delete, delete the last character */
backspace();
lastCharWasColon = 0;
} else if (lastCharWasColon && scancode == SDL_SCANCODE_0
&& (mod & KMOD_SHIFT)) {
/* if our last key was a colon and this one is a close paren, the make a hoppy face */
backspace();
drawIndex(32); /* index for happy face */
numChars++;
drawCursor();
lastCharWasColon = 0;
} else if (index != -1) {
/* if we aren't doing a happy face, then just draw the normal character */
drawIndex(index);
numChars++;
drawCursor();
lastCharWasColon =
(event.key.keysym.scancode == SDL_SCANCODE_SEMICOLON
&& (event.key.keysym.mod & KMOD_SHIFT));
}
/* check if the key was a colon */
/* draw our updates to the screen */
SDL_RenderPresent(renderer);
break;
case SDL_MOUSEBUTTONUP:
/* mouse up toggles onscreen keyboard visibility */
if (SDL_IsTextInputActive()) {
SDL_StopTextInput();
} else {
SDL_StartTextInput();
}
break;
}
}
cleanup();
return 0;
}
/* clean up after ourselves like a good kiddy */
void
cleanup(void)
{
SDL_DestroyTexture(texture);
SDL_Quit();
}
-353
View File
@@ -1,353 +0,0 @@
/*
* mixer.c
* written by Holmes Futrell
* use however you want
*/
#import "SDL.h"
#import "common.h"
#define NUM_CHANNELS 8 /* max number of sounds we can play at once */
#define NUM_DRUMS 4 /* number of drums in our set */
#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */
static struct
{
SDL_Rect rect; /* where the button is drawn */
SDL_Color upColor; /* color when button is not active */
SDL_Color downColor; /* color when button is active */
int isPressed; /* is the button being pressed ? */
int touchIndex; /* what mouse (touch) index pressed the button ? */
} buttons[NUM_DRUMS];
struct sound
{
Uint8 *buffer; /* audio buffer for sound file */
Uint32 length; /* length of the buffer (in bytes) */
};
/* this array holds the audio for the drum noises */
static struct sound drums[NUM_DRUMS];
/* function declarations */
void handleMouseButtonDown(SDL_Event * event);
void handleMouseButtonUp(SDL_Event * event);
int playSound(struct sound *);
void initializeButtons();
void audioCallback(void *userdata, Uint8 * stream, int len);
void loadSound(const char *file, struct sound *s);
struct
{
/* channel array holds information about currently playing sounds */
struct
{
Uint8 *position; /* what is the current position in the buffer of this sound ? */
Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */
Uint32 timestamp; /* when did this sound start playing ? */
} channels[NUM_CHANNELS];
SDL_AudioSpec outputSpec; /* what audio format are we using for output? */
int numSoundsPlaying; /* how many sounds are currently playing */
} mixer;
/* sets up the buttons (color, position, state) */
void
initializeButtons()
{
int i;
int spacing = 10; /* gap between drum buttons */
SDL_Rect buttonRect; /* keeps track of where to position drum */
SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */
SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */
buttonRect.x = spacing;
buttonRect.y = spacing;
buttonRect.w = SCREEN_WIDTH - 2 * spacing;
buttonRect.h = (SCREEN_HEIGHT - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
/* setup each button */
for (i = 0; i < NUM_DRUMS; i++) {
buttons[i].rect = buttonRect;
buttons[i].isPressed = 0;
buttons[i].upColor = upColor;
buttons[i].downColor = downColor;
buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
}
}
/*
loads a wav file (stored in 'file'), converts it to the mixer's output format,
and stores the resulting buffer and length in the sound structure
*/
void
loadSound(const char *file, struct sound *s)
{
SDL_AudioSpec spec; /* the audio format of the .wav file */
SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */
int result;
if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
fatalError("could not load .wav");
}
/* build the audio converter */
result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
mixer.outputSpec.format,
mixer.outputSpec.channels,
mixer.outputSpec.freq);
if (result == -1) {
fatalError("could not build audio CVT");
} else if (result != 0) {
/*
this happens when the .wav format differs from the output format.
we convert the .wav buffer here
*/
cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */
cvt.len = s->length; /* set conversion buffer length */
SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */
if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */
fatalError("could not convert .wav");
}
SDL_free(s->buffer); /* free the original (unconverted) buffer */
s->buffer = cvt.buf; /* point sound buffer to converted buffer */
s->length = cvt.len_cvt; /* set sound buffer's new length */
}
}
/* called from main event loop */
void
handleMouseButtonDown(SDL_Event * event)
{
int x, y, mouseIndex, i, drumIndex;
mouseIndex = 0;
drumIndex = -1;
SDL_GetMouseState(&x, &y);
/* check if we hit any of the drum buttons */
for (i = 0; i < NUM_DRUMS; i++) {
if (x >= buttons[i].rect.x
&& x < buttons[i].rect.x + buttons[i].rect.w
&& y >= buttons[i].rect.y
&& y < buttons[i].rect.y + buttons[i].rect.h) {
drumIndex = i;
break;
}
}
if (drumIndex != -1) {
/* if we hit a button */
buttons[drumIndex].touchIndex = mouseIndex;
buttons[drumIndex].isPressed = 1;
playSound(&drums[drumIndex]);
}
}
/* called from main event loop */
void
handleMouseButtonUp(SDL_Event * event)
{
int i;
int mouseIndex = 0;
/* check if this should cause any of the buttons to become unpressed */
for (i = 0; i < NUM_DRUMS; i++) {
if (buttons[i].touchIndex == mouseIndex) {
buttons[i].isPressed = 0;
}
}
}
/* draws buttons to screen */
void
render(SDL_Renderer *renderer)
{
int i;
SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
SDL_RenderClear(renderer); /* draw background (gray) */
/* draw the drum buttons */
for (i = 0; i < NUM_DRUMS; i++) {
SDL_Color color =
buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
SDL_RenderFillRect(renderer, &buttons[i].rect);
}
/* update the screen */
SDL_RenderPresent(renderer);
}
/*
finds a sound channel in the mixer for a sound
and sets it up to start playing
*/
int
playSound(struct sound *s)
{
/*
find an empty channel to play on.
if no channel is available, use oldest channel
*/
int i;
int selected_channel = -1;
int oldest_channel = 0;
if (mixer.numSoundsPlaying == 0) {
/* we're playing a sound now, so start audio callback back up */
SDL_PauseAudio(0);
}
/* find a sound channel to play the sound on */
for (i = 0; i < NUM_CHANNELS; i++) {
if (mixer.channels[i].position == NULL) {
/* if no sound on this channel, select it */
selected_channel = i;
break;
}
/* if this channel's sound is older than the oldest so far, set it to oldest */
if (mixer.channels[i].timestamp <
mixer.channels[oldest_channel].timestamp)
oldest_channel = i;
}
/* no empty channels, take the oldest one */
if (selected_channel == -1)
selected_channel = oldest_channel;
else
mixer.numSoundsPlaying++;
/* point channel data to wav data */
mixer.channels[selected_channel].position = s->buffer;
mixer.channels[selected_channel].remaining = s->length;
mixer.channels[selected_channel].timestamp = SDL_GetTicks();
return selected_channel;
}
/*
Called from SDL's audio system. Supplies sound input with data by mixing together all
currently playing sound effects.
*/
void
audioCallback(void *userdata, Uint8 * stream, int len)
{
int i;
int copy_amt;
SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */
/* for each channel, mix in whatever is playing on that channel */
for (i = 0; i < NUM_CHANNELS; i++) {
if (mixer.channels[i].position == NULL) {
/* if no sound is playing on this channel */
continue; /* nothing to do for this channel */
}
/* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
copy_amt =
mixer.channels[i].remaining <
len ? mixer.channels[i].remaining : len;
/* mix this sound effect with the output */
SDL_MixAudioFormat(stream, mixer.channels[i].position,
mixer.outputSpec.format, copy_amt, 150);
/* update buffer position in sound effect and the number of bytes left */
mixer.channels[i].position += copy_amt;
mixer.channels[i].remaining -= copy_amt;
/* did we finish playing the sound effect ? */
if (mixer.channels[i].remaining == 0) {
mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */
mixer.numSoundsPlaying--;
if (mixer.numSoundsPlaying == 0) {
/* if no sounds left playing, pause audio callback */
SDL_PauseAudio(1);
}
}
}
}
int
main(int argc, char *argv[])
{
int done; /* has user tried to quit ? */
SDL_Window *window; /* main window */
SDL_Renderer *renderer;
SDL_Event event;
Uint32 startFrame; /* holds when frame started processing */
Uint32 endFrame; /* holds when frame ended processing */
Uint32 delay; /* calculated delay, how long should we wait before next frame? */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
fatalError("could not initialize SDL");
}
window =
SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
renderer = SDL_CreateRenderer(window, 0, 0);
/* initialize the mixer */
SDL_memset(&mixer, 0, sizeof(mixer));
/* setup output format */
mixer.outputSpec.freq = 44100;
mixer.outputSpec.format = AUDIO_S16LSB;
mixer.outputSpec.channels = 2;
mixer.outputSpec.samples = 256;
mixer.outputSpec.callback = audioCallback;
mixer.outputSpec.userdata = NULL;
/* open audio for output */
if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
fatalError("Opening audio failed");
}
/* load our drum noises */
loadSound("ds_kick_big_amb.wav", &drums[3]);
loadSound("ds_brush_snare.wav", &drums[2]);
loadSound("ds_loose_skin_mute.wav", &drums[1]);
loadSound("ds_china.wav", &drums[0]);
/* setup positions, colors, and state of buttons */
initializeButtons();
/* enter main loop */
done = 0;
while (!done) {
startFrame = SDL_GetTicks();
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEBUTTONDOWN:
handleMouseButtonDown(&event);
break;
case SDL_MOUSEBUTTONUP:
handleMouseButtonUp(&event);
break;
case SDL_QUIT:
done = 1;
break;
}
}
render(renderer); /* draw buttons */
endFrame = SDL_GetTicks();
/* figure out how much time we have left, and then sleep */
delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame);
if (delay < 0) {
delay = 0;
} else if (delay > MILLESECONDS_PER_FRAME) {
delay = MILLESECONDS_PER_FRAME;
}
SDL_Delay(delay);
}
/* cleanup code, let's free up those sound buffers */
int i;
for (i = 0; i < NUM_DRUMS; i++) {
SDL_free(drums[i].buffer);
}
/* let SDL do its exit code */
SDL_Quit();
return 0;
}
@@ -1,81 +0,0 @@
/*
* rectangles.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <time.h>
#include "common.h"
void
render(SDL_Renderer *renderer)
{
Uint8 r, g, b;
/* Come up with a random rectangle */
SDL_Rect rect;
rect.w = randomInt(64, 128);
rect.h = randomInt(64, 128);
rect.x = randomInt(0, SCREEN_WIDTH);
rect.y = randomInt(0, SCREEN_HEIGHT);
/* Come up with a random color */
r = randomInt(50, 255);
g = randomInt(50, 255);
b = randomInt(50, 255);
/* Fill the rectangle in the color */
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderFillRect(renderer, &rect);
/* update screen */
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
if (SDL_Init(SDL_INIT_VIDEO/* | SDL_INIT_AUDIO */) < 0)
{
printf("Unable to initialize SDL");
}
SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
int landscape = 1;
int modes = SDL_GetNumDisplayModes(0);
int sx = 0, sy = 0;
for (int i = 0; i < modes; i++)
{
SDL_DisplayMode mode;
SDL_GetDisplayMode(0, i, &mode);
if (landscape ? mode.w > sx : mode.h > sy)
{
sx = mode.w;
sy = mode.h;
}
}
printf("picked: %d %d\n", sx, sy);
SDL_Window *_sdl_window = NULL;
SDL_GLContext _sdl_context = NULL;
_sdl_window = SDL_CreateWindow("fred",
0, 0,
sx, sy,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
SDL_SetHint("SDL_HINT_ORIENTATIONS", "LandscapeLeft LandscapeRight");
int ax = 0, ay = 0;
SDL_GetWindowSize(_sdl_window, &ax, &ay);
printf("given: %d %d\n", ax, ay);
return 0;
}
File diff suppressed because it is too large Load Diff
@@ -1,270 +0,0 @@
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}
-28
View File
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>com.yourcompany.${PRODUCT_NAME:identifier}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string></string>
</dict>
</plist>
-22
View File
@@ -1,22 +0,0 @@
TestiPhoneOS.xcodeproj contains targets to compile many of the SDL test programs for iPhone OS. Most of these test programs work fine, with the following exceptions:
testalpha:
Program crashes. Problem appears to effect Mac OS X as well.
testthread:
SIGTERM kills the process immediately without executing the 'kill' function. The posix standard says this shouldn't happen. Apple seems intent on having iPhone apps exit promptly when the user requests it, so maybe that's why(?)
testlock:
Locks appear to work, but there doesn't appear to be a simple way to send the process SIGINT.
testpalette:
"SDL error: blitting boat: Blit combination not supported." Happens on Mac OS X as well.
testsprite2:
SDL_CreateTextureFromSurface requests an ARGB pixel format, but iPhone's SDL video driver only supports ABGR.
testwin:
Behaves as it does under Mac OS X ... not sure if that is correctly or not.
threadwin:
Works if -threaded is not on. Otherwise it doesn't work, but this is true under Mac OS X as well.
File diff suppressed because it is too large Load Diff
@@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>http://www.libsdl.org</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>org.libsdl.SDL2</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>Simple DirectMedia Layer</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>2.0.4</string>
<key>CFBundleSignature</key>
<string>SDLX</string>
<key>CFBundleVersion</key>
<string>2.0.4</string>
</dict>
</plist>
File diff suppressed because it is too large Load Diff
@@ -1,43 +0,0 @@
#!/bin/sh
# WARNING: You may have to run Clean in Xcode after changing CODE_SIGN_IDENTITY!
# Verify that $CODE_SIGN_IDENTITY is set
if [ -z "$CODE_SIGN_IDENTITY" ] ; then
echo "CODE_SIGN_IDENTITY needs to be non-empty for codesigning frameworks!"
if [ "$CONFIGURATION" = "Release" ] ; then
exit 1
else
# Codesigning is optional for non-release builds.
exit 0
fi
fi
FRAMEWORK_DIR="${TARGET_BUILD_DIR}"
# Loop through all frameworks
FRAMEWORKS=`find "${FRAMEWORK_DIR}" -type d -name "*.framework" | sort -r`
RESULT=$?
if [[ $RESULT != 0 ]] ; then
exit 1
fi
for FRAMEWORK in $FRAMEWORKS;
do
if [[ "$CONFIGURATION" = "Release" ]]; then
echo "Stripping '${FRAMEWORK}'"
NAME=$(basename "${FRAMEWORK}" .framework)
xcrun strip -x "${FRAMEWORK}/${NAME}"
RESULT=$?
if [[ $RESULT != 0 ]] ; then
exit 1
fi
fi
echo "Signing '${FRAMEWORK}'"
codesign -f -v -s "${CODE_SIGN_IDENTITY}" "${FRAMEWORK}"
RESULT=$?
if [[ $RESULT != 0 ]] ; then
exit 1
fi
done
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,53 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Replace org.libsdl.app with the identifier of your game below, e.g.
com.gamemaker.game
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.libsdl.app"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto">
<!-- Android 2.3.3 -->
<uses-sdk android:minSdkVersion="10" android:targetSdkVersion="12" />
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
<!-- Allow writing to external storage -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<!-- Create a Java class extending SDLActivity and place it in a
directory under src matching the package, e.g.
src/com/gamemaker/game/MyGame.java
then replace "SDLActivity" with the name of your class (e.g. "MyGame")
in the XML below.
An example Java class can be found in README-android.txt
-->
<application android:label="@string/app_name"
android:icon="@drawable/ic_launcher"
android:allowBackup="true"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:hardwareAccelerated="true" >
<activity android:name="SDLActivity"
android:label="@string/app_name"
android:configChanges="keyboardHidden|orientation"
>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<!-- Drop file event -->
<!--
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<data android:mimeType="*/*" />
</intent-filter>
-->
</activity>
</application>
</manifest>
@@ -1,17 +0,0 @@
# This file is used to override default values used by the Ant build system.
#
# This file must be checked into Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.
@@ -1,17 +0,0 @@
# This file is used to override default values used by the Ant build system.
#
# This file must be checked in Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.
-93
View File
@@ -1,93 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- This should be changed to the name of your project -->
<project name="SDLActivity" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>
@@ -1,11 +0,0 @@
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "build.properties", and override values to adapt the script to your
# project structure.
# Project target.
target=android-12
@@ -1 +0,0 @@
include $(call all-subdir-makefiles)
@@ -1,6 +0,0 @@
# Uncomment this if you're using STL in your project
# See CPLUSPLUS-SUPPORT.html in the NDK documentation for more information
# APP_STL := stlport_static
APP_ABI := armeabi armeabi-v7a x86
@@ -1,19 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
SDL_PATH := ../SDL
LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include
# Add your application source files here...
LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \
YourSourceHere.c
LOCAL_SHARED_LIBRARIES := SDL2
LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
include $(BUILD_SHARED_LIBRARY)
@@ -1,12 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
LOCAL_SRC_FILES := YourSourceHere.c
LOCAL_STATIC_LIBRARIES := SDL2_static
include $(BUILD_SHARED_LIBRARY)
$(call import-module,SDL)LOCAL_PATH := $(call my-dir)
@@ -1,20 +0,0 @@
# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
<TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="Hello World, SDLActivity"
/>
</LinearLayout>
@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">SDL App</string>
</resources>
File diff suppressed because it is too large Load Diff
-19
View File
@@ -1,19 +0,0 @@
#!/bin/sh
#
echo "Generating build information using autoconf"
echo "This may take a while ..."
# Regenerate configuration files
cat acinclude/* >aclocal.m4
found=false
for autoconf in autoconf autoconf259 autoconf-2.59
do if which $autoconf >/dev/null 2>&1; then $autoconf && found=true; break; fi
done
if test x$found = xfalse; then
echo "Couldn't find autoconf, aborting"
exit 1
fi
(cd test; sh autogen.sh)
# Run configure for this platform
echo "Now you are ready to run ./configure"
@@ -1,135 +0,0 @@
#!/bin/bash
SOURCES=()
MKSOURCES=""
CURDIR=`pwd -P`
# Fetch sources
if [[ $# -ge 2 ]]; then
for src in ${@:2}
do
SOURCES+=($src)
MKSOURCES="$MKSOURCES $(basename $src)"
done
else
if [ -n "$1" ]; then
while read src
do
SOURCES+=($src)
MKSOURCES="$MKSOURCES $(basename $src)"
done
fi
fi
if [ -z "$1" ] || [ -z "$SOURCES" ]; then
echo "Usage: androidbuild.sh com.yourcompany.yourapp < sources.list"
echo "Usage: androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c"
echo "To copy SDL source instead of symlinking: COPYSOURCE=1 androidbuild.sh ... "
echo "You can pass additional arguments to ndk-build with the NDKARGS variable: NDKARGS=\"-s\" androidbuild.sh ..."
exit 1
fi
SDLPATH="$( cd "$(dirname "$0")/.." ; pwd -P )"
NDKBUILD=`which ndk-build`
if [ -z "$NDKBUILD" ];then
echo "Could not find the ndk-build utility, install Android's NDK and add it to the path"
exit 1
fi
ANDROID=`which android`
if [ -z "$ANDROID" ];then
echo "Could not find the android utility, install Android's SDK and add it to the path"
exit 1
fi
ANT=`which ant`
if [ -z "$ANT" ];then
echo "Could not find the ant utility, install Android's SDK and add it to the path"
exit 1
fi
NCPUS="1"
case "$OSTYPE" in
darwin*)
NCPU=`sysctl -n hw.ncpu`
;;
linux*)
if [ -n `which nproc` ]; then
NCPUS=`nproc`
fi
;;
*);;
esac
APP="$1"
APPARR=(${APP//./ })
BUILDPATH="$SDLPATH/build/$APP"
# Start Building
rm -rf $BUILDPATH
mkdir -p $BUILDPATH
cp -r $SDLPATH/android-project/* $BUILDPATH
# Copy SDL sources
mkdir -p $BUILDPATH/jni/SDL
if [ -z "$COPYSOURCE" ]; then
ln -s $SDLPATH/src $BUILDPATH/jni/SDL
ln -s $SDLPATH/include $BUILDPATH/jni/SDL
else
cp -r $SDLPATH/src $BUILDPATH/jni/SDL
cp -r $SDLPATH/include $BUILDPATH/jni/SDL
fi
cp -r $SDLPATH/Android.mk $BUILDPATH/jni/SDL
sed -i "s|YourSourceHere.c|$MKSOURCES|g" $BUILDPATH/jni/src/Android.mk
sed -i "s|org\.libsdl\.app|$APP|g" $BUILDPATH/AndroidManifest.xml
# Copy user sources
for src in "${SOURCES[@]}"
do
cp $src $BUILDPATH/jni/src
done
# Create an inherited Activity
cd $BUILDPATH/src
for folder in "${APPARR[@]}"
do
mkdir -p $folder
cd $folder
done
ACTIVITY="${folder}Activity"
sed -i "s|SDLActivity|$ACTIVITY|g" $BUILDPATH/AndroidManifest.xml
sed -i "s|SDLActivity|$APP|g" $BUILDPATH/build.xml
# Fill in a default Activity
echo "package $APP;" > "$ACTIVITY.java"
echo "import org.libsdl.app.SDLActivity;" >> "$ACTIVITY.java"
echo "public class $ACTIVITY extends SDLActivity {}" >> "$ACTIVITY.java"
# Update project and build
cd $BUILDPATH
$ANDROID update project --path $BUILDPATH
$NDKBUILD -j $NCPUS $NDKARGS
$ANT debug
cd $CURDIR
APK="$BUILDPATH/bin/$APP-debug.apk"
if [ -f "$APK" ]; then
echo "Your APK is ready at $APK"
echo "To install to your device: "
echo "cd $BUILDPATH"
echo "ant debug install"
exit 0
fi
echo "There was an error building the APK"
exit 1

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