libs: EOL fun of SDL2

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Alam Ed Arias 2017-10-28 17:53:15 -04:00
parent b7d0896c83
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Android Android
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Matt Styles wrote a tutorial on building SDL for Android with Visual Studio: Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
The rest of this README covers the old style build process. The rest of this README covers the old style build process.
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Requirements Requirements
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Android SDK (version 16 or later) Android SDK (version 16 or later)
https://developer.android.com/sdk/index.html https://developer.android.com/sdk/index.html
Android NDK r7 or later Android NDK r7 or later
https://developer.android.com/tools/sdk/ndk/index.html https://developer.android.com/tools/sdk/ndk/index.html
Minimum API level supported by SDL: 10 (Android 2.3.3) Minimum API level supported by SDL: 10 (Android 2.3.3)
Joystick support is available for API level >= 12 devices. Joystick support is available for API level >= 12 devices.
================================================================================ ================================================================================
How the port works How the port works
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- Android applications are Java-based, optionally with parts written in C - Android applications are Java-based, optionally with parts written in C
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
the SDL library the SDL library
- This means that your application C code must be placed inside an Android - This means that your application C code must be placed inside an Android
Java project, along with some C support code that communicates with Java Java project, along with some C support code that communicates with Java
- This eventually produces a standard Android .apk package - This eventually produces a standard Android .apk package
The Android Java code implements an "Activity" and can be found in: The Android Java code implements an "Activity" and can be found in:
android-project/src/org/libsdl/app/SDLActivity.java android-project/src/org/libsdl/app/SDLActivity.java
The Java code loads your game code, the SDL shared library, and The Java code loads your game code, the SDL shared library, and
dispatches to native functions implemented in the SDL library: dispatches to native functions implemented in the SDL library:
src/core/android/SDL_android.c src/core/android/SDL_android.c
Your project must include some glue code that starts your main() routine: Your project must include some glue code that starts your main() routine:
src/main/android/SDL_android_main.c src/main/android/SDL_android_main.c
================================================================================ ================================================================================
Building an app Building an app
================================================================================ ================================================================================
For simple projects you can use the script located at build-scripts/androidbuild.sh For simple projects you can use the script located at build-scripts/androidbuild.sh
There's two ways of using it: There's two ways of using it:
androidbuild.sh com.yourcompany.yourapp < sources.list androidbuild.sh com.yourcompany.yourapp < sources.list
androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
sources.list should be a text file with a source file name in each line sources.list should be a text file with a source file name in each line
Filenames should be specified relative to the current directory, for example if Filenames should be specified relative to the current directory, for example if
you are in the build-scripts directory and want to create the testgles.c test, you'll you are in the build-scripts directory and want to create the testgles.c test, you'll
run: run:
./androidbuild.sh org.libsdl.testgles ../test/testgles.c ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
One limitation of this script is that all sources provided will be aggregated into One limitation of this script is that all sources provided will be aggregated into
a single directory, thus all your source files should have a unique name. a single directory, thus all your source files should have a unique name.
Once the project is complete the script will tell you where the debug APK is located. Once the project is complete the script will tell you where the debug APK is located.
If you want to create a signed release APK, you can use the project created by this If you want to create a signed release APK, you can use the project created by this
utility to generate it. utility to generate it.
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
done in the build directory for the app! done in the build directory for the app!
For more complex projects, follow these instructions: For more complex projects, follow these instructions:
1. Copy the android-project directory wherever you want to keep your projects 1. Copy the android-project directory wherever you want to keep your projects
and rename it to the name of your project. and rename it to the name of your project.
2. Move or symlink this SDL directory into the "<project>/jni" directory 2. Move or symlink this SDL directory into the "<project>/jni" directory
3. Edit "<project>/jni/src/Android.mk" to include your source files 3. Edit "<project>/jni/src/Android.mk" to include your source files
4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source 4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
If you want to use the Eclipse IDE, skip to the Eclipse section below. If you want to use the Eclipse IDE, skip to the Eclipse section below.
5. Create "<project>/local.properties" and use that to point to the Android SDK directory, by writing a line with the following form: 5. Create "<project>/local.properties" and use that to point to the Android SDK directory, by writing a line with the following form:
sdk.dir=PATH_TO_ANDROID_SDK sdk.dir=PATH_TO_ANDROID_SDK
6. Run 'ant debug' in android/project. This compiles the .java and eventually 6. Run 'ant debug' in android/project. This compiles the .java and eventually
creates a .apk with the native code embedded creates a .apk with the native code embedded
7. 'ant debug install' will push the apk to the device or emulator (if connected) 7. 'ant debug install' will push the apk to the device or emulator (if connected)
Here's an explanation of the files in the Android project, so you can customize them: Here's an explanation of the files in the Android project, so you can customize them:
android-project/ android-project/
AndroidManifest.xml - package manifest. Among others, it contains the class name AndroidManifest.xml - package manifest. Among others, it contains the class name
of the main Activity and the package name of the application. of the main Activity and the package name of the application.
build.properties - empty build.properties - empty
build.xml - build description file, used by ant. The actual application name build.xml - build description file, used by ant. The actual application name
is specified here. is specified here.
default.properties - holds the target ABI for the application, android-10 and up default.properties - holds the target ABI for the application, android-10 and up
project.properties - holds the target ABI for the application, android-10 and up project.properties - holds the target ABI for the application, android-10 and up
local.properties - holds the SDK path, you should change this to the path to your SDK local.properties - holds the SDK path, you should change this to the path to your SDK
jni/ - directory holding native code jni/ - directory holding native code
jni/Android.mk - Android makefile that can call recursively the Android.mk files jni/Android.mk - Android makefile that can call recursively the Android.mk files
in all subdirectories in all subdirectories
jni/SDL/ - (symlink to) directory holding the SDL library files jni/SDL/ - (symlink to) directory holding the SDL library files
jni/SDL/Android.mk - Android makefile for creating the SDL shared library jni/SDL/Android.mk - Android makefile for creating the SDL shared library
jni/src/ - directory holding your C/C++ source jni/src/ - directory holding your C/C++ source
jni/src/Android.mk - Android makefile that you should customize to include your jni/src/Android.mk - Android makefile that you should customize to include your
source code and any library references source code and any library references
res/ - directory holding resources for your application res/ - directory holding resources for your application
res/drawable-* - directories holding icons for different phone hardware. Could be res/drawable-* - directories holding icons for different phone hardware. Could be
one dir called "drawable". one dir called "drawable".
res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout. res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
We don't need it because we use the SDL video output. We don't need it because we use the SDL video output.
res/values/strings.xml - strings used in your application, including the application name res/values/strings.xml - strings used in your application, including the application name
shown on the phone. shown on the phone.
src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
to SDL. Be very careful changing this, as the SDL library relies to SDL. Be very careful changing this, as the SDL library relies
on this implementation. on this implementation.
================================================================================ ================================================================================
Build an app with static linking of libSDL Build an app with static linking of libSDL
================================================================================ ================================================================================
This build uses the Android NDK module system. This build uses the Android NDK module system.
Instructions: Instructions:
1. Copy the android-project directory wherever you want to keep your projects 1. Copy the android-project directory wherever you want to keep your projects
and rename it to the name of your project. and rename it to the name of your project.
2. Rename "<project>/jni/src/Android_static.mk" to "<project>/jni/src/Android.mk" 2. Rename "<project>/jni/src/Android_static.mk" to "<project>/jni/src/Android.mk"
(overwrite the existing one) (overwrite the existing one)
3. Edit "<project>/jni/src/Android.mk" to include your source files 3. Edit "<project>/jni/src/Android.mk" to include your source files
4. create and export an environment variable named NDK_MODULE_PATH that points 4. create and export an environment variable named NDK_MODULE_PATH that points
to the parent directory of this SDL directory. e.g.: to the parent directory of this SDL directory. e.g.:
export NDK_MODULE_PATH="$PWD"/.. export NDK_MODULE_PATH="$PWD"/..
5. Edit "<project>/src/org/libsdl/app/SDLActivity.java" and remove the call to 5. Edit "<project>/src/org/libsdl/app/SDLActivity.java" and remove the call to
System.loadLibrary("SDL2"). System.loadLibrary("SDL2").
6. Run 'ndk-build' (a script provided by the NDK). This compiles the C source 6. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
================================================================================ ================================================================================
Customizing your application name Customizing your application name
================================================================================ ================================================================================
To customize your application name, edit AndroidManifest.xml and replace To customize your application name, edit AndroidManifest.xml and replace
"org.libsdl.app" with an identifier for your product package. "org.libsdl.app" with an identifier for your product package.
Then create a Java class extending SDLActivity and place it in a directory Then create a Java class extending SDLActivity and place it in a directory
under src matching your package, e.g. under src matching your package, e.g.
src/com/gamemaker/game/MyGame.java src/com/gamemaker/game/MyGame.java
Here's an example of a minimal class file: Here's an example of a minimal class file:
--- MyGame.java -------------------------- --- MyGame.java --------------------------
package com.gamemaker.game; package com.gamemaker.game;
import org.libsdl.app.SDLActivity; import org.libsdl.app.SDLActivity;
/** /**
* A sample wrapper class that just calls SDLActivity * A sample wrapper class that just calls SDLActivity
*/ */
public class MyGame extends SDLActivity { } public class MyGame extends SDLActivity { }
------------------------------------------ ------------------------------------------
Then replace "SDLActivity" in AndroidManifest.xml with the name of your Then replace "SDLActivity" in AndroidManifest.xml with the name of your
class, .e.g. "MyGame" class, .e.g. "MyGame"
================================================================================ ================================================================================
Customizing your application icon Customizing your application icon
================================================================================ ================================================================================
Conceptually changing your icon is just replacing the "ic_launcher.png" files in Conceptually changing your icon is just replacing the "ic_launcher.png" files in
the drawable directories under the res directory. There are four directories for the drawable directories under the res directory. There are four directories for
different screen sizes. These can be replaced with one dir called "drawable", different screen sizes. These can be replaced with one dir called "drawable",
containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72. containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
You may need to change the name of your icon in AndroidManifest.xml to match You may need to change the name of your icon in AndroidManifest.xml to match
this icon filename. this icon filename.
================================================================================ ================================================================================
Loading assets Loading assets
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Any files you put in the "assets" directory of your android-project directory Any files you put in the "assets" directory of your android-project directory
will get bundled into the application package and you can load them using the will get bundled into the application package and you can load them using the
standard functions in SDL_rwops.h. standard functions in SDL_rwops.h.
There are also a few Android specific functions that allow you to get other There are also a few Android specific functions that allow you to get other
useful paths for saving and loading data: useful paths for saving and loading data:
* SDL_AndroidGetInternalStoragePath() * SDL_AndroidGetInternalStoragePath()
* SDL_AndroidGetExternalStorageState() * SDL_AndroidGetExternalStorageState()
* SDL_AndroidGetExternalStoragePath() * SDL_AndroidGetExternalStoragePath()
See SDL_system.h for more details on these functions. See SDL_system.h for more details on these functions.
The asset packaging system will, by default, compress certain file extensions. The asset packaging system will, by default, compress certain file extensions.
SDL includes two asset file access mechanisms, the preferred one is the so SDL includes two asset file access mechanisms, the preferred one is the so
called "File Descriptor" method, which is faster and doesn't involve the Dalvik called "File Descriptor" method, which is faster and doesn't involve the Dalvik
GC, but given this method does not work on compressed assets, there is also the GC, but given this method does not work on compressed assets, there is also the
"Input Stream" method, which is automatically used as a fall back by SDL. You "Input Stream" method, which is automatically used as a fall back by SDL. You
may want to keep this fact in mind when building your APK, specially when large may want to keep this fact in mind when building your APK, specially when large
files are involved. files are involved.
For more information on which extensions get compressed by default and how to For more information on which extensions get compressed by default and how to
disable this behaviour, see for example: disable this behaviour, see for example:
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/ http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
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Pause / Resume behaviour Pause / Resume behaviour
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If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default), If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
the event loop will block itself when the app is paused (ie, when the user the event loop will block itself when the app is paused (ie, when the user
returns to the main Android dashboard). Blocking is better in terms of battery returns to the main Android dashboard). Blocking is better in terms of battery
use, and it allows your app to spring back to life instantaneously after resume use, and it allows your app to spring back to life instantaneously after resume
(versus polling for a resume message). (versus polling for a resume message).
Upon resume, SDL will attempt to restore the GL context automatically. Upon resume, SDL will attempt to restore the GL context automatically.
In modern devices (Android 3.0 and up) this will most likely succeed and your In modern devices (Android 3.0 and up) this will most likely succeed and your
app can continue to operate as it was. app can continue to operate as it was.
However, there's a chance (on older hardware, or on systems under heavy load), However, there's a chance (on older hardware, or on systems under heavy load),
where the GL context can not be restored. In that case you have to listen for where the GL context can not be restored. In that case you have to listen for
a specific message, (which is not yet implemented!) and restore your textures a specific message, (which is not yet implemented!) and restore your textures
manually or quit the app (which is actually the kind of behaviour you'll see manually or quit the app (which is actually the kind of behaviour you'll see
under iOS, if the OS can not restore your GL context it will just kill your app) under iOS, if the OS can not restore your GL context it will just kill your app)
================================================================================ ================================================================================
Threads and the Java VM Threads and the Java VM
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For a quick tour on how Linux native threads interoperate with the Java VM, take For a quick tour on how Linux native threads interoperate with the Java VM, take
a look here: https://developer.android.com/guide/practices/jni.html a look here: https://developer.android.com/guide/practices/jni.html
If you want to use threads in your SDL app, it's strongly recommended that you If you want to use threads in your SDL app, it's strongly recommended that you
do so by creating them using SDL functions. This way, the required attach/detach do so by creating them using SDL functions. This way, the required attach/detach
handling is managed by SDL automagically. If you have threads created by other handling is managed by SDL automagically. If you have threads created by other
means and they make calls to SDL functions, make sure that you call means and they make calls to SDL functions, make sure that you call
Android_JNI_SetupThread() before doing anything else otherwise SDL will attach Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
your thread automatically anyway (when you make an SDL call), but it'll never your thread automatically anyway (when you make an SDL call), but it'll never
detach it. detach it.
================================================================================ ================================================================================
Using STL Using STL
================================================================================ ================================================================================
You can use STL in your project by creating an Application.mk file in the jni You can use STL in your project by creating an Application.mk file in the jni
folder and adding the following line: folder and adding the following line:
APP_STL := stlport_static APP_STL := stlport_static
For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation. For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
================================================================================ ================================================================================
Additional documentation Additional documentation
================================================================================ ================================================================================
The documentation in the NDK docs directory is very helpful in understanding the The documentation in the NDK docs directory is very helpful in understanding the
build process and how to work with native code on the Android platform. build process and how to work with native code on the Android platform.
The best place to start is with docs/OVERVIEW.TXT The best place to start is with docs/OVERVIEW.TXT
================================================================================ ================================================================================
Using Eclipse Using Eclipse
================================================================================ ================================================================================
First make sure that you've installed Eclipse and the Android extensions as described here: First make sure that you've installed Eclipse and the Android extensions as described here:
https://developer.android.com/tools/sdk/eclipse-adt.html https://developer.android.com/tools/sdk/eclipse-adt.html
Once you've copied the SDL android project and customized it, you can create an Eclipse project from it: Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
* File -> New -> Other * File -> New -> Other
* Select the Android -> Android Project wizard and click Next * Select the Android -> Android Project wizard and click Next
* Enter the name you'd like your project to have * Enter the name you'd like your project to have
* Select "Create project from existing source" and browse for your project directory * Select "Create project from existing source" and browse for your project directory
* Make sure the Build Target is set to Android 3.1 (API 12) * Make sure the Build Target is set to Android 3.1 (API 12)
* Click Finish * Click Finish
================================================================================ ================================================================================
Using the emulator Using the emulator
================================================================================ ================================================================================
There are some good tips and tricks for getting the most out of the There are some good tips and tricks for getting the most out of the
emulator here: https://developer.android.com/tools/devices/emulator.html emulator here: https://developer.android.com/tools/devices/emulator.html
Especially useful is the info on setting up OpenGL ES 2.0 emulation. Especially useful is the info on setting up OpenGL ES 2.0 emulation.
Notice that this software emulator is incredibly slow and needs a lot of disk space. Notice that this software emulator is incredibly slow and needs a lot of disk space.
Using a real device works better. Using a real device works better.
================================================================================ ================================================================================
Troubleshooting Troubleshooting
================================================================================ ================================================================================
You can create and run an emulator from the Eclipse IDE: You can create and run an emulator from the Eclipse IDE:
* Window -> Android SDK and AVD Manager * Window -> Android SDK and AVD Manager
You can see if adb can see any devices with the following command: You can see if adb can see any devices with the following command:
adb devices adb devices
You can see the output of log messages on the default device with: You can see the output of log messages on the default device with:
adb logcat adb logcat
You can push files to the device with: You can push files to the device with:
adb push local_file remote_path_and_file adb push local_file remote_path_and_file
You can push files to the SD Card at /sdcard, for example: You can push files to the SD Card at /sdcard, for example:
adb push moose.dat /sdcard/moose.dat adb push moose.dat /sdcard/moose.dat
You can see the files on the SD card with a shell command: You can see the files on the SD card with a shell command:
adb shell ls /sdcard/ adb shell ls /sdcard/
You can start a command shell on the default device with: You can start a command shell on the default device with:
adb shell adb shell
You can remove the library files of your project (and not the SDL lib files) with: You can remove the library files of your project (and not the SDL lib files) with:
ndk-build clean ndk-build clean
You can do a build with the following command: You can do a build with the following command:
ndk-build ndk-build
You can see the complete command line that ndk-build is using by passing V=1 on the command line: You can see the complete command line that ndk-build is using by passing V=1 on the command line:
ndk-build V=1 ndk-build V=1
If your application crashes in native code, you can use addr2line to convert the If your application crashes in native code, you can use addr2line to convert the
addresses in the stack trace to lines in your code. addresses in the stack trace to lines in your code.
For example, if your crash looks like this: For example, if your crash looks like this:
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0 I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4 I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030 I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
You can see that there's a crash in the C library being called from the main code. You can see that there's a crash in the C library being called from the main code.
I run addr2line with the debug version of my code: I run addr2line with the debug version of my code:
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
and then paste in the number after "pc" in the call stack, from the line that I care about: and then paste in the number after "pc" in the call stack, from the line that I care about:
000014bc 000014bc
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23. I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
You can add logging to your code to help show what's happening: You can add logging to your code to help show what's happening:
#include <android/log.h> #include <android/log.h>
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x); __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
If you need to build without optimization turned on, you can create a file called If you need to build without optimization turned on, you can create a file called
"Application.mk" in the jni directory, with the following line in it: "Application.mk" in the jni directory, with the following line in it:
APP_OPTIM := debug APP_OPTIM := debug
================================================================================ ================================================================================
Memory debugging Memory debugging
================================================================================ ================================================================================
The best (and slowest) way to debug memory issues on Android is valgrind. The best (and slowest) way to debug memory issues on Android is valgrind.
Valgrind has support for Android out of the box, just grab code using: Valgrind has support for Android out of the box, just grab code using:
svn co svn://svn.valgrind.org/valgrind/trunk valgrind svn co svn://svn.valgrind.org/valgrind/trunk valgrind
... and follow the instructions in the file README.android to build it. ... and follow the instructions in the file README.android to build it.
One thing I needed to do on Mac OS X was change the path to the toolchain, One thing I needed to do on Mac OS X was change the path to the toolchain,
and add ranlib to the environment variables: and add ranlib to the environment variables:
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
Once valgrind is built, you can create a wrapper script to launch your Once valgrind is built, you can create a wrapper script to launch your
application with it, changing org.libsdl.app to your package identifier: application with it, changing org.libsdl.app to your package identifier:
--- start_valgrind_app ------------------- --- start_valgrind_app -------------------
#!/system/bin/sh #!/system/bin/sh
export TMPDIR=/data/data/org.libsdl.app export TMPDIR=/data/data/org.libsdl.app
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $* exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
------------------------------------------ ------------------------------------------
Then push it to the device: Then push it to the device:
adb push start_valgrind_app /data/local adb push start_valgrind_app /data/local
and make it executable: and make it executable:
adb shell chmod 755 /data/local/start_valgrind_app adb shell chmod 755 /data/local/start_valgrind_app
and tell Android to use the script to launch your application: and tell Android to use the script to launch your application:
adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app" adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
If the setprop command says "could not set property", it's likely that If the setprop command says "could not set property", it's likely that
your package name is too long and you should make it shorter by changing your package name is too long and you should make it shorter by changing
AndroidManifest.xml and the path to your class file in android-project/src AndroidManifest.xml and the path to your class file in android-project/src
You can then launch your application normally and waaaaaaaiiittt for it. You can then launch your application normally and waaaaaaaiiittt for it.
You can monitor the startup process with the logcat command above, and You can monitor the startup process with the logcat command above, and
when it's done (or even while it's running) you can grab the valgrind when it's done (or even while it's running) you can grab the valgrind
output file: output file:
adb pull /sdcard/valgrind.log adb pull /sdcard/valgrind.log
When you're done instrumenting with valgrind, you can disable the wrapper: When you're done instrumenting with valgrind, you can disable the wrapper:
adb shell setprop wrap.org.libsdl.app "" adb shell setprop wrap.org.libsdl.app ""
================================================================================ ================================================================================
Graphics debugging Graphics debugging
================================================================================ ================================================================================
If you are developing on a compatible Tegra-based tablet, NVidia provides If you are developing on a compatible Tegra-based tablet, NVidia provides
Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
and GLES libraries, you must follow their instructions for installing the and GLES libraries, you must follow their instructions for installing the
interposer library on a rooted device. The non-rooted instructions are not interposer library on a rooted device. The non-rooted instructions are not
compatible with applications that use SDL2 for video. compatible with applications that use SDL2 for video.
The Tegra Graphics Debugger is available from NVidia here: The Tegra Graphics Debugger is available from NVidia here:
https://developer.nvidia.com/tegra-graphics-debugger https://developer.nvidia.com/tegra-graphics-debugger
================================================================================ ================================================================================
Why is API level 10 the minimum required? Why is API level 10 the minimum required?
================================================================================ ================================================================================
API level 10 is the minimum required level at runtime (that is, on the device) API level 10 is the minimum required level at runtime (that is, on the device)
because SDL requires some functionality for running not because SDL requires some functionality for running not
available on older devices. Since the incorporation of joystick support into SDL, available on older devices. Since the incorporation of joystick support into SDL,
the minimum SDK required to *build* SDL is version 12. Devices running API levels the minimum SDK required to *build* SDL is version 12. Devices running API levels
10-11 are still supported, only with the joystick functionality disabled. 10-11 are still supported, only with the joystick functionality disabled.
Support for native OpenGL ES and ES2 applications was introduced in the NDK for Support for native OpenGL ES and ES2 applications was introduced in the NDK for
API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
has since then been obsoleted, with the recommendation to developers to bump the has since then been obsoleted, with the recommendation to developers to bump the
required API level to 10. required API level to 10.
As of this writing, according to https://developer.android.com/about/dashboards/index.html As of this writing, according to https://developer.android.com/about/dashboards/index.html
about 90% of the Android devices accessing Google Play support API level 10 or about 90% of the Android devices accessing Google Play support API level 10 or
higher (March 2013). higher (March 2013).
================================================================================ ================================================================================
A note regarding the use of the "dirty rectangles" rendering technique A note regarding the use of the "dirty rectangles" rendering technique
================================================================================ ================================================================================
If your app uses a variation of the "dirty rectangles" rendering technique, If your app uses a variation of the "dirty rectangles" rendering technique,
where you only update a portion of the screen on each frame, you may notice a where you only update a portion of the screen on each frame, you may notice a
variety of visual glitches on Android, that are not present on other platforms. variety of visual glitches on Android, that are not present on other platforms.
This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2 This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
contexts, in particular the use of the eglSwapBuffers function. As stated in the contexts, in particular the use of the eglSwapBuffers function. As stated in the
documentation for the function "The contents of ancillary buffers are always documentation for the function "The contents of ancillary buffers are always
undefined after calling eglSwapBuffers". undefined after calling eglSwapBuffers".
Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
is not possible for SDL as it requires EGL 1.4, available only on the API level is not possible for SDL as it requires EGL 1.4, available only on the API level
17+, so the only workaround available on this platform is to redraw the entire 17+, so the only workaround available on this platform is to redraw the entire
screen each frame. screen each frame.
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
================================================================================ ================================================================================
Known issues Known issues
================================================================================ ================================================================================
- The number of buttons reported for each joystick is hardcoded to be 36, which - The number of buttons reported for each joystick is hardcoded to be 36, which
is the current maximum number of buttons Android can report. is the current maximum number of buttons Android can report.

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@ -1,32 +1,32 @@
CMake CMake
================================================================================ ================================================================================
(www.cmake.org) (www.cmake.org)
SDL's build system was traditionally based on autotools. Over time, this SDL's build system was traditionally based on autotools. Over time, this
approach has suffered from several issues across the different supported approach has suffered from several issues across the different supported
platforms. platforms.
To solve these problems, a new build system based on CMake is under development. To solve these problems, a new build system based on CMake is under development.
It works in parallel to the legacy system, so users can experiment with it It works in parallel to the legacy system, so users can experiment with it
without complication. without complication.
While still experimental, the build system should be usable on the following While still experimental, the build system should be usable on the following
platforms: platforms:
* FreeBSD * FreeBSD
* Linux * Linux
* VS.NET 2010 * VS.NET 2010
* MinGW and Msys * MinGW and Msys
* OS X with support for XCode * OS X with support for XCode
================================================================================ ================================================================================
Usage Usage
================================================================================ ================================================================================
Assuming the source for SDL is located at ~/sdl Assuming the source for SDL is located at ~/sdl
cd ~ cd ~
mkdir build mkdir build
cd build cd build
cmake ../sdl cmake ../sdl
This will build the static and dynamic versions of SDL in the ~/build directory. This will build the static and dynamic versions of SDL in the ~/build directory.

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DirectFB DirectFB
======== ========
Supports: Supports:
- Hardware YUV overlays - Hardware YUV overlays
- OpenGL - software only - OpenGL - software only
- 2D/3D accelerations (depends on directfb driver) - 2D/3D accelerations (depends on directfb driver)
- multiple displays - multiple displays
- windows - windows
What you need: What you need:
* DirectFB 1.0.1, 1.2.x, 1.3.0 * DirectFB 1.0.1, 1.2.x, 1.3.0
* Kernel-Framebuffer support: required: vesafb, radeonfb .... * Kernel-Framebuffer support: required: vesafb, radeonfb ....
* Mesa 7.0.x - optional for OpenGL * Mesa 7.0.x - optional for OpenGL
/etc/directfbrc /etc/directfbrc
This file should contain the following lines to make This file should contain the following lines to make
your joystick work and avoid crashes: your joystick work and avoid crashes:
------------------------ ------------------------
disable-module=joystick disable-module=joystick
disable-module=cle266 disable-module=cle266
disable-module=cyber5k disable-module=cyber5k
no-linux-input-grab no-linux-input-grab
------------------------ ------------------------
To disable to use x11 backend when DISPLAY variable is found use To disable to use x11 backend when DISPLAY variable is found use
export SDL_DIRECTFB_X11_CHECK=0 export SDL_DIRECTFB_X11_CHECK=0
To disable the use of linux input devices, i.e. multimice/multikeyboard support, To disable the use of linux input devices, i.e. multimice/multikeyboard support,
use use
export SDL_DIRECTFB_LINUX_INPUT=0 export SDL_DIRECTFB_LINUX_INPUT=0
To use hardware accelerated YUV-overlays for YUV-textures, use: To use hardware accelerated YUV-overlays for YUV-textures, use:
export SDL_DIRECTFB_YUV_DIRECT=1 export SDL_DIRECTFB_YUV_DIRECT=1
This is disabled by default. It will only support one This is disabled by default. It will only support one
YUV texture, namely the first. Every other YUV texture will be YUV texture, namely the first. Every other YUV texture will be
rendered in software. rendered in software.
In addition, you may use (directfb-1.2.x) In addition, you may use (directfb-1.2.x)
export SDL_DIRECTFB_YUV_UNDERLAY=1 export SDL_DIRECTFB_YUV_UNDERLAY=1
to make the YUV texture an underlay. This will make the cursor to to make the YUV texture an underlay. This will make the cursor to
be shown. be shown.
Simple Window Manager Simple Window Manager
===================== =====================
The driver has support for a very, very basic window manager you may The driver has support for a very, very basic window manager you may
want to use when running with "wm=default". Use want to use when running with "wm=default". Use
export SDL_DIRECTFB_WM=1 export SDL_DIRECTFB_WM=1
to enable basic window borders. In order to have the window title rendered, to enable basic window borders. In order to have the window title rendered,
you need to have the following font installed: you need to have the following font installed:
/usr/share/fonts/truetype/freefont/FreeSans.ttf /usr/share/fonts/truetype/freefont/FreeSans.ttf
OpenGL Support OpenGL Support
============== ==============
The following instructions will give you *software* OpenGL. However this The following instructions will give you *software* OpenGL. However this
works at least on all directfb supported platforms. works at least on all directfb supported platforms.
As of this writing 20100802 you need to pull Mesa from git and do the following: As of this writing 20100802 you need to pull Mesa from git and do the following:
------------------------ ------------------------
git clone git://anongit.freedesktop.org/git/mesa/mesa git clone git://anongit.freedesktop.org/git/mesa/mesa
cd mesa cd mesa
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
------------------------ ------------------------
Edit configs/linux-directfb so that the Directories-section looks like Edit configs/linux-directfb so that the Directories-section looks like
------------------------ ------------------------
# Directories # Directories
SRC_DIRS = mesa glu SRC_DIRS = mesa glu
GLU_DIRS = sgi GLU_DIRS = sgi
DRIVER_DIRS = directfb DRIVER_DIRS = directfb
PROGRAM_DIRS = PROGRAM_DIRS =
------------------------ ------------------------
make linux-directfb make linux-directfb
make make
echo Installing - please enter sudo pw. echo Installing - please enter sudo pw.
sudo make install INSTALL_DIR=/usr/local/dfb_GL sudo make install INSTALL_DIR=/usr/local/dfb_GL
cd src/mesa/drivers/directfb cd src/mesa/drivers/directfb
make make
sudo make install INSTALL_DIR=/usr/local/dfb_GL sudo make install INSTALL_DIR=/usr/local/dfb_GL
------------------------ ------------------------
To run the SDL - testprograms: To run the SDL - testprograms:
export SDL_VIDEODRIVER=directfb export SDL_VIDEODRIVER=directfb
export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7 export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
./testgl ./testgl

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@ -1,130 +1,130 @@
Dynamic API Dynamic API
================================================================================ ================================================================================
Originally posted by Ryan at: Originally posted by Ryan at:
https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
Background: Background:
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, - The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
but developers are shipping their own SDL2 with individual Steam games. but developers are shipping their own SDL2 with individual Steam games.
These games might stop getting updates, but a newer SDL2 might be needed later. These games might stop getting updates, but a newer SDL2 might be needed later.
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
ever needed, and these fixes won't make it to a game shipping its own SDL. ever needed, and these fixes won't make it to a game shipping its own SDL.
- Even if we replace the SDL2 in those games with a compatible one, that is to - Even if we replace the SDL2 in those games with a compatible one, that is to
say, edit a developer's Steam depot (yuck!), there are developers that are say, edit a developer's Steam depot (yuck!), there are developers that are
statically linking SDL2 that we can't do this for. We can't even force the statically linking SDL2 that we can't do this for. We can't even force the
dynamic loader to ignore their SDL2 in this case, of course. dynamic loader to ignore their SDL2 in this case, of course.
- If you don't ship an SDL2 with the game in some form, people that disabled the - If you don't ship an SDL2 with the game in some form, people that disabled the
Steam Runtime, or just tried to run the game from the command line instead of Steam Runtime, or just tried to run the game from the command line instead of
Steam might find themselves unable to run the game, due to a missing dependency. Steam might find themselves unable to run the game, due to a missing dependency.
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target - If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
generic Linux boxes that may or may not have SDL2 installed, you have to ship generic Linux boxes that may or may not have SDL2 installed, you have to ship
the library or risk a total failure to launch. So now, you might have to have the library or risk a total failure to launch. So now, you might have to have
a non-Steam build plus a Steam build (that is, one with and one without SDL2 a non-Steam build plus a Steam build (that is, one with and one without SDL2
included), which is inconvenient if you could have had one universal build included), which is inconvenient if you could have had one universal build
that works everywhere. that works everywhere.
- We like the zlib license, but the biggest complaint from the open source - We like the zlib license, but the biggest complaint from the open source
community about the license change is the static linking. The LGPL forced this community about the license change is the static linking. The LGPL forced this
as a legal, not technical issue, but zlib doesn't care. Even those that aren't as a legal, not technical issue, but zlib doesn't care. Even those that aren't
concerned about the GNU freedoms found themselves solving the same problems: concerned about the GNU freedoms found themselves solving the same problems:
swapping in a newer SDL to an older game often times can save the day. swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead. Static linking stops this dead.
So here's what we did: So here's what we did:
SDL now has, internally, a table of function pointers. So, this is what SDL_Init SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like: now looks like:
UInt32 SDL_Init(Uint32 flags) UInt32 SDL_Init(Uint32 flags)
{ {
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
Except that is all done with a bunch of macro magic so we don't have to maintain Except that is all done with a bunch of macro magic so we don't have to maintain
every one of these. every one of these.
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
SDL_Init() that you've been calling all this time. But at startup, it looks more SDL_Init() that you've been calling all this time. But at startup, it looks more
like this: like this:
Uint32 SDL_Init_DEFAULT(Uint32 flags) Uint32 SDL_Init_DEFAULT(Uint32 flags)
{ {
SDL_InitDynamicAPI(); SDL_InitDynamicAPI();
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this _DEFAULT function never gets called again. pointers, which means that this _DEFAULT function never gets called again.
First call to any SDL function sets the whole thing up. First call to any SDL function sets the whole thing up.
So you might be asking, what was the value in that? Isn't this what the operating So you might be asking, what was the value in that? Isn't this what the operating
system's dynamic loader was supposed to do for us? Yes, but now we've got this system's dynamic loader was supposed to do for us? Yes, but now we've got this
level of indirection, we can do things like this: level of indirection, we can do things like this:
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2 ./MyGameThatIsStaticallyLinkedToSDL2
And now, this game that is staticallly linked to SDL, can still be overridden And now, this game that is staticallly linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as with a newer, or better, SDL. The statically linked one will only be used as
far as calling into the jump table in this case. But in cases where no override far as calling into the jump table in this case. But in cases where no override
is desired, the statically linked version will provide its own jump table, is desired, the statically linked version will provide its own jump table,
and everyone is happy. and everyone is happy.
So now: So now:
- Developers can statically link SDL, and users can still replace it. - Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!) (We'd still rather you ship a shared library, though!)
- Developers can ship an SDL with their game, Valve can override it for, say, - Developers can ship an SDL with their game, Valve can override it for, say,
new features on SteamOS, or distros can override it for their own needs, new features on SteamOS, or distros can override it for their own needs,
but it'll also just work in the default case. but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), - Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing. and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case, - End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms. to keep abandoned games running on newer platforms.
- Everyone develops with SDL exactly as they have been doing all along. - Everyone develops with SDL exactly as they have been doing all along.
Same headers, same ABI. Just get the latest version to enable this magic. Same headers, same ABI. Just get the latest version to enable this magic.
A little more about SDL_InitDynamicAPI(): A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes single thread initializes everything (although even SDL_CreateThread() goes
through here before spinning a thread, too), and then decides if it should use through here before spinning a thread, too), and then decides if it should use
an external SDL library. If not, it sets up the jump table using the current an external SDL library. If not, it sets up the jump table using the current
SDL's function pointers (which might be statically linked into a program, or in SDL's function pointers (which might be statically linked into a program, or in
a shared library of its own). If so, it loads that library and looks for and a shared library of its own). If so, it loads that library and looks for and
calls a single function: calls a single function:
SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
That function takes a version number (more on that in a moment), the address of That function takes a version number (more on that in a moment), the address of
the jump table, and the size, in bytes, of the table. the jump table, and the size, in bytes, of the table.
Now, we've got policy here: this table's layout never changes; new stuff gets Now, we've got policy here: this table's layout never changes; new stuff gets
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
the needed functions if tablesize <= sizeof its own jump table. If tablesize is the needed functions if tablesize <= sizeof its own jump table. If tablesize is
bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
if it's smaller, we know we can provide the entire API that the caller needs. if it's smaller, we know we can provide the entire API that the caller needs.
The version variable is a failsafe switch. The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes Right now it's always 1. This number changes when there are major API changes
(so we know if the tablesize might be smaller, or entries in it have changed). (so we know if the tablesize might be smaller, or entries in it have changed).
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
inconceivable to have a small dispatch library that only supplies this one inconceivable to have a small dispatch library that only supplies this one
function and loads different, otherwise-incompatible SDL libraries and has the function and loads different, otherwise-incompatible SDL libraries and has the
right one initialize the jump table based on the version. For something that right one initialize the jump table based on the version. For something that
must generically catch lots of different versions of SDL over time, like the must generically catch lots of different versions of SDL over time, like the
Steam Client, this isn't a bad option. Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking, Finally, I'm sure some people are reading this and thinking,
"I don't want that overhead in my project!" "I don't want that overhead in my project!"
To which I would point out that the extra function call through the jump table To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like encourage you not to do that. However, on heavily locked down platforms like
iOS, or maybe when debugging, it makes sense to disable it. The way this is iOS, or maybe when debugging, it makes sense to disable it. The way this is
designed in SDL, you just have to change one #define, and the entire system designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers. macro magic, so the system is contained to one C file and a few headers.
However, this is on by default and you have to edit a header file to turn it However, this is on by default and you have to edit a header file to turn it
off. Our hopes is that if we make it easy to disable, but not too easy, off. Our hopes is that if we make it easy to disable, but not too easy,
everyone will ultimately be able to get what they want, but we've gently everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution. nudged everyone towards what we think is the best solution.

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

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Dollar Gestures Dollar Gestures
=========================================================================== ===========================================================================
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures. SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID. Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
Recording: Recording:
---------- ----------
To begin recording on a touch device call: To begin recording on a touch device call:
SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices. SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event. Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
A SDL_DOLLARRECORD event is a dgesture with the following fields: A SDL_DOLLARRECORD event is a dgesture with the following fields:
* event.dgesture.touchId - the Id of the touch used to record the gesture. * event.dgesture.touchId - the Id of the touch used to record the gesture.
* event.dgesture.gestureId - the unique id of the recorded gesture. * event.dgesture.gestureId - the unique id of the recorded gesture.
Performing: Performing:
----------- -----------
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields: As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
* event.dgesture.touchId - the Id of the touch which performed the gesture. * event.dgesture.touchId - the Id of the touch which performed the gesture.
* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke. * event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match. * event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
* event.dgesture.numFingers - the number of fingers used to draw the stroke. * event.dgesture.numFingers - the number of fingers used to draw the stroke.
Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed). Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
Saving: Saving:
------- -------
To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored. To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored. To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
Both functions return the number of gestures successfully saved. Both functions return the number of gestures successfully saved.
Loading: Loading:
-------- --------
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
SDL_LoadDollarTemplates returns the number of templates successfully loaded. SDL_LoadDollarTemplates returns the number of templates successfully loaded.
=========================================================================== ===========================================================================
Multi Gestures Multi Gestures
=========================================================================== ===========================================================================
SDL provides simple support for pinch/rotate/swipe gestures. SDL provides simple support for pinch/rotate/swipe gestures.
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields: Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
* event.mgesture.touchId - the Id of the touch on which the gesture was performed. * event.mgesture.touchId - the Id of the touch on which the gesture was performed.
* event.mgesture.x - the normalized x coordinate of the gesture. (0..1) * event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
* event.mgesture.y - the normalized y coordinate of the gesture. (0..1) * event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
* event.mgesture.dTheta - the amount that the fingers rotated during this motion. * event.mgesture.dTheta - the amount that the fingers rotated during this motion.
* event.mgesture.dDist - the amount that the fingers pinched during this motion. * event.mgesture.dDist - the amount that the fingers pinched during this motion.
* event.mgesture.numFingers - the number of fingers used in the gesture. * event.mgesture.numFingers - the number of fingers used in the gesture.
=========================================================================== ===========================================================================
Notes Notes
=========================================================================== ===========================================================================
For a complete example see test/testgesture.c For a complete example see test/testgesture.c
Please direct questions/comments to: Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com jim.tla+sdl_touch@gmail.com

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Mercurial Mercurial
========= =========
The latest development version of SDL is available via Mercurial. The latest development version of SDL is available via Mercurial.
Mercurial allows you to get up-to-the-minute fixes and enhancements; Mercurial allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "hg" to mirror that as a developer works on a source tree, you can use "hg" to mirror that
source tree instead of waiting for an official release. Please look source tree instead of waiting for an official release. Please look
at the Mercurial website ( https://www.mercurial-scm.org/ ) for more at the Mercurial website ( https://www.mercurial-scm.org/ ) for more
information on using hg, where you can also download software for information on using hg, where you can also download software for
Mac OS X, Windows, and Unix systems. Mac OS X, Windows, and Unix systems.
hg clone http://hg.libsdl.org/SDL hg clone http://hg.libsdl.org/SDL
If you are building SDL via configure, you will need to run autogen.sh If you are building SDL via configure, you will need to run autogen.sh
before running configure. before running configure.
There is a web interface to the subversion repository at: There is a web interface to the subversion repository at:
http://hg.libsdl.org/SDL/ http://hg.libsdl.org/SDL/
There is an RSS feed available at that URL, for those that want to There is an RSS feed available at that URL, for those that want to
track commits in real time. track commits in real time.

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iOS iOS
====== ======
============================================================================== ==============================================================================
Building the Simple DirectMedia Layer for iOS 5.1+ Building the Simple DirectMedia Layer for iOS 5.1+
============================================================================== ==============================================================================
Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK. Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
Instructions: Instructions:
1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode. 1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
2. Select your desired target, and hit build. 2. Select your desired target, and hit build.
There are three build targets: There are three build targets:
- libSDL.a: - libSDL.a:
Build SDL as a statically linked library Build SDL as a statically linked library
- testsdl: - testsdl:
Build a test program (there are known test failures which are fine) Build a test program (there are known test failures which are fine)
- Template: - Template:
Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen. Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
============================================================================== ==============================================================================
Build SDL for iOS from the command line Build SDL for iOS from the command line
============================================================================== ==============================================================================
1. cd (PATH WHERE THE SDL CODE IS)/build-scripts 1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
2. ./iosbuild.sh 2. ./iosbuild.sh
If everything goes fine, you should see a build/ios directory, inside there's If everything goes fine, you should see a build/ios directory, inside there's
two directories "lib" and "include". two directories "lib" and "include".
"include" contains a copy of the SDL headers that you'll need for your project, "include" contains a copy of the SDL headers that you'll need for your project,
make sure to configure XCode to look for headers there. make sure to configure XCode to look for headers there.
"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both "lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
to your XCode project. These libraries contain three architectures in them, to your XCode project. These libraries contain three architectures in them,
armv6 for legacy devices, armv7, and i386 (for the simulator). armv6 for legacy devices, armv7, and i386 (for the simulator).
By default, iosbuild.sh will autodetect the SDK version you have installed using By default, iosbuild.sh will autodetect the SDK version you have installed using
xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
by setting the MIN_OS_VERSION variable, ie: by setting the MIN_OS_VERSION variable, ie:
MIN_OS_VERSION=4.2 ./iosbuild.sh MIN_OS_VERSION=4.2 ./iosbuild.sh
============================================================================== ==============================================================================
Using the Simple DirectMedia Layer for iOS Using the Simple DirectMedia Layer for iOS
============================================================================== ==============================================================================
FIXME: This needs to be updated for the latest methods FIXME: This needs to be updated for the latest methods
Here is the easiest method: Here is the easiest method:
1. Build the SDL library (libSDL2.a) and the iPhone SDL Application template. 1. Build the SDL library (libSDL2.a) and the iPhone SDL Application template.
2. Install the iPhone SDL Application template by copying it to one of Xcode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/Xcode/Project Templates/" and placing it there. 2. Install the iPhone SDL Application template by copying it to one of Xcode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/Xcode/Project Templates/" and placing it there.
3. Start a new project using the template. The project should be immediately ready for use with SDL. 3. Start a new project using the template. The project should be immediately ready for use with SDL.
Here is a more manual method: Here is a more manual method:
1. Create a new iOS view based application. 1. Create a new iOS view based application.
2. Build the SDL static library (libSDL2.a) for iOS and include them in your project. Xcode will ignore the library that is not currently of the correct architecture, hence your app will work both on iOS and in the iOS Simulator. 2. Build the SDL static library (libSDL2.a) for iOS and include them in your project. Xcode will ignore the library that is not currently of the correct architecture, hence your app will work both on iOS and in the iOS Simulator.
3. Include the SDL header files in your project. 3. Include the SDL header files in your project.
4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iOS produces its user interface programmatically. 4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iOS produces its user interface programmatically.
5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell Xcode not to use the project prefix file, as it includes Objective-C code. 5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell Xcode not to use the project prefix file, as it includes Objective-C code.
============================================================================== ==============================================================================
Notes -- Retina / High-DPI and window sizes Notes -- Retina / High-DPI and window sizes
============================================================================== ==============================================================================
Window and display mode sizes in SDL are in "screen coordinates" (or "points", Window and display mode sizes in SDL are in "screen coordinates" (or "points",
in Apple's terminology) rather than in pixels. On iOS this means that a window in Apple's terminology) rather than in pixels. On iOS this means that a window
created on an iPhone 6 will have a size in screen coordinates of 375 x 667, created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
rather than a size in pixels of 750 x 1334. All iOS apps are expected to rather than a size in pixels of 750 x 1334. All iOS apps are expected to
size their content based on screen coordinates / points rather than pixels, size their content based on screen coordinates / points rather than pixels,
as this allows different iOS devices to have different pixel densities as this allows different iOS devices to have different pixel densities
(Retina versus non-Retina screens, etc.) without apps caring too much. (Retina versus non-Retina screens, etc.) without apps caring too much.
By default SDL will not use the full pixel density of the screen on By default SDL will not use the full pixel density of the screen on
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
creating your window to enable high-dpi support. creating your window to enable high-dpi support.
When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
will still be in "screen coordinates" rather than pixels, but the window will will still be in "screen coordinates" rather than pixels, but the window will
have a much greater pixel density when the device supports it, and the have a much greater pixel density when the device supports it, and the
SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
whether raw OpenGL or the SDL_Render API is used) can be queried to determine whether raw OpenGL or the SDL_Render API is used) can be queried to determine
the size in pixels of the drawable screen framebuffer. the size in pixels of the drawable screen framebuffer.
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
orthographic projection matrix using the size in screen coordinates orthographic projection matrix using the size in screen coordinates
(SDL_GetWindowSize()) can be used in order to display content at the same scale (SDL_GetWindowSize()) can be used in order to display content at the same scale
no matter whether a Retina device is used or not. no matter whether a Retina device is used or not.
============================================================================== ==============================================================================
Notes -- Application events Notes -- Application events
============================================================================== ==============================================================================
On iOS the application goes through a fixed life cycle and you will get On iOS the application goes through a fixed life cycle and you will get
notifications of state changes via application events. When these events notifications of state changes via application events. When these events
are delivered you must handle them in an event callback because the OS may are delivered you must handle them in an event callback because the OS may
not give you any processing time after the events are delivered. not give you any processing time after the events are delivered.
e.g. e.g.
int HandleAppEvents(void *userdata, SDL_Event *event) int HandleAppEvents(void *userdata, SDL_Event *event)
{ {
switch (event->type) switch (event->type)
{ {
case SDL_APP_TERMINATING: case SDL_APP_TERMINATING:
/* Terminate the app. /* Terminate the app.
Shut everything down before returning from this function. Shut everything down before returning from this function.
*/ */
return 0; return 0;
case SDL_APP_LOWMEMORY: case SDL_APP_LOWMEMORY:
/* You will get this when your app is paused and iOS wants more memory. /* You will get this when your app is paused and iOS wants more memory.
Release as much memory as possible. Release as much memory as possible.
*/ */
return 0; return 0;
case SDL_APP_WILLENTERBACKGROUND: case SDL_APP_WILLENTERBACKGROUND:
/* Prepare your app to go into the background. Stop loops, etc. /* Prepare your app to go into the background. Stop loops, etc.
This gets called when the user hits the home button, or gets a call. This gets called when the user hits the home button, or gets a call.
*/ */
return 0; return 0;
case SDL_APP_DIDENTERBACKGROUND: case SDL_APP_DIDENTERBACKGROUND:
/* This will get called if the user accepted whatever sent your app to the background. /* This will get called if the user accepted whatever sent your app to the background.
If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops. If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
When you get this, you have 5 seconds to save all your state or the app will be terminated. When you get this, you have 5 seconds to save all your state or the app will be terminated.
Your app is NOT active at this point. Your app is NOT active at this point.
*/ */
return 0; return 0;
case SDL_APP_WILLENTERFOREGROUND: case SDL_APP_WILLENTERFOREGROUND:
/* This call happens when your app is coming back to the foreground. /* This call happens when your app is coming back to the foreground.
Restore all your state here. Restore all your state here.
*/ */
return 0; return 0;
case SDL_APP_DIDENTERFOREGROUND: case SDL_APP_DIDENTERFOREGROUND:
/* Restart your loops here. /* Restart your loops here.
Your app is interactive and getting CPU again. Your app is interactive and getting CPU again.
*/ */
return 0; return 0;
default: default:
/* No special processing, add it to the event queue */ /* No special processing, add it to the event queue */
return 1; return 1;
} }
} }
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
SDL_SetEventFilter(HandleAppEvents, NULL); SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop ... run your main loop
return 0; return 0;
} }
============================================================================== ==============================================================================
Notes -- Accelerometer as Joystick Notes -- Accelerometer as Joystick
============================================================================== ==============================================================================
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory. SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF. The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
============================================================================== ==============================================================================
Notes -- OpenGL ES Notes -- OpenGL ES
============================================================================== ==============================================================================
Your SDL application for iOS uses OpenGL ES for video by default. Your SDL application for iOS uses OpenGL ES for video by default.
OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute(). OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0. Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this: OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called. - The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called. - The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called. - If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h). The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
============================================================================== ==============================================================================
Notes -- Keyboard Notes -- Keyboard
============================================================================== ==============================================================================
The SDL keyboard API has been extended to support on-screen keyboards: The SDL keyboard API has been extended to support on-screen keyboards:
void SDL_StartTextInput() void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard. -- enables text events and reveals the onscreen keyboard.
void SDL_StopTextInput() void SDL_StopTextInput()
-- disables text events and hides the onscreen keyboard. -- disables text events and hides the onscreen keyboard.
SDL_bool SDL_IsTextInputActive() SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible) -- returns whether or not text events are enabled (and the onscreen keyboard is visible)
============================================================================== ==============================================================================
Notes -- Reading and Writing files Notes -- Reading and Writing files
============================================================================== ==============================================================================
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory. Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
Once your application is installed its directory tree looks like: Once your application is installed its directory tree looks like:
MySDLApp Home/ MySDLApp Home/
MySDLApp.app MySDLApp.app
Documents/ Documents/
Library/ Library/
Preferences/ Preferences/
tmp/ tmp/
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences". When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
More information on this subject is available here: More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
============================================================================== ==============================================================================
Notes -- iPhone SDL limitations Notes -- iPhone SDL limitations
============================================================================== ==============================================================================
Windows: Windows:
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS). Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
Textures: Textures:
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats. The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
Loading Shared Objects: Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h. This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
============================================================================== ==============================================================================
Game Center Game Center
============================================================================== ==============================================================================
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using: Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam); int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run. This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
e.g. e.g.
extern "C" extern "C"
void ShowFrame(void*) void ShowFrame(void*)
{ {
... do event handling, frame logic and rendering ... ... do event handling, frame logic and rendering ...
} }
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
... initialize game ... ... initialize game ...
#if __IPHONEOS__ #if __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking // Initialize the Game Center for scoring and matchmaking
InitGameCenter(); InitGameCenter();
// Set up the game to run in the window animation callback on iOS // Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly. // so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL); SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else #else
while ( running ) { while ( running ) {
ShowFrame(0); ShowFrame(0);
DelayFrame(); DelayFrame();
} }
#endif #endif
return 0; return 0;
} }
============================================================================== ==============================================================================
Deploying to older versions of iOS Deploying to older versions of iOS
============================================================================== ==============================================================================
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1 SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
In order to do that you need to download an older version of Xcode: In order to do that you need to download an older version of Xcode:
https://developer.apple.com/download/more/?name=Xcode https://developer.apple.com/download/more/?name=Xcode
Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
Open your project and set your deployment target to the desired version of iOS Open your project and set your deployment target to the desired version of iOS
Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController

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Linux Linux
================================================================================ ================================================================================
By default SDL will only link against glibc, the rest of the features will be By default SDL will only link against glibc, the rest of the features will be
enabled dynamically at runtime depending on the available features on the target enabled dynamically at runtime depending on the available features on the target
system. So, for example if you built SDL with Xinerama support and the target system. So, for example if you built SDL with Xinerama support and the target
system does not have the Xinerama libraries installed, it will be disabled system does not have the Xinerama libraries installed, it will be disabled
at runtime, and you won't get a missing library error, at least with the at runtime, and you won't get a missing library error, at least with the
default configuration parameters. default configuration parameters.
================================================================================ ================================================================================
Build Dependencies Build Dependencies
================================================================================ ================================================================================
Ubuntu 13.04, all available features enabled: Ubuntu 13.04, all available features enabled:
sudo apt-get install build-essential mercurial make cmake autoconf automake \ sudo apt-get install build-essential mercurial make cmake autoconf automake \
libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \ libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \ libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \ libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \ libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
fcitx-libs-dev libsamplerate0-dev libsndio-dev fcitx-libs-dev libsamplerate0-dev libsndio-dev
Ubuntu 16.04+ can also add "libwayland-dev libxkbcommon-dev wayland-protocols" Ubuntu 16.04+ can also add "libwayland-dev libxkbcommon-dev wayland-protocols"
to that command line for Wayland support. to that command line for Wayland support.
Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command
line for Mir support. line for Mir support.
NOTES: NOTES:
- This includes all the audio targets except arts, because Ubuntu pulled the - This includes all the audio targets except arts, because Ubuntu pulled the
artsc0-dev package, but in theory SDL still supports it. artsc0-dev package, but in theory SDL still supports it.
- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime - libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
for higher-quality audio resampling. SDL will work without it if the library for higher-quality audio resampling. SDL will work without it if the library
is missing, so it's safe to build in support even if the end user doesn't is missing, so it's safe to build in support even if the end user doesn't
have this library installed. have this library installed.
- DirectFB isn't included because the configure script (currently) fails to find - DirectFB isn't included because the configure script (currently) fails to find
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
configure script to include DirectFB support. Send patches. :) configure script to include DirectFB support. Send patches. :)
================================================================================ ================================================================================
Joystick does not work Joystick does not work
================================================================================ ================================================================================
If you compiled or are using a version of SDL with udev support (and you should!) If you compiled or are using a version of SDL with udev support (and you should!)
there's a few issues that may cause SDL to fail to detect your joystick. To there's a few issues that may cause SDL to fail to detect your joystick. To
debug this, start by installing the evtest utility. On Ubuntu/Debian: debug this, start by installing the evtest utility. On Ubuntu/Debian:
sudo apt-get install evtest sudo apt-get install evtest
Then run: Then run:
sudo evtest sudo evtest
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
Now run: Now run:
cat /dev/input/event/XX cat /dev/input/event/XX
If you get a permission error, you need to set a udev rule to change the mode of If you get a permission error, you need to set a udev rule to change the mode of
your device (see below) your device (see below)
Also, try: Also, try:
sudo udevadm info --query=all --name=input/eventXX sudo udevadm info --query=all --name=input/eventXX
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it, If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
you need to set up an udev rule to force this variable. you need to set up an udev rule to force this variable.
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
like: like:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
You can set up similar rules for your device by changing the values listed in You can set up similar rules for your device by changing the values listed in
idProduct and idVendor. To obtain these values, try: idProduct and idVendor. To obtain these values, try:
sudo udevadm info -a --name=input/eventXX | grep idVendor sudo udevadm info -a --name=input/eventXX | grep idVendor
sudo udevadm info -a --name=input/eventXX | grep idProduct sudo udevadm info -a --name=input/eventXX | grep idProduct
If multiple values come up for each of these, the one you want is the first one of each. If multiple values come up for each of these, the one you want is the first one of each.
On other systems which ship with an older udev (such as CentOS), you may need On other systems which ship with an older udev (such as CentOS), you may need
to set up a rule such as: to set up a rule such as:
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"

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@ -1,240 +1,240 @@
Mac OS X Mac OS X
============================================================================== ==============================================================================
These instructions are for people using Apple's Mac OS X (pronounced These instructions are for people using Apple's Mac OS X (pronounced
"ten"). "ten").
From the developer's point of view, OS X is a sort of hybrid Mac and From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode. command line tools or Apple's IDE Xcode.
Command Line Build Command Line Build
================== ==================
To build SDL using the command line, use the standard configure and make To build SDL using the command line, use the standard configure and make
process: process:
./configure ./configure
make make
sudo make install sudo make install
You can also build SDL as a Universal library (a single binary for both You can also build SDL as a Universal library (a single binary for both
32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using 32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
the gcc-fat.sh script in build-scripts: the gcc-fat.sh script in build-scripts:
mkdir mybuild mkdir mybuild
cd mybuild cd mybuild
CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
make make
sudo make install sudo make install
This script builds SDL with 10.5 ABI compatibility on i386 and 10.6 This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
ABI compatibility on x86_64 architectures. For best compatibility you ABI compatibility on x86_64 architectures. For best compatibility you
should compile your application the same way. should compile your application the same way.
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
(even if you target back to 10.5 systems). PowerPC support for Mac OS X has (even if you target back to 10.5 systems). PowerPC support for Mac OS X has
been officially dropped as of SDL 2.0.2. been officially dropped as of SDL 2.0.2.
To use the library once it's built, you essential have two possibilities: To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode. use the traditional autoconf/automake/make method, or use Xcode.
============================================================================== ==============================================================================
Caveats for using SDL with Mac OS X Caveats for using SDL with Mac OS X
============================================================================== ==============================================================================
Some things you have to be aware of when using SDL on Mac OS X: Some things you have to be aware of when using SDL on Mac OS X:
- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]), - If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
SDL will not register its own. This means that SDL will not terminate using SDL will not register its own. This means that SDL will not terminate using
SDL_Quit if it receives a termination request, it will terminate like a SDL_Quit if it receives a termination request, it will terminate like a
normal app, and it will not send a SDL_DROPFILE when you request to open a normal app, and it will not send a SDL_DROPFILE when you request to open a
file with the app. To solve these issues, put the following code in your file with the app. To solve these issues, put the following code in your
NSApplicationDelegate implementation: NSApplicationDelegate implementation:
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{ {
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) { if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
SDL_Event event; SDL_Event event;
event.type = SDL_QUIT; event.type = SDL_QUIT;
SDL_PushEvent(&event); SDL_PushEvent(&event);
} }
return NSTerminateCancel; return NSTerminateCancel;
} }
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{ {
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) { if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
SDL_Event event; SDL_Event event;
event.type = SDL_DROPFILE; event.type = SDL_DROPFILE;
event.drop.file = SDL_strdup([filename UTF8String]); event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0); return (SDL_PushEvent(&event) > 0);
} }
return NO; return NO;
} }
============================================================================== ==============================================================================
Using the Simple DirectMedia Layer with a traditional Makefile Using the Simple DirectMedia Layer with a traditional Makefile
============================================================================== ==============================================================================
An existing autoconf/automake build system for your SDL app has good chances An existing autoconf/automake build system for your SDL app has good chances
to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
that you can distribute to users, you need to put the generated binary into a that you can distribute to users, you need to put the generated binary into a
so called "bundle", which basically is a fancy folder with a name like so called "bundle", which basically is a fancy folder with a name like
"MyCoolGame.app". "MyCoolGame.app".
To get this build automatically, add something like the following rule to To get this build automatically, add something like the following rule to
your Makefile.am: your Makefile.am:
bundle_contents = APP_NAME.app/Contents bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
You should replace EXE_NAME with the name of the executable. APP_NAME is what You should replace EXE_NAME with the name of the executable. APP_NAME is what
will be visible to the user in the Finder. Usually it will be the same will be visible to the user in the Finder. Usually it will be the same
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
usually is "TestGame". You might also want to use `@PACKAGE@` to use the package usually is "TestGame". You might also want to use `@PACKAGE@` to use the package
name as specified in your configure.in file. name as specified in your configure.in file.
If your project builds more than one application, you will have to do a bit If your project builds more than one application, you will have to do a bit
more. For each of your target applications, you need a separate rule. more. For each of your target applications, you need a separate rule.
If you want the created bundles to be installed, you may want to add this If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am: rule to your Makefile.am:
install-exec-hook: APP_NAME_bundle install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/ mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/ cp -r $< /$(DESTDIR)$(prefix)Applications/
This rule takes the Bundle created by the rule from step 3 and installs them This rule takes the Bundle created by the rule from step 3 and installs them
into "$(DESTDIR)$(prefix)/Applications/". into "$(DESTDIR)$(prefix)/Applications/".
Again, if you want to install multiple applications, you will have to augment Again, if you want to install multiple applications, you will have to augment
the make rule accordingly. the make rule accordingly.
But beware! That is only part of the story! With the above, you end up with But beware! That is only part of the story! With the above, you end up with
a bare bone .app bundle, which is double clickable from the Finder. But a bare bone .app bundle, which is double clickable from the Finder. But
there are some more things you should do before shipping your product... there are some more things you should do before shipping your product...
1) The bundle right now probably is dynamically linked against SDL. That 1) The bundle right now probably is dynamically linked against SDL. That
means that when you copy it to another computer, *it will not run*, means that when you copy it to another computer, *it will not run*,
unless you also install SDL on that other computer. A good solution unless you also install SDL on that other computer. A good solution
for this dilemma is to static link against SDL. On OS X, you can for this dilemma is to static link against SDL. On OS X, you can
achieve that by linking against the libraries listed by achieve that by linking against the libraries listed by
sdl-config --static-libs sdl-config --static-libs
instead of those listed by instead of those listed by
sdl-config --libs sdl-config --libs
Depending on how exactly SDL is integrated into your build systems, the Depending on how exactly SDL is integrated into your build systems, the
way to achieve that varies, so I won't describe it here in detail way to achieve that varies, so I won't describe it here in detail
2) Add an 'Info.plist' to your application. That is a special XML file which 2) Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file, information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window. when you click on the .app, or if you look at the "Get Info" window.
More information about Info.plist files can be found on Apple's homepage. More information about Info.plist files can be found on Apple's homepage.
As a final remark, let me add that I use some of the techniques (and some As a final remark, let me add that I use some of the techniques (and some
variations of them) in Exult and ScummVM; both are available in source on variations of them) in Exult and ScummVM; both are available in source on
the net, so feel free to take a peek at them for inspiration! the net, so feel free to take a peek at them for inspiration!
============================================================================== ==============================================================================
Using the Simple DirectMedia Layer with Xcode Using the Simple DirectMedia Layer with Xcode
============================================================================== ==============================================================================
These instructions are for using Apple's Xcode IDE to build SDL applications. These instructions are for using Apple's Xcode IDE to build SDL applications.
- First steps - First steps
The first thing to do is to unpack the Xcode.tar.gz archive in the The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides). top level SDL directory (where the Xcode.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory, Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line: you should unpack the archive manually from the command line:
cd [path_to_SDL_source] cd [path_to_SDL_source]
tar zxf Xcode.tar.gz tar zxf Xcode.tar.gz
This will create a new folder called Xcode, which you can browse This will create a new folder called Xcode, which you can browse
normally from the Finder. normally from the Finder.
- Building the Framework - Building the Framework
The SDL Library is packaged as a framework bundle, an organized The SDL Library is packaged as a framework bundle, an organized
relocatable folder hierarchy of executable code, interface headers, relocatable folder hierarchy of executable code, interface headers,
and additional resources. For practical purposes, you can think of a and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library. file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it. To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect /Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the it to be located there. However, it will function the same in any of the
following locations: following locations:
~/Library/Frameworks ~/Library/Frameworks
/Local/Library/Frameworks /Local/Library/Frameworks
/System/Library/Frameworks /System/Library/Frameworks
- Build Options - Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL. There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library. "Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself. "Development" should be used to debug SDL apps or the library itself.
- Building the Testers - Building the Testers
Open the SDLTest project and build away! Open the SDLTest project and build away!
- Using the Project Stationary - Using the Project Stationary
Copy the stationary to the indicated folders to access it from Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier? the "New Project" and "Add target" menus. What could be easier?
- Setting up a new project by hand - Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips: Some of you won't want to use the Stationary so I'll give some tips:
* Create a new "Cocoa Application" * Create a new "Cocoa Application"
* Add src/main/macosx/SDLMain.m , .h and .nib to your project * Add src/main/macosx/SDLMain.m , .h and .nib to your project
* Remove "main.c" from your project * Remove "main.c" from your project
* Remove "MainMenu.nib" from your project * Remove "MainMenu.nib" from your project
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "$(HOME)/Library/Frameworks" to the frameworks search path * Add "$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib" * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
* Add your files * Add your files
* Clean and build * Clean and build
- Building from command line - Building from command line
Use pbxbuild in the same directory as your .pbproj file Use pbxbuild in the same directory as your .pbproj file
- Running your app - Running your app
You can send command line args to your app by either invoking it from You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the the command line (in *.app/Contents/MacOS) or by entering them in the
"Executables" panel of the target settings. "Executables" panel of the target settings.
- Implementation Notes - Implementation Notes
Some things that may be of interest about how it all works... Some things that may be of interest about how it all works...
* Working directory * Working directory
As defined in the SDL_main.m file, the working directory of your SDL app As defined in the SDL_main.m file, the working directory of your SDL app
is by default set to its parent. You may wish to change this to better is by default set to its parent. You may wish to change this to better
suit your needs. suit your needs.
* You have a Cocoa App! * You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called, starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method. which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself. to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this. Functionality may be added in the future to help this.
Known bugs are listed in the file "BUGS.txt". Known bugs are listed in the file "BUGS.txt".

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@ -1,103 +1,103 @@
Native Client Native Client
================================================================================ ================================================================================
Requirements: Requirements:
* Native Client SDK (https://developer.chrome.com/native-client), * Native Client SDK (https://developer.chrome.com/native-client),
(tested with Pepper version 33 or higher). (tested with Pepper version 33 or higher).
The SDL backend for Chrome's Native Client has been tested only with the PNaCl The SDL backend for Chrome's Native Client has been tested only with the PNaCl
toolchain, which generates binaries designed to run on ARM and x86_32/64 toolchain, which generates binaries designed to run on ARM and x86_32/64
platforms. This does not mean it won't work with the other toolchains! platforms. This does not mean it won't work with the other toolchains!
================================================================================ ================================================================================
Building SDL for NaCl Building SDL for NaCl
================================================================================ ================================================================================
Set up the right environment variables (see naclbuild.sh), then configure SDL with: Set up the right environment variables (see naclbuild.sh), then configure SDL with:
configure --host=pnacl --prefix some/install/destination configure --host=pnacl --prefix some/install/destination
Then "make". Then "make".
As an example of how to create a deployable app a Makefile project is provided As an example of how to create a deployable app a Makefile project is provided
in test/nacl/Makefile, which includes some monkey patching of the common.mk file in test/nacl/Makefile, which includes some monkey patching of the common.mk file
provided by NaCl, without which linking properly to SDL won't work (the search provided by NaCl, without which linking properly to SDL won't work (the search
path can't be modified externally, so the linker won't find SDL's binaries unless path can't be modified externally, so the linker won't find SDL's binaries unless
you dump them into the SDK path, which is inconvenient). you dump them into the SDK path, which is inconvenient).
Also provided in test/nacl is the required support file, such as index.html, Also provided in test/nacl is the required support file, such as index.html,
manifest.json, etc. manifest.json, etc.
SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem), This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
hiding the asynchronous nature of the browser behind the scenes...which is not the hiding the asynchronous nature of the browser behind the scenes...which is not the
same as making it disappear! same as making it disappear!
================================================================================ ================================================================================
Running tests Running tests
================================================================================ ================================================================================
Due to the nature of NaCl programs, building and running SDL tests is not as Due to the nature of NaCl programs, building and running SDL tests is not as
straightforward as one would hope. The script naclbuild.sh in build-scripts straightforward as one would hope. The script naclbuild.sh in build-scripts
automates the process and should serve as a guide for users of SDL trying to build automates the process and should serve as a guide for users of SDL trying to build
their own applications. their own applications.
Basic usage: Basic usage:
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
This will build testgles2.c by default. This will build testgles2.c by default.
If you want to build a different test, for example testrendercopyex.c: If you want to build a different test, for example testrendercopyex.c:
SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
Once the build finishes, you have to serve the contents with a web server (the Once the build finishes, you have to serve the contents with a web server (the
script will give you instructions on how to do that with Python). script will give you instructions on how to do that with Python).
================================================================================ ================================================================================
RWops and nacl_io RWops and nacl_io
================================================================================ ================================================================================
SDL_RWops work transparently with nacl_io. Two functions control the mount points: SDL_RWops work transparently with nacl_io. Two functions control the mount points:
int mount(const char* source, const char* target, int mount(const char* source, const char* target,
const char* filesystemtype, const char* filesystemtype,
unsigned long mountflags, const void *data); unsigned long mountflags, const void *data);
int umount(const char *target); int umount(const char *target);
For convenience, SDL will by default mount an httpfs tree at / before calling For convenience, SDL will by default mount an httpfs tree at / before calling
the app's main function. Such setting can be overridden by calling: the app's main function. Such setting can be overridden by calling:
umount("/"); umount("/");
And then mounting a different filesystem at / And then mounting a different filesystem at /
It's important to consider that the asynchronous nature of file operations on a It's important to consider that the asynchronous nature of file operations on a
browser is hidden from the application, effectively providing the developer with browser is hidden from the application, effectively providing the developer with
a set of blocking file operations just like you get in a regular desktop a set of blocking file operations just like you get in a regular desktop
environment, which eases the job of porting to Native Client, but also introduces environment, which eases the job of porting to Native Client, but also introduces
a set of challenges of its own, in particular when big file sizes and slow a set of challenges of its own, in particular when big file sizes and slow
connections are involved. connections are involved.
For more information on how nacl_io and mount points work, see: For more information on how nacl_io and mount points work, see:
https://developer.chrome.com/native-client/devguide/coding/nacl_io https://developer.chrome.com/native-client/devguide/coding/nacl_io
https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h
To be able to save into the directory "/save/" (like backup of game) : To be able to save into the directory "/save/" (like backup of game) :
mount("", "/save", "html5fs", 0, "type=PERSISTENT"); mount("", "/save", "html5fs", 0, "type=PERSISTENT");
And add to manifest.json : And add to manifest.json :
"permissions": [ "permissions": [
"unlimitedStorage" "unlimitedStorage"
] ]
================================================================================ ================================================================================
TODO - Known Issues TODO - Known Issues
================================================================================ ================================================================================
* Testing of all systems with a real application (something other than SDL's tests) * Testing of all systems with a real application (something other than SDL's tests)
* Key events don't seem to work properly * Key events don't seem to work properly

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Pandora Pandora
===================================================================== =====================================================================
( http://openpandora.org/ ) ( http://openpandora.org/ )
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES - A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
support to work on the pandora under the framebuffer. This driver do not have support to work on the pandora under the framebuffer. This driver do not have
input support for now, so if you use it you will have to add your own control code. input support for now, so if you use it you will have to add your own control code.
The video driver name is "pandora" so if you have problem running it from The video driver name is "pandora" so if you have problem running it from
the framebuffer, try to set the following variable before starting your application : the framebuffer, try to set the following variable before starting your application :
"export SDL_VIDEODRIVER=pandora" "export SDL_VIDEODRIVER=pandora"
- OpenGL ES support was added to the x11 driver, so it's working like the normal - OpenGL ES support was added to the x11 driver, so it's working like the normal
x11 driver one with OpenGLX support, with SDL input event's etc.. x11 driver one with OpenGLX support, with SDL input event's etc..
David Carré (Cpasjuste) David Carré (Cpasjuste)
cpasjuste@gmail.com cpasjuste@gmail.com

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

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Porting Porting
======= =======
* Porting To A New Platform * Porting To A New Platform
The first thing you have to do when porting to a new platform, is look at The first thing you have to do when porting to a new platform, is look at
include/SDL_platform.h and create an entry there for your operating system. include/SDL_platform.h and create an entry there for your operating system.
The standard format is "__PLATFORM__", where PLATFORM is the name of the OS. The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
Ideally SDL_platform.h will be able to auto-detect the system it's building Ideally SDL_platform.h will be able to auto-detect the system it's building
on based on C preprocessor symbols. on based on C preprocessor symbols.
There are two basic ways of building SDL at the moment: There are two basic ways of building SDL at the moment:
1. The "UNIX" way: ./configure; make; make install 1. The "UNIX" way: ./configure; make; make install
If you have a GNUish system, then you might try this. Edit configure.in, If you have a GNUish system, then you might try this. Edit configure.in,
take a look at the large section labelled: take a look at the large section labelled:
"Set up the configuration based on the host platform!" "Set up the configuration based on the host platform!"
Add a section for your platform, and then re-run autogen.sh and build! Add a section for your platform, and then re-run autogen.sh and build!
2. Using an IDE: 2. Using an IDE:
If you're using an IDE or other non-configure build system, you'll probably If you're using an IDE or other non-configure build system, you'll probably
want to create a custom SDL_config.h for your platform. Edit SDL_config.h, want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
add a section for your platform, and create a custom SDL_config_{platform}.h, add a section for your platform, and create a custom SDL_config_{platform}.h,
based on SDL_config_minimal.h and SDL_config.h.in based on SDL_config_minimal.h and SDL_config.h.in
Add the top level include directory to the header search path, and then add Add the top level include directory to the header search path, and then add
the following sources to the project: the following sources to the project:
src/*.c src/*.c
src/atomic/*.c src/atomic/*.c
src/audio/*.c src/audio/*.c
src/cpuinfo/*.c src/cpuinfo/*.c
src/events/*.c src/events/*.c
src/file/*.c src/file/*.c
src/haptic/*.c src/haptic/*.c
src/joystick/*.c src/joystick/*.c
src/power/*.c src/power/*.c
src/render/*.c src/render/*.c
src/render/software/*.c src/render/software/*.c
src/stdlib/*.c src/stdlib/*.c
src/thread/*.c src/thread/*.c
src/timer/*.c src/timer/*.c
src/video/*.c src/video/*.c
src/audio/disk/*.c src/audio/disk/*.c
src/audio/dummy/*.c src/audio/dummy/*.c
src/filesystem/dummy/*.c src/filesystem/dummy/*.c
src/video/dummy/*.c src/video/dummy/*.c
src/haptic/dummy/*.c src/haptic/dummy/*.c
src/joystick/dummy/*.c src/joystick/dummy/*.c
src/main/dummy/*.c src/main/dummy/*.c
src/thread/generic/*.c src/thread/generic/*.c
src/timer/dummy/*.c src/timer/dummy/*.c
src/loadso/dummy/*.c src/loadso/dummy/*.c
Once you have a working library without any drivers, you can go back to each Once you have a working library without any drivers, you can go back to each
of the major subsystems and start implementing drivers for your platform. of the major subsystems and start implementing drivers for your platform.
If you have any questions, don't hesitate to ask on the SDL mailing list: If you have any questions, don't hesitate to ask on the SDL mailing list:
http://www.libsdl.org/mailing-list.php http://www.libsdl.org/mailing-list.php
Enjoy! Enjoy!
Sam Lantinga (slouken@libsdl.org) Sam Lantinga (slouken@libsdl.org)

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PSP PSP
====== ======
SDL port for the Sony PSP contributed by SDL port for the Sony PSP contributed by
Captian Lex Captian Lex
Credit to Credit to
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
Geecko for his PSP GU lib "Glib2d" Geecko for his PSP GU lib "Glib2d"
Building Building
-------- --------
To build for the PSP, make sure psp-config is in the path and run: To build for the PSP, make sure psp-config is in the path and run:
make -f Makefile.psp make -f Makefile.psp
To Do To Do
------ ------
PSP Screen Keyboard PSP Screen Keyboard

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Raspberry Pi Raspberry Pi
================================================================================ ================================================================================
Requirements: Requirements:
Raspbian (other Linux distros may work as well). Raspbian (other Linux distros may work as well).
================================================================================ ================================================================================
Features Features
================================================================================ ================================================================================
* Works without X11 * Works without X11
* Hardware accelerated OpenGL ES 2.x * Hardware accelerated OpenGL ES 2.x
* Sound via ALSA * Sound via ALSA
* Input (mouse/keyboard/joystick) via EVDEV * Input (mouse/keyboard/joystick) via EVDEV
* Hotplugging of input devices via UDEV * Hotplugging of input devices via UDEV
================================================================================ ================================================================================
Raspbian Build Dependencies Raspbian Build Dependencies
================================================================================ ================================================================================
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
OpenGL ES 2.x, it usually comes pre-installed, but in any case: OpenGL ES 2.x, it usually comes pre-installed, but in any case:
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
================================================================================ ================================================================================
Cross compiling from x86 Linux Cross compiling from x86 Linux
================================================================================ ================================================================================
To cross compile SDL for Raspbian from your desktop machine, you'll need a To cross compile SDL for Raspbian from your desktop machine, you'll need a
Raspbian system root and the cross compilation tools. We'll assume these tools Raspbian system root and the cross compilation tools. We'll assume these tools
will be placed in /opt/rpi-tools will be placed in /opt/rpi-tools
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
You'll also need a Raspbian binary image. You'll also need a Raspbian binary image.
Get it from: http://downloads.raspberrypi.org/raspbian_latest Get it from: http://downloads.raspberrypi.org/raspbian_latest
After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img" After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
Let's assume the sysroot will be built in /opt/rpi-sysroot. Let's assume the sysroot will be built in /opt/rpi-sysroot.
export SYSROOT=/opt/rpi-sysroot export SYSROOT=/opt/rpi-sysroot
sudo kpartx -a -v <path_to_raspbian_image>.img sudo kpartx -a -v <path_to_raspbian_image>.img
sudo mount -o loop /dev/mapper/loop0p2 /mnt sudo mount -o loop /dev/mapper/loop0p2 /mnt
sudo cp -r /mnt $SYSROOT sudo cp -r /mnt $SYSROOT
sudo apt-get install qemu binfmt-support qemu-user-static sudo apt-get install qemu binfmt-support qemu-user-static
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
sudo mount --bind /dev $SYSROOT/dev sudo mount --bind /dev $SYSROOT/dev
sudo mount --bind /proc $SYSROOT/proc sudo mount --bind /proc $SYSROOT/proc
sudo mount --bind /sys $SYSROOT/sys sudo mount --bind /sys $SYSROOT/sys
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround, Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it. edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
sudo chroot $SYSROOT sudo chroot $SYSROOT
apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
exit exit
sudo umount $SYSROOT/dev sudo umount $SYSROOT/dev
sudo umount $SYSROOT/proc sudo umount $SYSROOT/proc
sudo umount $SYSROOT/sys sudo umount $SYSROOT/sys
sudo umount /mnt sudo umount /mnt
There's one more fix required, as the libdl.so symlink uses an absolute path There's one more fix required, as the libdl.so symlink uses an absolute path
which doesn't quite work in our setup. which doesn't quite work in our setup.
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
The final step is compiling SDL itself. The final step is compiling SDL itself.
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux" export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
cd <SDL SOURCE> cd <SDL SOURCE>
mkdir -p build;cd build mkdir -p build;cd build
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
make make
make install make install
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths: To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
================================================================================ ================================================================================
Apps don't work or poor video/audio performance Apps don't work or poor video/audio performance
================================================================================ ================================================================================
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
update the RPi's firmware. Note that doing so will fix these problems, but it update the RPi's firmware. Note that doing so will fix these problems, but it
will also render the CMA - Dynamic Memory Split functionality useless. will also render the CMA - Dynamic Memory Split functionality useless.
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
low in general, specially if a 1080p TV is hooked up. low in general, specially if a 1080p TV is hooked up.
See here how to configure this setting: http://elinux.org/RPiconfig See here how to configure this setting: http://elinux.org/RPiconfig
Using a fixed gpu_mem=128 is the best option (specially if you updated the Using a fixed gpu_mem=128 is the best option (specially if you updated the
firmware, using CMA probably won't work, at least it's the current case). firmware, using CMA probably won't work, at least it's the current case).
================================================================================ ================================================================================
No input No input
================================================================================ ================================================================================
Make sure you belong to the "input" group. Make sure you belong to the "input" group.
sudo usermod -aG input `whoami` sudo usermod -aG input `whoami`
================================================================================ ================================================================================
No HDMI Audio No HDMI Audio
================================================================================ ================================================================================
If you notice that ALSA works but there's no audio over HDMI, try adding: If you notice that ALSA works but there's no audio over HDMI, try adding:
hdmi_drive=2 hdmi_drive=2
to your config.txt file and reboot. to your config.txt file and reboot.
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062 Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
================================================================================ ================================================================================
Text Input API support Text Input API support
================================================================================ ================================================================================
The Text Input API is supported, with translation of scan codes done via the The Text Input API is supported, with translation of scan codes done via the
kernel symbol tables. For this to work, SDL needs access to a valid console. kernel symbol tables. For this to work, SDL needs access to a valid console.
If you notice there's no SDL_TEXTINPUT message being emitted, double check that If you notice there's no SDL_TEXTINPUT message being emitted, double check that
your app has read access to one of the following: your app has read access to one of the following:
* /proc/self/fd/0 * /proc/self/fd/0
* /dev/tty * /dev/tty
* /dev/tty[0...6] * /dev/tty[0...6]
* /dev/vc/0 * /dev/vc/0
* /dev/console * /dev/console
This is usually not a problem if you run from the physical terminal (as opposed This is usually not a problem if you run from the physical terminal (as opposed
to running from a pseudo terminal, such as via SSH). If running from a PTS, a to running from a pseudo terminal, such as via SSH). If running from a PTS, a
quick workaround is to run your app as root or add yourself to the tty group, quick workaround is to run your app as root or add yourself to the tty group,
then re-login to the system. then re-login to the system.
sudo usermod -aG tty `whoami` sudo usermod -aG tty `whoami`
The keyboard layout used by SDL is the same as the one the kernel uses. The keyboard layout used by SDL is the same as the one the kernel uses.
To configure the layout on Raspbian: To configure the layout on Raspbian:
sudo dpkg-reconfigure keyboard-configuration sudo dpkg-reconfigure keyboard-configuration
To configure the locale, which controls which keys are interpreted as letters, To configure the locale, which controls which keys are interpreted as letters,
this determining the CAPS LOCK behavior: this determining the CAPS LOCK behavior:
sudo dpkg-reconfigure locales sudo dpkg-reconfigure locales
================================================================================ ================================================================================
OpenGL problems OpenGL problems
================================================================================ ================================================================================
If you have desktop OpenGL headers installed at build time in your RPi or cross If you have desktop OpenGL headers installed at build time in your RPi or cross
compilation environment, support for it will be built in. However, the chipset compilation environment, support for it will be built in. However, the chipset
does not actually have support for it, which causes issues in certain SDL apps does not actually have support for it, which causes issues in certain SDL apps
since the presence of OpenGL support supersedes the ES/ES2 variants. since the presence of OpenGL support supersedes the ES/ES2 variants.
The workaround is to disable OpenGL at configuration time: The workaround is to disable OpenGL at configuration time:
./configure --disable-video-opengl ./configure --disable-video-opengl
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
environment variable: environment variable:
export SDL_RENDER_DRIVER=opengles2 export SDL_RENDER_DRIVER=opengles2
================================================================================ ================================================================================
Notes Notes
================================================================================ ================================================================================
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from * When launching apps remotely (via SSH), SDL can prevent local keystrokes from
leaking into the console only if it has root privileges. Launching apps locally leaking into the console only if it has root privileges. Launching apps locally
does not suffer from this issue. does not suffer from this issue.

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Touch Touch
=========================================================================== ===========================================================================
System Specific Notes System Specific Notes
=========================================================================== ===========================================================================
Linux: Linux:
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it. The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
Mac: Mac:
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do. The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
iPhone: iPhone:
Works out of box. Works out of box.
Windows: Windows:
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
=========================================================================== ===========================================================================
Events Events
=========================================================================== ===========================================================================
SDL_FINGERDOWN: SDL_FINGERDOWN:
Sent when a finger (or stylus) is placed on a touch device. Sent when a finger (or stylus) is placed on a touch device.
Fields: Fields:
* event.tfinger.touchId - the Id of the touch device. * event.tfinger.touchId - the Id of the touch device.
* event.tfinger.fingerId - the Id of the finger which just went down. * event.tfinger.fingerId - the Id of the finger which just went down.
* event.tfinger.x - the x coordinate of the touch (0..1) * event.tfinger.x - the x coordinate of the touch (0..1)
* event.tfinger.y - the y coordinate of the touch (0..1) * event.tfinger.y - the y coordinate of the touch (0..1)
* event.tfinger.pressure - the pressure of the touch (0..1) * event.tfinger.pressure - the pressure of the touch (0..1)
SDL_FINGERMOTION: SDL_FINGERMOTION:
Sent when a finger (or stylus) is moved on the touch device. Sent when a finger (or stylus) is moved on the touch device.
Fields: Fields:
Same as SDL_FINGERDOWN but with additional: Same as SDL_FINGERDOWN but with additional:
* event.tfinger.dx - change in x coordinate during this motion event. * event.tfinger.dx - change in x coordinate during this motion event.
* event.tfinger.dy - change in y coordinate during this motion event. * event.tfinger.dy - change in y coordinate during this motion event.
SDL_FINGERUP: SDL_FINGERUP:
Sent when a finger (or stylus) is lifted from the touch device. Sent when a finger (or stylus) is lifted from the touch device.
Fields: Fields:
Same as SDL_FINGERDOWN. Same as SDL_FINGERDOWN.
=========================================================================== ===========================================================================
Functions Functions
=========================================================================== ===========================================================================
SDL provides the ability to access the underlying SDL_Finger structures. SDL provides the ability to access the underlying SDL_Finger structures.
These structures should _never_ be modified. These structures should _never_ be modified.
The following functions are included from SDL_touch.h The following functions are included from SDL_touch.h
To get a SDL_TouchID call SDL_GetTouchDevice(int index). To get a SDL_TouchID call SDL_GetTouchDevice(int index).
This returns a SDL_TouchID. This returns a SDL_TouchID.
IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this! IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
The number of touch devices can be queried with SDL_GetNumTouchDevices(). The number of touch devices can be queried with SDL_GetNumTouchDevices().
A SDL_TouchID may be used to get pointers to SDL_Finger. A SDL_TouchID may be used to get pointers to SDL_Finger.
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device. SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following: The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
float x = event.tfinger.x; float x = event.tfinger.x;
float y = event.tfinger.y; float y = event.tfinger.y;
To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger. To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed. This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled. A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
As a result, be very careful to check for NULL return values. As a result, be very careful to check for NULL return values.
A SDL_Finger has the following fields: A SDL_Finger has the following fields:
* x, y: * x, y:
The current coordinates of the touch. The current coordinates of the touch.
* pressure: * pressure:
The pressure of the touch. The pressure of the touch.
=========================================================================== ===========================================================================
Notes Notes
=========================================================================== ===========================================================================
For a complete example see test/testgesture.c For a complete example see test/testgesture.c
Please direct questions/comments to: Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com jim.tla+sdl_touch@gmail.com
(original author, API was changed since) (original author, API was changed since)

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WinCE WinCE
===== =====
Windows CE is no longer supported by SDL. Windows CE is no longer supported by SDL.
We have left the CE support in SDL 1.2 for those that must have it, and we We have left the CE support in SDL 1.2 for those that must have it, and we
have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3. have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
--ryan. --ryan.

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