From 104c9541d9510c2bb2b9aa478e90c54e6230dd8d Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Fri, 7 Oct 2016 17:46:58 -0700 Subject: [PATCH] Converted README documentation to DOS text format --- docs/README-android.md | 2 +- docs/README-cmake.md | 4 +- docs/README-directfb.md | 2 +- docs/README-dynapi.md | 260 +++++------ docs/README-emscripten.md | 74 +-- docs/README-hg.md | 6 +- docs/README-linux.md | 170 +++---- docs/README-nacl.md | 206 ++++---- docs/README-pandora.md | 6 +- docs/README-platforms.md | 16 +- docs/README-psp.md | 4 +- docs/README-touch.md | 2 +- docs/README-wince.md | 4 +- docs/README-windows.md | 82 ++-- docs/README-winrt.md | 956 +++++++++++++++++++------------------- docs/README.md | 126 ++--- 16 files changed, 960 insertions(+), 960 deletions(-) diff --git a/docs/README-android.md b/docs/README-android.md index bf7b1cdc6..da6f1d585 100644 --- a/docs/README-android.md +++ b/docs/README-android.md @@ -1,4 +1,4 @@ -Android +Android ================================================================================ Requirements: diff --git a/docs/README-cmake.md b/docs/README-cmake.md index 5b440c546..2ce11d7a0 100644 --- a/docs/README-cmake.md +++ b/docs/README-cmake.md @@ -1,6 +1,6 @@ -CMake +CMake ================================================================================ -(www.cmake.org) +(www.cmake.org) SDL's build system was traditionally based on autotools. Over time, this approach has suffered from several issues across the different supported diff --git a/docs/README-directfb.md b/docs/README-directfb.md index 7df8bb864..eeac42806 100644 --- a/docs/README-directfb.md +++ b/docs/README-directfb.md @@ -1,5 +1,5 @@ DirectFB -======== +======== Supports: diff --git a/docs/README-dynapi.md b/docs/README-dynapi.md index bfaecb344..96da4b8f2 100644 --- a/docs/README-dynapi.md +++ b/docs/README-dynapi.md @@ -1,130 +1,130 @@ -Dynamic API -================================================================================ -Originally posted by Ryan at: - https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U - -Background: - -- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, - but developers are shipping their own SDL2 with individual Steam games. - These games might stop getting updates, but a newer SDL2 might be needed later. - Certainly we'll always be fixing bugs in SDL, even if a new video target isn't - ever needed, and these fixes won't make it to a game shipping its own SDL. -- Even if we replace the SDL2 in those games with a compatible one, that is to - say, edit a developer's Steam depot (yuck!), there are developers that are - statically linking SDL2 that we can't do this for. We can't even force the - dynamic loader to ignore their SDL2 in this case, of course. -- If you don't ship an SDL2 with the game in some form, people that disabled the - Steam Runtime, or just tried to run the game from the command line instead of - Steam might find themselves unable to run the game, due to a missing dependency. -- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target - generic Linux boxes that may or may not have SDL2 installed, you have to ship - the library or risk a total failure to launch. So now, you might have to have - a non-Steam build plus a Steam build (that is, one with and one without SDL2 - included), which is inconvenient if you could have had one universal build - that works everywhere. -- We like the zlib license, but the biggest complaint from the open source - community about the license change is the static linking. The LGPL forced this - as a legal, not technical issue, but zlib doesn't care. Even those that aren't - concerned about the GNU freedoms found themselves solving the same problems: - swapping in a newer SDL to an older game often times can save the day. - Static linking stops this dead. - -So here's what we did: - -SDL now has, internally, a table of function pointers. So, this is what SDL_Init -now looks like: - - UInt32 SDL_Init(Uint32 flags) - { - return jump_table.SDL_Init(flags); - } - -Except that is all done with a bunch of macro magic so we don't have to maintain -every one of these. - -What is jump_table.SDL_init()? Eventually, that's a function pointer of the real -SDL_Init() that you've been calling all this time. But at startup, it looks more -like this: - - Uint32 SDL_Init_DEFAULT(Uint32 flags) - { - SDL_InitDynamicAPI(); - return jump_table.SDL_Init(flags); - } - -SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function -pointers, which means that this _DEFAULT function never gets called again. -First call to any SDL function sets the whole thing up. - -So you might be asking, what was the value in that? Isn't this what the operating -system's dynamic loader was supposed to do for us? Yes, but now we've got this -level of indirection, we can do things like this: - - export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 - ./MyGameThatIsStaticallyLinkedToSDL2 - -And now, this game that is staticallly linked to SDL, can still be overridden -with a newer, or better, SDL. The statically linked one will only be used as -far as calling into the jump table in this case. But in cases where no override -is desired, the statically linked version will provide its own jump table, -and everyone is happy. - -So now: -- Developers can statically link SDL, and users can still replace it. - (We'd still rather you ship a shared library, though!) -- Developers can ship an SDL with their game, Valve can override it for, say, - new features on SteamOS, or distros can override it for their own needs, - but it'll also just work in the default case. -- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), - and it'll do the right thing. -- End users (and Valve) can update a game's SDL in almost any case, - to keep abandoned games running on newer platforms. -- Everyone develops with SDL exactly as they have been doing all along. - Same headers, same ABI. Just get the latest version to enable this magic. - - -A little more about SDL_InitDynamicAPI(): - -Internally, InitAPI does some locking to make sure everything waits until a -single thread initializes everything (although even SDL_CreateThread() goes -through here before spinning a thread, too), and then decides if it should use -an external SDL library. If not, it sets up the jump table using the current -SDL's function pointers (which might be statically linked into a program, or in -a shared library of its own). If so, it loads that library and looks for and -calls a single function: - - SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); - -That function takes a version number (more on that in a moment), the address of -the jump table, and the size, in bytes, of the table. -Now, we've got policy here: this table's layout never changes; new stuff gets -added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all -the needed functions if tablesize <= sizeof its own jump table. If tablesize is -bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but -if it's smaller, we know we can provide the entire API that the caller needs. - -The version variable is a failsafe switch. -Right now it's always 1. This number changes when there are major API changes -(so we know if the tablesize might be smaller, or entries in it have changed). -Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not -inconceivable to have a small dispatch library that only supplies this one -function and loads different, otherwise-incompatible SDL libraries and has the -right one initialize the jump table based on the version. For something that -must generically catch lots of different versions of SDL over time, like the -Steam Client, this isn't a bad option. - -Finally, I'm sure some people are reading this and thinking, -"I don't want that overhead in my project!" -To which I would point out that the extra function call through the jump table -probably wouldn't even show up in a profile, but lucky you: this can all be -disabled. You can build SDL without this if you absolutely must, but we would -encourage you not to do that. However, on heavily locked down platforms like -iOS, or maybe when debugging, it makes sense to disable it. The way this is -designed in SDL, you just have to change one #define, and the entire system -vaporizes out, and SDL functions exactly like it always did. Most of it is -macro magic, so the system is contained to one C file and a few headers. -However, this is on by default and you have to edit a header file to turn it -off. Our hopes is that if we make it easy to disable, but not too easy, -everyone will ultimately be able to get what they want, but we've gently -nudged everyone towards what we think is the best solution. +Dynamic API +================================================================================ +Originally posted by Ryan at: + https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U + +Background: + +- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, + but developers are shipping their own SDL2 with individual Steam games. + These games might stop getting updates, but a newer SDL2 might be needed later. + Certainly we'll always be fixing bugs in SDL, even if a new video target isn't + ever needed, and these fixes won't make it to a game shipping its own SDL. +- Even if we replace the SDL2 in those games with a compatible one, that is to + say, edit a developer's Steam depot (yuck!), there are developers that are + statically linking SDL2 that we can't do this for. We can't even force the + dynamic loader to ignore their SDL2 in this case, of course. +- If you don't ship an SDL2 with the game in some form, people that disabled the + Steam Runtime, or just tried to run the game from the command line instead of + Steam might find themselves unable to run the game, due to a missing dependency. +- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target + generic Linux boxes that may or may not have SDL2 installed, you have to ship + the library or risk a total failure to launch. So now, you might have to have + a non-Steam build plus a Steam build (that is, one with and one without SDL2 + included), which is inconvenient if you could have had one universal build + that works everywhere. +- We like the zlib license, but the biggest complaint from the open source + community about the license change is the static linking. The LGPL forced this + as a legal, not technical issue, but zlib doesn't care. Even those that aren't + concerned about the GNU freedoms found themselves solving the same problems: + swapping in a newer SDL to an older game often times can save the day. + Static linking stops this dead. + +So here's what we did: + +SDL now has, internally, a table of function pointers. So, this is what SDL_Init +now looks like: + + UInt32 SDL_Init(Uint32 flags) + { + return jump_table.SDL_Init(flags); + } + +Except that is all done with a bunch of macro magic so we don't have to maintain +every one of these. + +What is jump_table.SDL_init()? Eventually, that's a function pointer of the real +SDL_Init() that you've been calling all this time. But at startup, it looks more +like this: + + Uint32 SDL_Init_DEFAULT(Uint32 flags) + { + SDL_InitDynamicAPI(); + return jump_table.SDL_Init(flags); + } + +SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function +pointers, which means that this _DEFAULT function never gets called again. +First call to any SDL function sets the whole thing up. + +So you might be asking, what was the value in that? Isn't this what the operating +system's dynamic loader was supposed to do for us? Yes, but now we've got this +level of indirection, we can do things like this: + + export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 + ./MyGameThatIsStaticallyLinkedToSDL2 + +And now, this game that is staticallly linked to SDL, can still be overridden +with a newer, or better, SDL. The statically linked one will only be used as +far as calling into the jump table in this case. But in cases where no override +is desired, the statically linked version will provide its own jump table, +and everyone is happy. + +So now: +- Developers can statically link SDL, and users can still replace it. + (We'd still rather you ship a shared library, though!) +- Developers can ship an SDL with their game, Valve can override it for, say, + new features on SteamOS, or distros can override it for their own needs, + but it'll also just work in the default case. +- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), + and it'll do the right thing. +- End users (and Valve) can update a game's SDL in almost any case, + to keep abandoned games running on newer platforms. +- Everyone develops with SDL exactly as they have been doing all along. + Same headers, same ABI. Just get the latest version to enable this magic. + + +A little more about SDL_InitDynamicAPI(): + +Internally, InitAPI does some locking to make sure everything waits until a +single thread initializes everything (although even SDL_CreateThread() goes +through here before spinning a thread, too), and then decides if it should use +an external SDL library. If not, it sets up the jump table using the current +SDL's function pointers (which might be statically linked into a program, or in +a shared library of its own). If so, it loads that library and looks for and +calls a single function: + + SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); + +That function takes a version number (more on that in a moment), the address of +the jump table, and the size, in bytes, of the table. +Now, we've got policy here: this table's layout never changes; new stuff gets +added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all +the needed functions if tablesize <= sizeof its own jump table. If tablesize is +bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but +if it's smaller, we know we can provide the entire API that the caller needs. + +The version variable is a failsafe switch. +Right now it's always 1. This number changes when there are major API changes +(so we know if the tablesize might be smaller, or entries in it have changed). +Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not +inconceivable to have a small dispatch library that only supplies this one +function and loads different, otherwise-incompatible SDL libraries and has the +right one initialize the jump table based on the version. For something that +must generically catch lots of different versions of SDL over time, like the +Steam Client, this isn't a bad option. + +Finally, I'm sure some people are reading this and thinking, +"I don't want that overhead in my project!" +To which I would point out that the extra function call through the jump table +probably wouldn't even show up in a profile, but lucky you: this can all be +disabled. You can build SDL without this if you absolutely must, but we would +encourage you not to do that. However, on heavily locked down platforms like +iOS, or maybe when debugging, it makes sense to disable it. The way this is +designed in SDL, you just have to change one #define, and the entire system +vaporizes out, and SDL functions exactly like it always did. Most of it is +macro magic, so the system is contained to one C file and a few headers. +However, this is on by default and you have to edit a header file to turn it +off. Our hopes is that if we make it easy to disable, but not too easy, +everyone will ultimately be able to get what they want, but we've gently +nudged everyone towards what we think is the best solution. diff --git a/docs/README-emscripten.md b/docs/README-emscripten.md index 62012db72..1f445f5c8 100644 --- a/docs/README-emscripten.md +++ b/docs/README-emscripten.md @@ -1,37 +1,37 @@ -Emscripten -================================================================================ - -Build: - - $ mkdir build - $ cd build - $ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2" - $ emmake make - -Or with cmake: - - $ mkdir build - $ cd build - $ emcmake cmake .. - $ emmake make - -To build one of the tests: - - $ cd test/ - $ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html - -Uses GLES2 renderer or software - -tests: https://dl.dropboxusercontent.com/u/17360362/SDL2-em/index.html - -Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere): - -SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/): - - $ EMCONFIGURE_JS=1 emconfigure ../configure - build as usual... - -SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx): - - $ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx - build as usual... +Emscripten +================================================================================ + +Build: + + $ mkdir build + $ cd build + $ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2" + $ emmake make + +Or with cmake: + + $ mkdir build + $ cd build + $ emcmake cmake .. + $ emmake make + +To build one of the tests: + + $ cd test/ + $ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html + +Uses GLES2 renderer or software + +tests: https://dl.dropboxusercontent.com/u/17360362/SDL2-em/index.html + +Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere): + +SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/): + + $ EMCONFIGURE_JS=1 emconfigure ../configure + build as usual... + +SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx): + + $ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx + build as usual... diff --git a/docs/README-hg.md b/docs/README-hg.md index 6e18bab0a..67bf98f2b 100644 --- a/docs/README-hg.md +++ b/docs/README-hg.md @@ -1,6 +1,6 @@ -Mercurial -========= - +Mercurial +========= + The latest development version of SDL is available via Mercurial. Mercurial allows you to get up-to-the-minute fixes and enhancements; as a developer works on a source tree, you can use "hg" to mirror that diff --git a/docs/README-linux.md b/docs/README-linux.md index 8408e36ee..f676727e1 100644 --- a/docs/README-linux.md +++ b/docs/README-linux.md @@ -1,85 +1,85 @@ -Linux -================================================================================ - -By default SDL will only link against glibc, the rest of the features will be -enabled dynamically at runtime depending on the available features on the target -system. So, for example if you built SDL with Xinerama support and the target -system does not have the Xinerama libraries installed, it will be disabled -at runtime, and you won't get a missing library error, at least with the -default configuration parameters. - - -================================================================================ -Build Dependencies -================================================================================ - -Ubuntu 13.04, all available features enabled: - -sudo apt-get install build-essential mercurial make cmake autoconf automake \ -libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \ -libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \ -libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \ -libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev - -Ubuntu 16.04 can also add "libwayland-dev libxkbcommon-dev wayland-protocols" -to that command line for Wayland support. - -Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command -line for Mir support. - -NOTES: -- This includes all the audio targets except arts, because Ubuntu pulled the - artsc0-dev package, but in theory SDL still supports it. -- DirectFB isn't included because the configure script (currently) fails to find - it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the - configure script to include DirectFB support. Send patches. :) - - -================================================================================ -Joystick does not work -================================================================================ - -If you compiled or are using a version of SDL with udev support (and you should!) -there's a few issues that may cause SDL to fail to detect your joystick. To -debug this, start by installing the evtest utility. On Ubuntu/Debian: - - sudo apt-get install evtest - -Then run: - - sudo evtest - -You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" -Now run: - - cat /dev/input/event/XX - -If you get a permission error, you need to set a udev rule to change the mode of -your device (see below) - -Also, try: - - sudo udevadm info --query=all --name=input/eventXX - -If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it, -you need to set up an udev rule to force this variable. - -A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks -like: - - SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" - SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" - -You can set up similar rules for your device by changing the values listed in -idProduct and idVendor. To obtain these values, try: - - sudo udevadm info -a --name=input/eventXX | grep idVendor - sudo udevadm info -a --name=input/eventXX | grep idProduct - -If multiple values come up for each of these, the one you want is the first one of each. - -On other systems which ship with an older udev (such as CentOS), you may need -to set up a rule such as: - - SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" - +Linux +================================================================================ + +By default SDL will only link against glibc, the rest of the features will be +enabled dynamically at runtime depending on the available features on the target +system. So, for example if you built SDL with Xinerama support and the target +system does not have the Xinerama libraries installed, it will be disabled +at runtime, and you won't get a missing library error, at least with the +default configuration parameters. + + +================================================================================ +Build Dependencies +================================================================================ + +Ubuntu 13.04, all available features enabled: + +sudo apt-get install build-essential mercurial make cmake autoconf automake \ +libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \ +libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \ +libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \ +libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev + +Ubuntu 16.04 can also add "libwayland-dev libxkbcommon-dev wayland-protocols" +to that command line for Wayland support. + +Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command +line for Mir support. + +NOTES: +- This includes all the audio targets except arts, because Ubuntu pulled the + artsc0-dev package, but in theory SDL still supports it. +- DirectFB isn't included because the configure script (currently) fails to find + it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the + configure script to include DirectFB support. Send patches. :) + + +================================================================================ +Joystick does not work +================================================================================ + +If you compiled or are using a version of SDL with udev support (and you should!) +there's a few issues that may cause SDL to fail to detect your joystick. To +debug this, start by installing the evtest utility. On Ubuntu/Debian: + + sudo apt-get install evtest + +Then run: + + sudo evtest + +You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" +Now run: + + cat /dev/input/event/XX + +If you get a permission error, you need to set a udev rule to change the mode of +your device (see below) + +Also, try: + + sudo udevadm info --query=all --name=input/eventXX + +If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it, +you need to set up an udev rule to force this variable. + +A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks +like: + + SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" + SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" + +You can set up similar rules for your device by changing the values listed in +idProduct and idVendor. To obtain these values, try: + + sudo udevadm info -a --name=input/eventXX | grep idVendor + sudo udevadm info -a --name=input/eventXX | grep idProduct + +If multiple values come up for each of these, the one you want is the first one of each. + +On other systems which ship with an older udev (such as CentOS), you may need +to set up a rule such as: + + SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" + diff --git a/docs/README-nacl.md b/docs/README-nacl.md index 4c9432b69..53ada33c3 100644 --- a/docs/README-nacl.md +++ b/docs/README-nacl.md @@ -1,103 +1,103 @@ -Native Client -================================================================================ - -Requirements: - -* Native Client SDK (https://developer.chrome.com/native-client), - (tested with Pepper version 33 or higher). - -The SDL backend for Chrome's Native Client has been tested only with the PNaCl -toolchain, which generates binaries designed to run on ARM and x86_32/64 -platforms. This does not mean it won't work with the other toolchains! - -================================================================================ -Building SDL for NaCl -================================================================================ - -Set up the right environment variables (see naclbuild.sh), then configure SDL with: - - configure --host=pnacl --prefix some/install/destination - -Then "make". - -As an example of how to create a deployable app a Makefile project is provided -in test/nacl/Makefile, which includes some monkey patching of the common.mk file -provided by NaCl, without which linking properly to SDL won't work (the search -path can't be modified externally, so the linker won't find SDL's binaries unless -you dump them into the SDK path, which is inconvenient). -Also provided in test/nacl is the required support file, such as index.html, -manifest.json, etc. -SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. -This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem), -hiding the asynchronous nature of the browser behind the scenes...which is not the -same as making it disappear! - - -================================================================================ -Running tests -================================================================================ - -Due to the nature of NaCl programs, building and running SDL tests is not as -straightforward as one would hope. The script naclbuild.sh in build-scripts -automates the process and should serve as a guide for users of SDL trying to build -their own applications. - -Basic usage: - - ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) - -This will build testgles2.c by default. - -If you want to build a different test, for example testrendercopyex.c: - - SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 - -Once the build finishes, you have to serve the contents with a web server (the -script will give you instructions on how to do that with Python). - -================================================================================ -RWops and nacl_io -================================================================================ - -SDL_RWops work transparently with nacl_io. Two functions control the mount points: - - int mount(const char* source, const char* target, - const char* filesystemtype, - unsigned long mountflags, const void *data); - int umount(const char *target); - - For convenience, SDL will by default mount an httpfs tree at / before calling -the app's main function. Such setting can be overridden by calling: - - umount("/"); - -And then mounting a different filesystem at / - -It's important to consider that the asynchronous nature of file operations on a -browser is hidden from the application, effectively providing the developer with -a set of blocking file operations just like you get in a regular desktop -environment, which eases the job of porting to Native Client, but also introduces -a set of challenges of its own, in particular when big file sizes and slow -connections are involved. - -For more information on how nacl_io and mount points work, see: - - https://developer.chrome.com/native-client/devguide/coding/nacl_io - https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h - -To be able to save into the directory "/save/" (like backup of game) : - - mount("", "/save", "html5fs", 0, "type=PERSISTENT"); - -And add to manifest.json : - - "permissions": [ - "unlimitedStorage" - ] - -================================================================================ -TODO - Known Issues -================================================================================ -* Testing of all systems with a real application (something other than SDL's tests) -* Key events don't seem to work properly - +Native Client +================================================================================ + +Requirements: + +* Native Client SDK (https://developer.chrome.com/native-client), + (tested with Pepper version 33 or higher). + +The SDL backend for Chrome's Native Client has been tested only with the PNaCl +toolchain, which generates binaries designed to run on ARM and x86_32/64 +platforms. This does not mean it won't work with the other toolchains! + +================================================================================ +Building SDL for NaCl +================================================================================ + +Set up the right environment variables (see naclbuild.sh), then configure SDL with: + + configure --host=pnacl --prefix some/install/destination + +Then "make". + +As an example of how to create a deployable app a Makefile project is provided +in test/nacl/Makefile, which includes some monkey patching of the common.mk file +provided by NaCl, without which linking properly to SDL won't work (the search +path can't be modified externally, so the linker won't find SDL's binaries unless +you dump them into the SDK path, which is inconvenient). +Also provided in test/nacl is the required support file, such as index.html, +manifest.json, etc. +SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. +This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem), +hiding the asynchronous nature of the browser behind the scenes...which is not the +same as making it disappear! + + +================================================================================ +Running tests +================================================================================ + +Due to the nature of NaCl programs, building and running SDL tests is not as +straightforward as one would hope. The script naclbuild.sh in build-scripts +automates the process and should serve as a guide for users of SDL trying to build +their own applications. + +Basic usage: + + ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) + +This will build testgles2.c by default. + +If you want to build a different test, for example testrendercopyex.c: + + SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 + +Once the build finishes, you have to serve the contents with a web server (the +script will give you instructions on how to do that with Python). + +================================================================================ +RWops and nacl_io +================================================================================ + +SDL_RWops work transparently with nacl_io. Two functions control the mount points: + + int mount(const char* source, const char* target, + const char* filesystemtype, + unsigned long mountflags, const void *data); + int umount(const char *target); + + For convenience, SDL will by default mount an httpfs tree at / before calling +the app's main function. Such setting can be overridden by calling: + + umount("/"); + +And then mounting a different filesystem at / + +It's important to consider that the asynchronous nature of file operations on a +browser is hidden from the application, effectively providing the developer with +a set of blocking file operations just like you get in a regular desktop +environment, which eases the job of porting to Native Client, but also introduces +a set of challenges of its own, in particular when big file sizes and slow +connections are involved. + +For more information on how nacl_io and mount points work, see: + + https://developer.chrome.com/native-client/devguide/coding/nacl_io + https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h + +To be able to save into the directory "/save/" (like backup of game) : + + mount("", "/save", "html5fs", 0, "type=PERSISTENT"); + +And add to manifest.json : + + "permissions": [ + "unlimitedStorage" + ] + +================================================================================ +TODO - Known Issues +================================================================================ +* Testing of all systems with a real application (something other than SDL's tests) +* Key events don't seem to work properly + diff --git a/docs/README-pandora.md b/docs/README-pandora.md index e50e0c279..a0277634b 100644 --- a/docs/README-pandora.md +++ b/docs/README-pandora.md @@ -1,7 +1,7 @@ -Pandora +Pandora ===================================================================== - -( http://openpandora.org/ ) + +( http://openpandora.org/ ) - A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES support to work on the pandora under the framebuffer. This driver do not have input support for now, so if you use it you will have to add your own control code. diff --git a/docs/README-platforms.md b/docs/README-platforms.md index 14454ec5d..711557dc0 100644 --- a/docs/README-platforms.md +++ b/docs/README-platforms.md @@ -1,8 +1,8 @@ -Platforms -========= - -We maintain the list of supported platforms on our wiki now, and how to -build and install SDL for those platforms: - - https://wiki.libsdl.org/Installation - +Platforms +========= + +We maintain the list of supported platforms on our wiki now, and how to +build and install SDL for those platforms: + + https://wiki.libsdl.org/Installation + diff --git a/docs/README-psp.md b/docs/README-psp.md index 41fc9040a..e8911363d 100644 --- a/docs/README-psp.md +++ b/docs/README-psp.md @@ -1,5 +1,5 @@ -PSP -====== +PSP +====== SDL port for the Sony PSP contributed by Captian Lex diff --git a/docs/README-touch.md b/docs/README-touch.md index da781253d..09188b81d 100644 --- a/docs/README-touch.md +++ b/docs/README-touch.md @@ -1,4 +1,4 @@ -Touch +Touch =========================================================================== System Specific Notes =========================================================================== diff --git a/docs/README-wince.md b/docs/README-wince.md index c543ed65d..d5fb64fcb 100644 --- a/docs/README-wince.md +++ b/docs/README-wince.md @@ -1,5 +1,5 @@ -WinCE -===== +WinCE +===== Windows CE is no longer supported by SDL. diff --git a/docs/README-windows.md b/docs/README-windows.md index 076b1556e..de6e606bc 100644 --- a/docs/README-windows.md +++ b/docs/README-windows.md @@ -1,41 +1,41 @@ -Windows -================================================================================ - -================================================================================ -OpenGL ES 2.x support -================================================================================ - -SDL has support for OpenGL ES 2.x under Windows via two alternative -implementations. -The most straightforward method consists in running your app in a system with -a graphic card paired with a relatively recent (as of November of 2013) driver -which supports the WGL_EXT_create_context_es2_profile extension. Vendors known -to ship said extension on Windows currently include nVidia and Intel. - -The other method involves using the ANGLE library (https://code.google.com/p/angleproject/) -If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile -extension is found, SDL will try to load the libEGL.dll library provided by -ANGLE. -To obtain the ANGLE binaries, you can either compile from source from -https://chromium.googlesource.com/angle/angle or copy the relevant binaries from -a recent Chrome/Chromium install for Windows. The files you need are: - - * libEGL.dll - * libGLESv2.dll - * d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) - or... - * d3dcompiler_43.dll (supports Windows XP or later) - -If you compile ANGLE from source, you can configure it so it does not need the -d3dcompiler_* DLL at all (for details on this, see their documentation). -However, by default SDL will try to preload the d3dcompiler_46.dll to -comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to -support Windows XP) or to skip this step at all, you can use the -SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details). - -Known Bugs: - - * SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears - that there's a bug in the library which prevents the window contents from - refreshing if this is set to anything other than the default value. - +Windows +================================================================================ + +================================================================================ +OpenGL ES 2.x support +================================================================================ + +SDL has support for OpenGL ES 2.x under Windows via two alternative +implementations. +The most straightforward method consists in running your app in a system with +a graphic card paired with a relatively recent (as of November of 2013) driver +which supports the WGL_EXT_create_context_es2_profile extension. Vendors known +to ship said extension on Windows currently include nVidia and Intel. + +The other method involves using the ANGLE library (https://code.google.com/p/angleproject/) +If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile +extension is found, SDL will try to load the libEGL.dll library provided by +ANGLE. +To obtain the ANGLE binaries, you can either compile from source from +https://chromium.googlesource.com/angle/angle or copy the relevant binaries from +a recent Chrome/Chromium install for Windows. The files you need are: + + * libEGL.dll + * libGLESv2.dll + * d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) + or... + * d3dcompiler_43.dll (supports Windows XP or later) + +If you compile ANGLE from source, you can configure it so it does not need the +d3dcompiler_* DLL at all (for details on this, see their documentation). +However, by default SDL will try to preload the d3dcompiler_46.dll to +comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to +support Windows XP) or to skip this step at all, you can use the +SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details). + +Known Bugs: + + * SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears + that there's a bug in the library which prevents the window contents from + refreshing if this is set to anything other than the default value. + diff --git a/docs/README-winrt.md b/docs/README-winrt.md index cccbbeaa8..8c92d7d79 100644 --- a/docs/README-winrt.md +++ b/docs/README-winrt.md @@ -1,478 +1,478 @@ -WinRT -===== - -This port allows SDL applications to run on Microsoft's platforms that require -use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases, -refer to them as either "Windows Store", or for Windows 10, "UWP" apps. - -Some of the operating systems that include WinRT, are: - -* Windows 10, via its Universal Windows Platform (UWP) APIs -* Windows 8.x -* Windows RT 8.x (aka. Windows 8.x for ARM processors) -* Windows Phone 8.x - - -Requirements ------------- - -* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012 - - Free, "Community" or "Express" editions may be used, so long as they - include support for either "Windows Store" or "Windows Phone" apps. - "Express" versions marked as supporting "Windows Desktop" development - typically do not include support for creating WinRT apps, to note. - (The "Community" editions of Visual C++ do, however, support both - desktop/Win32 and WinRT development). - - Visual C++ 2012 can only build apps that target versions 8.0 of Windows, - or Windows Phone. 8.0-targetted apps will run on devices running 8.1 - editions of Windows, however they will not be able to take advantage of - 8.1-specific features. - - Visual C++ 2013 cannot create app projects that target Windows 8.0. - Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0, - Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional - Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8", - allows Visual C++ 2013 to load and build Windows 8.0 projects that were - created with Visual C++ 2012, so long as Visual C++ 2012 is installed - on the same machine. More details on targeting different versions of - Windows can found at the following web pages: - - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx) - - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools) -* A valid Microsoft account - This requirement is not imposed by SDL, but - rather by Microsoft's Visual C++ toolchain. This is required to launch or - debug apps. - - -Status ------- - -Here is a rough list of what works, and what doens't: - -* What works: - * compilation via Visual C++ 2012 through 2015 - * compile-time platform detection for SDL programs. The C/C++ #define, - `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT. - * GPU-accelerated 2D rendering, via SDL_Renderer. - * OpenGL ES 2, via the ANGLE library (included separately from SDL) - * software rendering, via either SDL_Surface (optionally in conjunction with - SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the - SDL_Renderer APIs - * threads - * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(), - SDL_GetPerformanceFrequency(), etc.) - * file I/O via SDL_RWops - * mouse input (unsupported on Windows Phone) - * audio, via a modified version of SDL's XAudio2 backend - * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading - anything outside of the app is not supported. - * system path retrieval via SDL's filesystem APIs - * game controllers. Support is provided via the SDL_Joystick and - SDL_GameController APIs, and is backed by Microsoft's XInput API. - * multi-touch input - * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as - appropriate. - * window events - * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can - choose to render content directly via Direct3D, using SDL to manage the - internal WinRT window, as well as input and audio. (Use - SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into - IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.) - -* What partially works: - * keyboard input. Most of WinRT's documented virtual keys are supported, as - well as many keys with documented hardware scancodes. Converting - SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs - (MapVirualKey()) in Microsoft's Windows Store / UWP APIs. - * SDLmain. WinRT uses a different signature for each app's main() function. - SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp - (in `SDL\src\main\winrt\`) directly in order for their C-style main() - functions to be called. - -* What doesn't work: - * compilation with anything other than Visual C++ - * programmatically-created custom cursors. These don't appear to be supported - by WinRT. Different OS-provided cursors can, however, be created via - SDL_CreateSystemCursor() (unsupported on Windows Phone) - * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently - supported by WinRT itself. - * joysticks and game controllers that aren't supported by Microsoft's XInput - API. - * turning off VSync when rendering on Windows Phone. Attempts to turn VSync - off on Windows Phone result either in Direct3D not drawing anything, or it - forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get - turned-on on Windows Phone. This limitation is not present in non-Phone - WinRT (such as Windows 8.x), where turning off VSync appears to work. - * probably anything else that's not listed as supported - - - -Upgrade Notes -------------- - -#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3 - -SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath(). -The fixes may affect older, SDL 2.0.3-based apps' save data. Please note -that these changes only apply to SDL-based WinRT apps, and not to apps for -any other platform. - -1. SDL_GetPrefPath() would return an invalid path, one in which the path's - directory had not been created. Attempts to create files there - (via fopen(), for example), would fail, unless that directory was - explicitly created beforehand. - -2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside - a WinRT 'Roaming' folder, the contents of which get automatically - synchronized across multiple devices. This process can occur while an - application runs, and can cause existing save-data to be overwritten - at unexpected times, with data from other devices. (Windows Phone apps - written with SDL 2.0.3 did not utilize a Roaming folder, due to API - restrictions in Windows Phone 8.0). - - -SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by: - -1. making sure that SDL_GetPrefPath() returns a directory in which data - can be written to immediately, without first needing to create directories. - -2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the - contents of which do not automatically get synchronized across devices - (and which require less work to use safely, in terms of data integrity). - -Apps that wish to get their Roaming folder's path can do so either by using -SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a -UCS-2/wide-char string), or directly through the WinRT class, -Windows.Storage.ApplicationData. - - - -Setup, High-Level Steps ------------------------ - -The steps for setting up a project for an SDL/WinRT app looks like the -following, at a high-level: - -1. create a new Visual C++ project using Microsoft's template for a, - "Direct3D App". -2. remove most of the files from the project. -3. make your app's project directly reference SDL/WinRT's own Visual C++ - project file, via use of Visual C++'s "References" dialog. This will setup - the linker, and will copy SDL's .dll files to your app's final output. -4. adjust your app's build settings, at minimum, telling it where to find SDL's - header files. -5. add files that contains a WinRT-appropriate main function, along with some - data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls) - work properly. -6. add SDL-specific app code. -7. build and run your app. - - -Setup, Detailed Steps ---------------------- - -### 1. Create a new project ### - -Create a new project using one of Visual C++'s templates for a plain, non-XAML, -"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you -don't see one of these templates, in Visual C++'s 'New Project' dialog, try -using the textbox titled, 'Search Installed Templates' to look for one. - - -### 2. Remove unneeded files from the project ### - -In the new project, delete any file that has one of the following extensions: - -- .cpp -- .h -- .hlsl - -When you are done, you should be left with a few files, each of which will be a -necessary part of your app's project. These files will consist of: - -- an .appxmanifest file, which contains metadata on your WinRT app. This is - similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android. -- a few .png files, one of which is a splash screen (displayed when your app - launches), others are app icons. -- a .pfx file, used for code signing purposes. - - -### 3. Add references to SDL's project files ### - -SDL/WinRT can be built in multiple variations, spanning across three different -CPU architectures (x86, x64, and ARM) and two different configurations -(Debug and Release). WinRT and Visual C++ do not currently provide a means -for combining multiple variations of one library into a single file. -Furthermore, it does not provide an easy means for copying pre-built .dll files -into your app's final output (via Post-Build steps, for example). It does, -however, provide a system whereby an app can reference the MSVC projects of -libraries such that, when the app is built: - -1. each library gets built for the appropriate CPU architecture(s) and WinRT - platform(s). -2. each library's output, such as .dll files, get copied to the app's build - output. - -To set this up for SDL/WinRT, you'll need to run through the following steps: - -1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then - "Solution Explorer") -2. right click on your app's solution. -3. navigate to "Add", then to "Existing Project..." -4. find SDL/WinRT's Visual C++ project file and open it. Different project - files exist for different WinRT platforms. All of them are in SDL's - source distribution, in the following directories: - * `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps - * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps - * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps - * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps -5. once the project has been added, right-click on your app's project and - select, "References..." -6. click on the button titled, "Add New Reference..." -7. check the box next to SDL -8. click OK to close the dialog -9. SDL will now show up in the list of references. Click OK to close that - dialog. - -Your project is now linked to SDL's project, insofar that when the app is -built, SDL will be built as well, with its build output getting included with -your app. - - -### 4. Adjust Your App's Build Settings ### - -Some build settings need to be changed in your app's project. This guide will -outline the following: - -- making sure that the compiler knows where to find SDL's header files -- **Optional for C++, but NECESSARY for compiling C code:** telling the - compiler not to use Microsoft's C++ extensions for WinRT development. -- **Optional:** telling the compiler not generate errors due to missing - precompiled header files. - -To change these settings: - -1. right-click on the project -2. choose "Properties" -3. in the drop-down box next to "Configuration", choose, "All Configurations" -4. in the drop-down box next to "Platform", choose, "All Platforms" -5. in the left-hand list, expand the "C/C++" section -6. select "General" -7. edit the "Additional Include Directories" setting, and add a path to SDL's - "include" directory -8. **Optional: to enable compilation of C code:** change the setting for - "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're - working with a completely C++ based project, this step can usually be - omitted. -9. **Optional: to disable precompiled headers (which can produce - 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand - list, select "Precompiled Headers", then change the setting for "Precompiled - Header" from "Use (/Yu)" to "Not Using Precompiled Headers". -10. close the dialog, saving settings, by clicking the "OK" button - - -### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ### - -A few files should be included directly in your app's MSVC project, specifically: -1. a WinRT-appropriate main function (which is different than main() functions on - other platforms) -2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor - (if and when the app needs to do so). *If this cursor resource is not - included, mouse-position reporting may fail if and when the cursor is - hidden, due to possible bugs/design-oddities in Windows itself.* - -To include these files: - -1. right-click on your project (again, in Visual C++'s Solution Explorer), - navigate to "Add", then choose "Existing Item...". -2. navigate to the directory containing SDL's source code, then into its - subdirectory, 'src/main/winrt/'. Select, then add, the following files: - - `SDL_winrt_main_NonXAML.cpp` - - `SDL2-WinRTResources.rc` - - `SDL2-WinRTResource_BlankCursor.cur` -3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your - project), then click on "Properties...". -4. in the drop-down box next to "Configuration", choose, "All Configurations" -5. in the drop-down box next to "Platform", choose, "All Platforms" -6. in the left-hand list, click on "C/C++" -7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)". -8. click the OK button. This will close the dialog. - - -**NOTE: C++/CX compilation is currently required in at least one file of your -app's project. This is to make sure that Visual C++'s linker builds a 'Windows -Metadata' file (.winmd) for your app. Not doing so can lead to build errors.** - - -### 6. Add app code and assets ### - -At this point, you can add in SDL-specific source code. Be sure to include a -C-style main function (ie: `int main(int argc, char *argv[])`). From there you -should be able to create a single `SDL_Window` (WinRT apps can only have one -window, at present), as well as an `SDL_Renderer`. Direct3D will be used to -draw content. Events are received via SDL's usual event functions -(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets, -you can start adding them to the project now. If not, or if you would like to -make sure that you're setup correctly, some short and simple sample code is -provided below. - - -#### 6.A. ... when creating a new app #### - -If you are creating a new app (rather than porting an existing SDL-based app), -or if you would just like a simple app to test SDL/WinRT with before trying to -get existing code working, some working SDL/WinRT code is provided below. To -set this up: - -1. right click on your app's project -2. select Add, then New Item. An "Add New Item" dialog will show up. -3. from the left-hand list, choose "Visual C++" -4. from the middle/main list, choose "C++ File (.cpp)" -5. near the bottom of the dialog, next to "Name:", type in a name for your -source file, such as, "main.cpp". -6. click on the Add button. This will close the dialog, add the new file to -your project, and open the file in Visual C++'s text editor. -7. Copy and paste the following code into the new file, then save it. - - - #include - - int main(int argc, char **argv) - { - SDL_DisplayMode mode; - SDL_Window * window = NULL; - SDL_Renderer * renderer = NULL; - SDL_Event evt; - - if (SDL_Init(SDL_INIT_VIDEO) != 0) { - return 1; - } - - if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { - return 1; - } - - if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { - return 1; - } - - while (1) { - while (SDL_PollEvent(&evt)) { - } - - SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); - SDL_RenderClear(renderer); - SDL_RenderPresent(renderer); - } - } - - -#### 6.B. Adding code and assets #### - -If you have existing code and assets that you'd like to add, you should be able -to add them now. The process for adding a set of files is as such. - -1. right click on the app's project -2. select Add, then click on "New Item..." -3. open any source, header, or asset files as appropriate. Support for C and -C++ is available. - -Do note that WinRT only supports a subset of the APIs that are available to -Win32-based apps. Many portions of the Win32 API and the C runtime are not -available. - -A list of unsupported C APIs can be found at - - -General information on using the C runtime in WinRT can be found at - - -A list of supported Win32 APIs for WinRT apps can be found at -. To note, -the list of supported Win32 APIs for Windows Phone 8.0 is different. -That list can be found at - - - -### 7. Build and run your app ### - -Your app project should now be setup, and you should be ready to build your app. -To run it on the local machine, open the Debug menu and choose "Start -Debugging". This will build your app, then run your app full-screen. To switch -out of your app, press the Windows key. Alternatively, you can choose to run -your app in a window. To do this, before building and running your app, find -the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand -this by clicking on the arrow on the right side of the list, then click on -Simulator. Once you do that, any time you build and run the app, the app will -launch in window, rather than full-screen. - - -#### 7.A. Running apps on older, ARM-based, "Windows RT" devices #### - -**These instructions do not include Windows Phone, despite Windows Phone -typically running on ARM processors.** They are specifically for devices -that use the "Windows RT" operating system, which was a modified version of -Windows 8.x that ran primarily on ARM-based tablet computers. - -To build and run the app on ARM-based, "Windows RT" devices, you'll need to: - -- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and - debugs ARM-based apps via IP networks. -- change a few options on the development machine, both to make sure it builds - for ARM (rather than x86 or x64), and to make sure it knows how to find the - Windows RT device (on the network). - -Microsoft's Remote Debugger can be found at -. Please note -that separate versions of this debugger exist for different versions of Visual -C++, one each for MSVC 2015, 2013, and 2012. - -To setup Visual C++ to launch your app on an ARM device: - -1. make sure the Remote Debugger is running on your ARM device, and that it's on - the same IP network as your development machine. -2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click - it, then change the value to "ARM". -3. make sure Visual C++ knows the hostname or IP address of the ARM device. To - do this: - 1. open the app project's properties - 2. select "Debugging" - 3. next to "Machine Name", enter the hostname or IP address of the ARM - device - 4. if, and only if, you've turned off authentication in the Remote Debugger, - then change the setting for "Require Authentication" to No - 5. click "OK" -4. build and run the app (from Visual C++). The first time you do this, a - prompt will show up on the ARM device, asking for a Microsoft Account. You - do, unfortunately, need to log in here, and will need to follow the - subsequent registration steps in order to launch the app. After you do so, - if the app didn't already launch, try relaunching it again from within Visual - C++. - - -Troubleshooting ---------------- - -#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'" - -Try adding the following to your linker flags. In MSVC, this can be done by -right-clicking on the app project, navigating to Configuration Properties -> -Linker -> Command Line, then adding them to the Additional Options -section. - -* For Release builds / MSVC-Configurations, add: - - /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib - -* For Debug builds / MSVC-Configurations, add: - - /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib - - -#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values - -This may be caused by a bug in Windows itself, whereby hiding the mouse -cursor can cause mouse-position reporting to fail. - -SDL provides a workaround for this, but it requires that an app links to a -set of Win32-style cursor image-resource files. A copy of suitable resource -files can be found in `src/main/winrt/`. Adding them to an app's Visual C++ -project file should be sufficient to get the app to use them. +WinRT +===== + +This port allows SDL applications to run on Microsoft's platforms that require +use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases, +refer to them as either "Windows Store", or for Windows 10, "UWP" apps. + +Some of the operating systems that include WinRT, are: + +* Windows 10, via its Universal Windows Platform (UWP) APIs +* Windows 8.x +* Windows RT 8.x (aka. Windows 8.x for ARM processors) +* Windows Phone 8.x + + +Requirements +------------ + +* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012 + - Free, "Community" or "Express" editions may be used, so long as they + include support for either "Windows Store" or "Windows Phone" apps. + "Express" versions marked as supporting "Windows Desktop" development + typically do not include support for creating WinRT apps, to note. + (The "Community" editions of Visual C++ do, however, support both + desktop/Win32 and WinRT development). + - Visual C++ 2012 can only build apps that target versions 8.0 of Windows, + or Windows Phone. 8.0-targetted apps will run on devices running 8.1 + editions of Windows, however they will not be able to take advantage of + 8.1-specific features. + - Visual C++ 2013 cannot create app projects that target Windows 8.0. + Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0, + Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional + Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8", + allows Visual C++ 2013 to load and build Windows 8.0 projects that were + created with Visual C++ 2012, so long as Visual C++ 2012 is installed + on the same machine. More details on targeting different versions of + Windows can found at the following web pages: + - [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx) + - [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools) +* A valid Microsoft account - This requirement is not imposed by SDL, but + rather by Microsoft's Visual C++ toolchain. This is required to launch or + debug apps. + + +Status +------ + +Here is a rough list of what works, and what doens't: + +* What works: + * compilation via Visual C++ 2012 through 2015 + * compile-time platform detection for SDL programs. The C/C++ #define, + `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT. + * GPU-accelerated 2D rendering, via SDL_Renderer. + * OpenGL ES 2, via the ANGLE library (included separately from SDL) + * software rendering, via either SDL_Surface (optionally in conjunction with + SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the + SDL_Renderer APIs + * threads + * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(), + SDL_GetPerformanceFrequency(), etc.) + * file I/O via SDL_RWops + * mouse input (unsupported on Windows Phone) + * audio, via a modified version of SDL's XAudio2 backend + * .DLL file loading. Libraries *MUST* be packaged inside applications. Loading + anything outside of the app is not supported. + * system path retrieval via SDL's filesystem APIs + * game controllers. Support is provided via the SDL_Joystick and + SDL_GameController APIs, and is backed by Microsoft's XInput API. + * multi-touch input + * app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as + appropriate. + * window events + * using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can + choose to render content directly via Direct3D, using SDL to manage the + internal WinRT window, as well as input and audio. (Use + SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into + IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.) + +* What partially works: + * keyboard input. Most of WinRT's documented virtual keys are supported, as + well as many keys with documented hardware scancodes. Converting + SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs + (MapVirualKey()) in Microsoft's Windows Store / UWP APIs. + * SDLmain. WinRT uses a different signature for each app's main() function. + SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp + (in `SDL\src\main\winrt\`) directly in order for their C-style main() + functions to be called. + +* What doesn't work: + * compilation with anything other than Visual C++ + * programmatically-created custom cursors. These don't appear to be supported + by WinRT. Different OS-provided cursors can, however, be created via + SDL_CreateSystemCursor() (unsupported on Windows Phone) + * SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently + supported by WinRT itself. + * joysticks and game controllers that aren't supported by Microsoft's XInput + API. + * turning off VSync when rendering on Windows Phone. Attempts to turn VSync + off on Windows Phone result either in Direct3D not drawing anything, or it + forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get + turned-on on Windows Phone. This limitation is not present in non-Phone + WinRT (such as Windows 8.x), where turning off VSync appears to work. + * probably anything else that's not listed as supported + + + +Upgrade Notes +------------- + +#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3 + +SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath(). +The fixes may affect older, SDL 2.0.3-based apps' save data. Please note +that these changes only apply to SDL-based WinRT apps, and not to apps for +any other platform. + +1. SDL_GetPrefPath() would return an invalid path, one in which the path's + directory had not been created. Attempts to create files there + (via fopen(), for example), would fail, unless that directory was + explicitly created beforehand. + +2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside + a WinRT 'Roaming' folder, the contents of which get automatically + synchronized across multiple devices. This process can occur while an + application runs, and can cause existing save-data to be overwritten + at unexpected times, with data from other devices. (Windows Phone apps + written with SDL 2.0.3 did not utilize a Roaming folder, due to API + restrictions in Windows Phone 8.0). + + +SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by: + +1. making sure that SDL_GetPrefPath() returns a directory in which data + can be written to immediately, without first needing to create directories. + +2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the + contents of which do not automatically get synchronized across devices + (and which require less work to use safely, in terms of data integrity). + +Apps that wish to get their Roaming folder's path can do so either by using +SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a +UCS-2/wide-char string), or directly through the WinRT class, +Windows.Storage.ApplicationData. + + + +Setup, High-Level Steps +----------------------- + +The steps for setting up a project for an SDL/WinRT app looks like the +following, at a high-level: + +1. create a new Visual C++ project using Microsoft's template for a, + "Direct3D App". +2. remove most of the files from the project. +3. make your app's project directly reference SDL/WinRT's own Visual C++ + project file, via use of Visual C++'s "References" dialog. This will setup + the linker, and will copy SDL's .dll files to your app's final output. +4. adjust your app's build settings, at minimum, telling it where to find SDL's + header files. +5. add files that contains a WinRT-appropriate main function, along with some + data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls) + work properly. +6. add SDL-specific app code. +7. build and run your app. + + +Setup, Detailed Steps +--------------------- + +### 1. Create a new project ### + +Create a new project using one of Visual C++'s templates for a plain, non-XAML, +"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you +don't see one of these templates, in Visual C++'s 'New Project' dialog, try +using the textbox titled, 'Search Installed Templates' to look for one. + + +### 2. Remove unneeded files from the project ### + +In the new project, delete any file that has one of the following extensions: + +- .cpp +- .h +- .hlsl + +When you are done, you should be left with a few files, each of which will be a +necessary part of your app's project. These files will consist of: + +- an .appxmanifest file, which contains metadata on your WinRT app. This is + similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android. +- a few .png files, one of which is a splash screen (displayed when your app + launches), others are app icons. +- a .pfx file, used for code signing purposes. + + +### 3. Add references to SDL's project files ### + +SDL/WinRT can be built in multiple variations, spanning across three different +CPU architectures (x86, x64, and ARM) and two different configurations +(Debug and Release). WinRT and Visual C++ do not currently provide a means +for combining multiple variations of one library into a single file. +Furthermore, it does not provide an easy means for copying pre-built .dll files +into your app's final output (via Post-Build steps, for example). It does, +however, provide a system whereby an app can reference the MSVC projects of +libraries such that, when the app is built: + +1. each library gets built for the appropriate CPU architecture(s) and WinRT + platform(s). +2. each library's output, such as .dll files, get copied to the app's build + output. + +To set this up for SDL/WinRT, you'll need to run through the following steps: + +1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then + "Solution Explorer") +2. right click on your app's solution. +3. navigate to "Add", then to "Existing Project..." +4. find SDL/WinRT's Visual C++ project file and open it. Different project + files exist for different WinRT platforms. All of them are in SDL's + source distribution, in the following directories: + * `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps + * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps + * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps + * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps +5. once the project has been added, right-click on your app's project and + select, "References..." +6. click on the button titled, "Add New Reference..." +7. check the box next to SDL +8. click OK to close the dialog +9. SDL will now show up in the list of references. Click OK to close that + dialog. + +Your project is now linked to SDL's project, insofar that when the app is +built, SDL will be built as well, with its build output getting included with +your app. + + +### 4. Adjust Your App's Build Settings ### + +Some build settings need to be changed in your app's project. This guide will +outline the following: + +- making sure that the compiler knows where to find SDL's header files +- **Optional for C++, but NECESSARY for compiling C code:** telling the + compiler not to use Microsoft's C++ extensions for WinRT development. +- **Optional:** telling the compiler not generate errors due to missing + precompiled header files. + +To change these settings: + +1. right-click on the project +2. choose "Properties" +3. in the drop-down box next to "Configuration", choose, "All Configurations" +4. in the drop-down box next to "Platform", choose, "All Platforms" +5. in the left-hand list, expand the "C/C++" section +6. select "General" +7. edit the "Additional Include Directories" setting, and add a path to SDL's + "include" directory +8. **Optional: to enable compilation of C code:** change the setting for + "Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're + working with a completely C++ based project, this step can usually be + omitted. +9. **Optional: to disable precompiled headers (which can produce + 'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand + list, select "Precompiled Headers", then change the setting for "Precompiled + Header" from "Use (/Yu)" to "Not Using Precompiled Headers". +10. close the dialog, saving settings, by clicking the "OK" button + + +### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ### + +A few files should be included directly in your app's MSVC project, specifically: +1. a WinRT-appropriate main function (which is different than main() functions on + other platforms) +2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor + (if and when the app needs to do so). *If this cursor resource is not + included, mouse-position reporting may fail if and when the cursor is + hidden, due to possible bugs/design-oddities in Windows itself.* + +To include these files: + +1. right-click on your project (again, in Visual C++'s Solution Explorer), + navigate to "Add", then choose "Existing Item...". +2. navigate to the directory containing SDL's source code, then into its + subdirectory, 'src/main/winrt/'. Select, then add, the following files: + - `SDL_winrt_main_NonXAML.cpp` + - `SDL2-WinRTResources.rc` + - `SDL2-WinRTResource_BlankCursor.cur` +3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your + project), then click on "Properties...". +4. in the drop-down box next to "Configuration", choose, "All Configurations" +5. in the drop-down box next to "Platform", choose, "All Platforms" +6. in the left-hand list, click on "C/C++" +7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)". +8. click the OK button. This will close the dialog. + + +**NOTE: C++/CX compilation is currently required in at least one file of your +app's project. This is to make sure that Visual C++'s linker builds a 'Windows +Metadata' file (.winmd) for your app. Not doing so can lead to build errors.** + + +### 6. Add app code and assets ### + +At this point, you can add in SDL-specific source code. Be sure to include a +C-style main function (ie: `int main(int argc, char *argv[])`). From there you +should be able to create a single `SDL_Window` (WinRT apps can only have one +window, at present), as well as an `SDL_Renderer`. Direct3D will be used to +draw content. Events are received via SDL's usual event functions +(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets, +you can start adding them to the project now. If not, or if you would like to +make sure that you're setup correctly, some short and simple sample code is +provided below. + + +#### 6.A. ... when creating a new app #### + +If you are creating a new app (rather than porting an existing SDL-based app), +or if you would just like a simple app to test SDL/WinRT with before trying to +get existing code working, some working SDL/WinRT code is provided below. To +set this up: + +1. right click on your app's project +2. select Add, then New Item. An "Add New Item" dialog will show up. +3. from the left-hand list, choose "Visual C++" +4. from the middle/main list, choose "C++ File (.cpp)" +5. near the bottom of the dialog, next to "Name:", type in a name for your +source file, such as, "main.cpp". +6. click on the Add button. This will close the dialog, add the new file to +your project, and open the file in Visual C++'s text editor. +7. Copy and paste the following code into the new file, then save it. + + + #include + + int main(int argc, char **argv) + { + SDL_DisplayMode mode; + SDL_Window * window = NULL; + SDL_Renderer * renderer = NULL; + SDL_Event evt; + + if (SDL_Init(SDL_INIT_VIDEO) != 0) { + return 1; + } + + if (SDL_GetCurrentDisplayMode(0, &mode) != 0) { + return 1; + } + + if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) { + return 1; + } + + while (1) { + while (SDL_PollEvent(&evt)) { + } + + SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); + SDL_RenderClear(renderer); + SDL_RenderPresent(renderer); + } + } + + +#### 6.B. Adding code and assets #### + +If you have existing code and assets that you'd like to add, you should be able +to add them now. The process for adding a set of files is as such. + +1. right click on the app's project +2. select Add, then click on "New Item..." +3. open any source, header, or asset files as appropriate. Support for C and +C++ is available. + +Do note that WinRT only supports a subset of the APIs that are available to +Win32-based apps. Many portions of the Win32 API and the C runtime are not +available. + +A list of unsupported C APIs can be found at + + +General information on using the C runtime in WinRT can be found at + + +A list of supported Win32 APIs for WinRT apps can be found at +. To note, +the list of supported Win32 APIs for Windows Phone 8.0 is different. +That list can be found at + + + +### 7. Build and run your app ### + +Your app project should now be setup, and you should be ready to build your app. +To run it on the local machine, open the Debug menu and choose "Start +Debugging". This will build your app, then run your app full-screen. To switch +out of your app, press the Windows key. Alternatively, you can choose to run +your app in a window. To do this, before building and running your app, find +the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand +this by clicking on the arrow on the right side of the list, then click on +Simulator. Once you do that, any time you build and run the app, the app will +launch in window, rather than full-screen. + + +#### 7.A. Running apps on older, ARM-based, "Windows RT" devices #### + +**These instructions do not include Windows Phone, despite Windows Phone +typically running on ARM processors.** They are specifically for devices +that use the "Windows RT" operating system, which was a modified version of +Windows 8.x that ran primarily on ARM-based tablet computers. + +To build and run the app on ARM-based, "Windows RT" devices, you'll need to: + +- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and + debugs ARM-based apps via IP networks. +- change a few options on the development machine, both to make sure it builds + for ARM (rather than x86 or x64), and to make sure it knows how to find the + Windows RT device (on the network). + +Microsoft's Remote Debugger can be found at +. Please note +that separate versions of this debugger exist for different versions of Visual +C++, one each for MSVC 2015, 2013, and 2012. + +To setup Visual C++ to launch your app on an ARM device: + +1. make sure the Remote Debugger is running on your ARM device, and that it's on + the same IP network as your development machine. +2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click + it, then change the value to "ARM". +3. make sure Visual C++ knows the hostname or IP address of the ARM device. To + do this: + 1. open the app project's properties + 2. select "Debugging" + 3. next to "Machine Name", enter the hostname or IP address of the ARM + device + 4. if, and only if, you've turned off authentication in the Remote Debugger, + then change the setting for "Require Authentication" to No + 5. click "OK" +4. build and run the app (from Visual C++). The first time you do this, a + prompt will show up on the ARM device, asking for a Microsoft Account. You + do, unfortunately, need to log in here, and will need to follow the + subsequent registration steps in order to launch the app. After you do so, + if the app didn't already launch, try relaunching it again from within Visual + C++. + + +Troubleshooting +--------------- + +#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'" + +Try adding the following to your linker flags. In MSVC, this can be done by +right-clicking on the app project, navigating to Configuration Properties -> +Linker -> Command Line, then adding them to the Additional Options +section. + +* For Release builds / MSVC-Configurations, add: + + /nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib + +* For Debug builds / MSVC-Configurations, add: + + /nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib + + +#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values + +This may be caused by a bug in Windows itself, whereby hiding the mouse +cursor can cause mouse-position reporting to fail. + +SDL provides a workaround for this, but it requires that an app links to a +set of Win32-style cursor image-resource files. A copy of suitable resource +files can be found in `src/main/winrt/`. Adding them to an app's Visual C++ +project file should be sufficient to get the app to use them. diff --git a/docs/README.md b/docs/README.md index 4e3106920..e0aa33f73 100644 --- a/docs/README.md +++ b/docs/README.md @@ -1,63 +1,63 @@ -Simple DirectMedia Layer {#mainpage} -======================== - - (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. - -SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. -Support for other platforms may be found in the source code. - -SDL is written in C, works natively with C++, and there are bindings -available for several other languages, including C# and Python. - -This library is distributed under the zlib license, which can be found -in the file "COPYING.txt". - -The best way to learn how to use SDL is to check out the header files in -the "include" subdirectory and the programs in the "test" subdirectory. -The header files and test programs are well commented and always up to date. - -More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/) - -- [Android](README-android.md) -- [CMake](README-cmake.md) -- [DirectFB](README-directfb.md) -- [DynAPI](README-dynapi.md) -- [Emscripten](README-emscripten.md) -- [Gesture](README-gesture.md) -- [Mercurial](README-hg.md) -- [iOS](README-ios.md) -- [Linux](README-linux.md) -- [OS X](README-macosx.md) -- [Native Client](README-nacl.md) -- [Pandora](README-pandora.md) -- [Supported Platforms](README-platforms.md) -- [Porting information](README-porting.md) -- [PSP](README-psp.md) -- [Raspberry Pi](README-raspberrypi.md) -- [Touch](README-touch.md) -- [WinCE](README-wince.md) -- [Windows](README-windows.md) -- [WinRT](README-winrt.md) - -If you need help with the library, or just want to discuss SDL related -issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php) - -If you want to report bugs or contribute patches, please submit them to -[bugzilla](http://bugzilla.libsdl.org/) - -Enjoy! - - -Sam Lantinga - +Simple DirectMedia Layer {#mainpage} +======================== + + (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. + +SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. +Support for other platforms may be found in the source code. + +SDL is written in C, works natively with C++, and there are bindings +available for several other languages, including C# and Python. + +This library is distributed under the zlib license, which can be found +in the file "COPYING.txt". + +The best way to learn how to use SDL is to check out the header files in +the "include" subdirectory and the programs in the "test" subdirectory. +The header files and test programs are well commented and always up to date. + +More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/) + +- [Android](README-android.md) +- [CMake](README-cmake.md) +- [DirectFB](README-directfb.md) +- [DynAPI](README-dynapi.md) +- [Emscripten](README-emscripten.md) +- [Gesture](README-gesture.md) +- [Mercurial](README-hg.md) +- [iOS](README-ios.md) +- [Linux](README-linux.md) +- [OS X](README-macosx.md) +- [Native Client](README-nacl.md) +- [Pandora](README-pandora.md) +- [Supported Platforms](README-platforms.md) +- [Porting information](README-porting.md) +- [PSP](README-psp.md) +- [Raspberry Pi](README-raspberrypi.md) +- [Touch](README-touch.md) +- [WinCE](README-wince.md) +- [Windows](README-windows.md) +- [WinRT](README-winrt.md) + +If you need help with the library, or just want to discuss SDL related +issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php) + +If you want to report bugs or contribute patches, please submit them to +[bugzilla](http://bugzilla.libsdl.org/) + +Enjoy! + + +Sam Lantinga +