fix source (???)

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mgthepro 2022-11-05 13:54:24 +01:00
parent 35a892ee6b
commit 4a9f2bbf2a
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<!--- Provide a general summary of your changes in the Title above -->
## Description
<!--- Describe your changes in detail -->
## Existing Issue(s)
<!--- If it fixes an open issue, please link to the issue here. -->

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name: Build (Android)
on: [push, pull_request]
jobs:
android:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: nttld/setup-ndk@v1
with:
ndk-version: r21e
- name: Build
run: ./build-scripts/androidbuildlibs.sh

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name: Build (Emscripten)
on: [push, pull_request]
jobs:
emscripten:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: mymindstorm/setup-emsdk@v10
with:
version: 2.0.27
- name: Configure CMake
run: emcmake cmake -B build
- name: Build
run: cmake --build build/

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name: Build (iOS/tvOS)
on: [push, pull_request]
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: macos-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: iOS, target: Static Library-iOS, sdk: iphoneos }
- { name: tvOS, target: Static Library-tvOS, sdk: appletvos }
steps:
- uses: actions/checkout@v2
- name: Build
run: xcodebuild -project Xcode/SDL/SDL.xcodeproj -target '${{ matrix.platform.target }}' -configuration Release -sdk ${{ matrix.platform.sdk }} clean build

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name: Build
on: [push, pull_request]
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: ${{ matrix.platform.os }}
defaults:
run:
shell: ${{ matrix.platform.shell }}
strategy:
fail-fast: false
matrix:
platform:
- { name: Windows (x64), os: windows-latest, shell: pwsh, flags: -A x64 }
- { name: Windows (x86), os: windows-latest, shell: pwsh, flags: -A Win32 }
- { name: Windows (clang-cl x64), os: windows-latest, shell: pwsh, flags: -T ClangCL -A x64 }
- { name: Windows (clang-cl x86), os: windows-latest, shell: pwsh, flags: -T ClangCL -A Win32 }
- { name: Windows (ARM64), os: windows-latest, shell: pwsh, flags: -A ARM64 }
- { name: Windows (mingw32), os: windows-latest, shell: 'msys2 {0}', msystem: mingw32, msys-env: mingw-w64-i686 }
- { name: Windows (mingw64), os: windows-latest, shell: 'msys2 {0}', msystem: mingw64, msys-env: mingw-w64-x86_64 }
- { name: Linux, os: ubuntu-20.04, shell: sh, flags: -GNinja }
- { name: MacOS, os: macos-latest, shell: sh }
steps:
- name: Set up MSYS2
if: matrix.platform.shell == 'msys2 {0}'
uses: msys2/setup-msys2@v2
with:
msystem: ${{ matrix.platform.msystem }}
install: >-
${{ matrix.platform.msys-env }}-gcc
${{ matrix.platform.msys-env }}-cmake
${{ matrix.platform.msys-env }}-ninja
${{ matrix.platform.msys-env }}-pkg-config
- name: Setup Linux dependencies
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install wayland-protocols \
pkg-config \
ninja-build \
libasound2-dev \
libdbus-1-dev \
libegl1-mesa-dev \
libgl1-mesa-dev \
libgles2-mesa-dev \
libglu1-mesa-dev \
libibus-1.0-dev \
libpulse-dev \
libsdl2-2.0-0 \
libsndio-dev \
libudev-dev \
libwayland-dev \
libwayland-client++0 \
wayland-scanner++ \
libwayland-cursor++0 \
libx11-dev \
libxcursor-dev \
libxext-dev \
libxi-dev \
libxinerama-dev \
libxkbcommon-dev \
libxrandr-dev \
libxss-dev \
libxt-dev \
libxv-dev \
libxxf86vm-dev \
libdrm-dev \
libgbm-dev\
libpulse-dev \
libpango1.0-dev
sudo apt install meson
git clone --depth 1 https://gitlab.gnome.org/jadahl/libdecor.git --branch 0.1.0
cd libdecor
meson build --buildtype release -Ddemo=false -Ddbus=disabled
ninja -C build
sudo meson install -C build
- uses: actions/checkout@v2
- name: Configure CMake
run: cmake -B build -DSDL_TEST=ON ${{ matrix.platform.flags }}
- name: Build
run: cmake --build build/

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name: Build (OS/2)
on: [push, pull_request]
jobs:
os2:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Cache OpenWatcom
uses: actions/cache@v2
env:
cache-name: cache-openwatcom
with:
path: ~/openwatcom
key: ${{ runner.os }}-build-${{ env.cache-name }}
- name: Download OpenWatcom if not cached
run: if [ ! -d ~/openwatcom/binl64 ]; then wget --no-verbose 'https://github.com/open-watcom/open-watcom-v2/releases/download/Current-build/open-watcom-2_0-c-linux-x64' -O ~/ow.zip && mkdir -p ~/openwatcom && cd ~/openwatcom && unzip ~/ow.zip && chmod -R a+rx ~/openwatcom ; fi
shell: bash
- name: Build
run: WATCOM="$HOME/openwatcom" build-scripts/os2-buildbot.sh
shell: bash

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name: Build (Sony Playstation Portable)
on: [push, pull_request]
jobs:
psp:
runs-on: ubuntu-latest
container: pspdev/pspdev:latest
steps:
- uses: actions/checkout@v2
- name: Setup dependencies
run: |
apk update
apk add cmake gmp mpc1 mpfr4 make
- name: Configure CMake
run: cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake -DSDL_TEST=ON
- name: Build
run: cmake --build build

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name: Build (RISC OS)
on: [push, pull_request]
jobs:
autotools:
name: autotools
runs-on: ubuntu-latest
container: riscosdotinfo/riscos-gccsdk-4.7:latest
steps:
- uses: actions/checkout@v2
- name: Configure
run: ./configure --host=arm-unknown-riscos --disable-gcc-atomics
- name: Build
run: make -j`nproc`
cmake:
name: CMake
runs-on: ubuntu-latest
container: riscosdotinfo/riscos-gccsdk-4.7:latest
steps:
- name: Setup dependencies
run: apt-get update && apt-get install -y cmake ninja-build
- uses: actions/checkout@v2
- name: Configure CMake
run: cmake -S. -Bbuild -G Ninja -DCMAKE_TOOLCHAIN_FILE=/home/riscos/env/toolchain-riscos.cmake -DRISCOS=ON -DSDL_GCC_ATOMICS=OFF -DCMAKE_BUILD_TYPE=Release
- name: Build
run: cmake --build build

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name: Build (Sony Playstation Vita)
on: [push, pull_request]
defaults:
run:
shell: sh
jobs:
vita:
runs-on: ubuntu-latest
container:
image: vitasdk/vitasdk:latest
steps:
- uses: actions/checkout@v2
- name: Install CMake and GNU Make
run: |
apk update
apk add cmake make
- name: Configure CMake
run: cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
- name: Build
run: cmake --build build

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aclocal.m4
autom4te*
config.cache
config.log
config.status
libtool
Makefile
Makefile.rules
sdl2-config
sdl2-config.cmake
sdl2-config-version.cmake
sdl2.pc
SDL2.spec
build
gen
Build
buildbot
*.so
*.so.*
*.dll
*.exe
*.o
*.obj
*.lib
*.a
*.la
*.dSYM
*,e1f
*,ff8
*.lnk
*.err
*.exp
*.map
*.orig
*~
*.swp
*.tmp
*.rej
# for CMake
CMakeFiles/
CMakeCache.txt
cmake_install.cmake
cmake_uninstall.cmake
SDL2ConfigVersion.cmake
.ninja_*
*.ninja
# for CLion
.idea
cmake-build-*
# for Xcode
*.mode1*
*.perspective*
*.pbxuser
(^|/)build($|/)
.DS_Store
xcuserdata
*.xcworkspace
# for Visual C++
.vs
Debug
Release
*.user
*.ncb
*.suo
*.sdf
VisualC/tests/controllermap/axis.bmp
VisualC/tests/controllermap/button.bmp
VisualC/tests/controllermap/controllermap.bmp
VisualC/tests/controllermap/controllermap_back.bmp
VisualC/tests/loopwave/sample.wav
VisualC/tests/testautomation/CompareSurfaces0001_Reference.bmp
VisualC/tests/testautomation/CompareSurfaces0001_TestOutput.bmp
VisualC/tests/testgamecontroller/axis.bmp
VisualC/tests/testgamecontroller/button.bmp
VisualC/tests/testgamecontroller/controllermap.bmp
VisualC/tests/testgamecontroller/controllermap_back.bmp
VisualC/tests/testoverlay2/moose.dat
VisualC/tests/testrendertarget/icon.bmp
VisualC/tests/testrendertarget/sample.bmp
VisualC/tests/testscale/icon.bmp
VisualC/tests/testscale/sample.bmp
VisualC/tests/testsprite2/icon.bmp
VisualC/tests/testyuv/testyuv.bmp
VisualC/visualtest/icon.bmp
VisualC/visualtest/testquit.actions
VisualC/visualtest/testquit.config
VisualC/visualtest/testquit.exe
VisualC/visualtest/testquit.parameters
VisualC/visualtest/testsprite2.exe
VisualC/visualtest/testsprite2_sample.actions
VisualC/visualtest/testsprite2_sample.config
VisualC/visualtest/testsprite2_sample.parameters
# for Android
android-project/local.properties
test/checkkeys
test/checkkeysthreads
test/controllermap
test/loopwave
test/loopwavequeue
test/testatomic
test/testaudiocapture
test/testaudiohotplug
test/testaudioinfo
test/testautomation
test/testbounds
test/testcustomcursor
test/testdisplayinfo
test/testdraw2
test/testdrawchessboard
test/testdropfile
test/testerror
test/testevdev
test/testfile
test/testfilesystem
test/testgamecontroller
test/testgeometry
test/testgesture
test/testgl2
test/testgles
test/testgles2
test/testhaptic
test/testhittesting
test/testhotplug
test/testiconv
test/testime
test/testintersections
test/testjoystick
test/testkeys
test/testloadso
test/testlocale
test/testlock
test/testmessage
test/testmouse
test/testmultiaudio
test/testnative
test/testoverlay2
test/testplatform
test/testpower
test/testqsort
test/testrelative
test/testrendercopyex
test/testrendertarget
test/testresample
test/testrumble
test/testscale
test/testsem
test/testsensor
test/testshader
test/testshape
test/testsprite2
test/testspriteminimal
test/teststreaming
test/testsurround
test/testthread
test/testtimer
test/testurl
test/testver
test/testviewport
test/testvulkan
test/testwm2
test/testyuv
test/torturethread
builddir/
debian/*.debhelper.log
debian/*.substvars
debian/*.tar.gz
debian/.debhelper/
debian/files
debian/libsdl*/
debian/tmp/

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LOCAL_PATH := $(call my-dir)
###########################
#
# SDL shared library
#
###########################
include $(CLEAR_VARS)
LOCAL_MODULE := SDL2
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/aaudio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/openslES/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c.arm \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/file/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/hidapi/android/*.cpp) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/virtual/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/locale/*.c) \
$(wildcard $(LOCAL_PATH)/src/locale/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/misc/*.c) \
$(wildcard $(LOCAL_PATH)/src/misc/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/*.c) \
$(wildcard $(LOCAL_PATH)/src/sensor/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/yuv2rgb/*.c) \
$(wildcard $(LOCAL_PATH)/src/test/*.c))
LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_CFLAGS += \
-Wall -Wextra \
-Wdocumentation \
-Wdocumentation-unknown-command \
-Wmissing-prototypes \
-Wunreachable-code-break \
-Wunneeded-internal-declaration \
-Wmissing-variable-declarations \
-Wfloat-conversion \
-Wshorten-64-to-32 \
-Wunreachable-code-return \
-Wshift-sign-overflow \
-Wstrict-prototypes \
-Wkeyword-macro \
# Warnings we haven't fixed (yet)
LOCAL_CFLAGS += -Wno-unused-parameter -Wno-sign-compare
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -lOpenSLES -llog -landroid
ifeq ($(NDK_DEBUG),1)
cmd-strip :=
endif
LOCAL_STATIC_LIBRARIES := cpufeatures
include $(BUILD_SHARED_LIBRARY)
###########################
#
# SDL static library
#
###########################
LOCAL_MODULE := SDL2_static
LOCAL_MODULE_FILENAME := libSDL2
LOCAL_LDLIBS :=
LOCAL_EXPORT_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
include $(BUILD_STATIC_LIBRARY)
###########################
#
# SDL main static library
#
###########################
include $(CLEAR_VARS)
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_MODULE := SDL2_main
LOCAL_MODULE_FILENAME := libSDL2main
include $(BUILD_STATIC_LIBRARY)
$(call import-module,android/cpufeatures)

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Bugs are now managed in the SDL issue tracker, here:
https://github.com/libsdl-org/SDL/issues
You may report bugs there, and search to see if a given issue has already
been reported, discussed, and maybe even fixed.
You may also find help at the SDL forums/mailing list:
https://discourse.libsdl.org/
Bug reports are welcome here, but we really appreciate if you use the issue
tracker, as bugs discussed on the mailing list may be forgotten or missed.

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Simple DirectMedia Layer CREDITS
Thanks to everyone who made this possible, including:
* Cliff Matthews, for giving me a reason to start this project. :)
-- Executor rocks! *grin*
* Ryan Gordon for helping everybody out and keeping the dream alive. :)
* Gabriel Jacobo for his work on the Android port and generally helping out all around.
* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
* Alfred Reynolds for the game controller API and general (in)sanity
* Jørgen Tjernø for numerous magical Mac OS X fixes.
* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
* Julian Winter for the SDL 2.0 website.
* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
* Jim Grandpre for his work on multi-touch and gesture recognition during
the Google Summer of Code 2010.
* Edgar "bobbens" Simo for his force feedback API development during the
Google Summer of Code 2008.
* Aaron Wishnick for his work on audio resampling and pitch shifting during
the Google Summer of Code 2008.
* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
Google Summer of Code 2008.
* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
* Everybody at Loki Software, Inc. for their great contributions!
And a big hand to everyone else who has contributed over the years.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>

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To compile and install SDL:
1. Windows with Visual Studio:
* Read ./docs/README-visualc.md
Windows with gcc, either native or cross-compiling:
* Read the FAQ at https://wiki.libsdl.org/FAQWindows
* Run './configure; make; make install'
Mac OS X with Xcode:
* Read docs/README-macosx.md
Mac OS X from the command line:
* Run './configure; make; make install'
Linux and other UNIX systems:
* Run './configure; make; make install'
Android:
* Read docs/README-android.md
iOS:
* Read docs/README-ios.md
Using Cmake:
* Read docs/README-cmake.md
2. Look at the example programs in ./test, and check out the online
documentation at https://wiki.libsdl.org/
3. Join the SDL developer discussions, sign up on
https://discourse.libsdl.org/
and go to the development forum
https://discourse.libsdl.org/c/sdl-development/6
4. Sign up for the announcement list through the web interface:
https://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>

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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

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# Makefile to build and install the SDL library
top_builddir = .
srcdir = @srcdir@
objects = build
gen = gen
prefix = @prefix@
exec_prefix = @exec_prefix@
bindir = @bindir@
libdir = @libdir@
includedir = @includedir@
datarootdir = @datarootdir@
datadir = @datadir@
auxdir = @ac_aux_dir@
distpath = $(srcdir)/..
distdir = SDL2-@SDL_VERSION@
distfile = $(distdir).tar.gz
@SET_MAKE@
SHELL = @SHELL@
CC = @CC@
INCLUDE = @INCLUDE@
CFLAGS = @BUILD_CFLAGS@
EXTRA_CFLAGS = @EXTRA_CFLAGS@
LDFLAGS = @BUILD_LDFLAGS@
EXTRA_LDFLAGS = @EXTRA_LDFLAGS@
LIBTOOL = @LIBTOOL@
INSTALL = @INSTALL@
AR = @AR@
RANLIB = @RANLIB@
RC = @RC@
LINKER = @LINKER@
LIBTOOLLINKERTAG = @LIBTOOLLINKERTAG@
TARGET = libSDL2.la
OBJECTS = @OBJECTS@
GEN_HEADERS = @GEN_HEADERS@
GEN_OBJECTS = @GEN_OBJECTS@
VERSION_OBJECTS = @VERSION_OBJECTS@
SDLMAIN_TARGET = libSDL2main.la
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
SDLTEST_TARGET = libSDL2_test.la
SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
WAYLAND_SCANNER = @WAYLAND_SCANNER@
WAYLAND_SCANNER_CODE_MODE = @WAYLAND_SCANNER_CODE_MODE@
INSTALL_SDL2_CONFIG = @INSTALL_SDL2_CONFIG@
SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac debian docs include Makefile.* sdl2-config.cmake.in sdl2-config-version.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake src test VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
GEN_DIST = SDL2.spec
ifneq ($V,1)
RUN_CMD_AR = @echo " AR " $@;
RUN_CMD_CC = @echo " CC " $@;
RUN_CMD_CXX = @echo " CXX " $@;
RUN_CMD_LTLINK = @echo " LTLINK" $@;
RUN_CMD_RANLIB = @echo " RANLIB" $@;
RUN_CMD_RC = @echo " RC " $@;
RUN_CMD_GEN = @echo " GEN " $@;
LIBTOOL += --quiet
endif
HDRS = \
SDL.h \
SDL_assert.h \
SDL_atomic.h \
SDL_audio.h \
SDL_bits.h \
SDL_blendmode.h \
SDL_clipboard.h \
SDL_cpuinfo.h \
SDL_egl.h \
SDL_endian.h \
SDL_error.h \
SDL_events.h \
SDL_filesystem.h \
SDL_gamecontroller.h \
SDL_gesture.h \
SDL_haptic.h \
SDL_hidapi.h \
SDL_hints.h \
SDL_joystick.h \
SDL_keyboard.h \
SDL_keycode.h \
SDL_loadso.h \
SDL_locale.h \
SDL_log.h \
SDL_main.h \
SDL_messagebox.h \
SDL_metal.h \
SDL_misc.h \
SDL_mouse.h \
SDL_mutex.h \
SDL_name.h \
SDL_opengl.h \
SDL_opengl_glext.h \
SDL_opengles.h \
SDL_opengles2_gl2ext.h \
SDL_opengles2_gl2.h \
SDL_opengles2_gl2platform.h \
SDL_opengles2.h \
SDL_opengles2_khrplatform.h \
SDL_pixels.h \
SDL_platform.h \
SDL_power.h \
SDL_quit.h \
SDL_rect.h \
SDL_render.h \
SDL_rwops.h \
SDL_scancode.h \
SDL_sensor.h \
SDL_shape.h \
SDL_stdinc.h \
SDL_surface.h \
SDL_system.h \
SDL_syswm.h \
SDL_thread.h \
SDL_timer.h \
SDL_touch.h \
SDL_types.h \
SDL_version.h \
SDL_video.h \
SDL_vulkan.h \
begin_code.h \
close_code.h
SDLTEST_HDRS = $(shell ls $(srcdir)/include | fgrep SDL_test)
LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@
LT_RELEASE = @LT_RELEASE@
LT_REVISION = @LT_REVISION@
LT_LDFLAGS = -no-undefined -rpath $(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(srcdir)/configure: $(srcdir)/configure.ac
@echo "Warning, configure is out of date, please re-run autogen.sh"
Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@
Makefile.in:;
$(objects)/.created:
$(SHELL) $(auxdir)/mkinstalldirs $(objects)
touch $@
update-revision:
$(SHELL) $(auxdir)/updaterev.sh
.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
$(objects)/$(TARGET): $(GEN_HEADERS) $(GEN_OBJECTS) $(OBJECTS) $(VERSION_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=$(LIBTOOLLINKERTAG) --mode=link $(LINKER) -o $@ $(OBJECTS) $(GEN_OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=$(LIBTOOLLINKERTAG) --mode=link $(LINKER) -static -o $@ $(SDLMAIN_OBJECTS) -rpath $(libdir)
$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
$(RUN_CMD_LTLINK)$(LIBTOOL) --tag=$(LIBTOOLLINKERTAG) --mode=link $(LINKER) -static -o $@ $(SDLTEST_OBJECTS) -rpath $(libdir)
install: all install-bin install-hdrs install-lib install-data
install-bin:
ifeq ($(INSTALL_SDL2_CONFIG),TRUE)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
$(INSTALL) -m 755 sdl2-config $(DESTDIR)$(bindir)/sdl2-config
endif
install-hdrs: update-revision
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL2
for file in $(HDRS) $(SDLTEST_HDRS); do \
$(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL2/$$file; \
done
$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL2/SDL_config.h
if test -f include/SDL_revision.h; then \
$(INSTALL) -m 644 include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
else \
$(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
fi
install-lib: $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
ifeq ($(INSTALL_SDL2_CONFIG),TRUE)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/cmake/SDL2
$(INSTALL) -m 644 sdl2-config.cmake $(DESTDIR)$(libdir)/cmake/SDL2
$(INSTALL) -m 644 sdl2-config-version.cmake $(DESTDIR)$(libdir)/cmake/SDL2
endif
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
uninstall-bin:
rm -f $(DESTDIR)$(bindir)/sdl2-config
uninstall-hdrs:
for file in $(HDRS) $(SDLTEST_HDRS); do \
rm -f $(DESTDIR)$(includedir)/SDL2/$$file; \
done
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_config.h
rm -f $(DESTDIR)$(includedir)/SDL2/SDL_revision.h
-rmdir $(DESTDIR)$(includedir)/SDL2
uninstall-lib:
$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
uninstall-data:
rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config.cmake
rm -f $(DESTDIR)$(libdir)/cmake/SDL2/sdl2-config-version.cmake
clean:
rm -rf $(objects)
rm -rf $(gen)
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
distclean: clean
rm -f Makefile Makefile.rules sdl2-config
rm -f config.status config.cache config.log libtool
rm -rf $(srcdir)/autom4te*
find $(srcdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
dist $(distfile):
$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
(cd $(srcdir); tar cf - $(SRC_DIST)) | (cd $(distdir); tar xf -)
tar cf - $(GEN_DIST) | (cd $(distdir); tar xf -)
find $(distdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
(cd $(distdir); build-scripts/updaterev.sh)
tar cvf - $(distdir) | gzip --best >$(distfile)
rm -rf $(distdir)
rpm: $(distfile)
rpmbuild -ta $?

View File

@ -1,61 +0,0 @@
# Makefile to build the SDL library
INCLUDE = -I./include
CFLAGS = -g -O2 $(INCLUDE)
AR = ar
RANLIB = ranlib
TARGET = libSDL2.a
TESTTARGET = libSDL2_test.a
SOURCES = \
src/*.c \
src/atomic/*.c \
src/audio/*.c \
src/audio/dummy/*.c \
src/cpuinfo/*.c \
src/events/*.c \
src/file/*.c \
src/haptic/*.c \
src/haptic/dummy/*.c \
src/hidapi/*.c \
src/joystick/*.c \
src/joystick/dummy/*.c \
src/loadso/dummy/*.c \
src/power/*.c \
src/filesystem/dummy/*.c \
src/locale/*.c \
src/locale/dummy/*.c \
src/misc/*.c \
src/misc/dummy/*.c \
src/render/*.c \
src/render/software/*.c \
src/sensor/*.c \
src/sensor/dummy/*.c \
src/stdlib/*.c \
src/libm/*.c \
src/thread/*.c \
src/thread/generic/*.c \
src/timer/*.c \
src/timer/dummy/*.c \
src/video/*.c \
src/video/yuv2rgb/*.c \
src/video/dummy/*.c \
TSOURCES = src/test/*.c
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
TOBJECTS= $(shell echo $(TSOURCES) | sed -e 's,\.c,\.o,g')
all: $(TARGET) $(TESTTARGET)
$(TARGET): $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
$(TESTTARGET): $(TOBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
clean:
rm -f $(TARGET) $(TESTTARGET) $(OBJECTS) $(TOBJECTS)

View File

@ -1,282 +0,0 @@
# Open Watcom makefile to build SDL2.dll for OS/2
# wmake -f Makefile.os2
#
# If you have GNU libiconv installed (iconv2.dll), you
# can compile against it by specifying LIBICONV=1, e.g.:
# wmake -f Makefile.os2 LIBICONV=1
#
# If you have libusb-1.0 installed (usb100.dll, libusb.h), you
# can compile hidapi joystick support against it (experimental)
# by specifying HIDAPI=1, e.g.:
# wmake -f Makefile.os2 HIDAPI=1
LIBNAME = SDL2
VERSION = 2.0.20
DESCRIPTION = Simple DirectMedia Layer 2
LIBICONV=0
ICONVLIB=$(LIBICONV_LIB)
LIBHOME = .
DLLFILE = $(LIBHOME)/$(LIBNAME).dll
LIBFILE = $(LIBHOME)/$(LIBNAME).lib
LNKFILE = $(LIBNAME).lnk
INCPATH = -I"$(%WATCOM)/h/os2" -I"$(%WATCOM)/h"
INCPATH+= -Iinclude
LIBM = SDL2libm.lib
TLIB = SDL2test.lib
LIBS = mmpm2.lib $(LIBM)
CFLAGS = -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oteanbmier -ei
# max warnings:
CFLAGS+= -wx
# newer OpenWatcom versions enable W303 by default
CFLAGS+= -wcd=303
# the include paths :
CFLAGS+= $(INCPATH)
CFLAGS_STATIC=$(CFLAGS)
# building dll:
CFLAGS_DLL =$(CFLAGS)
CFLAGS_DLL+= -bd
# iconv:
LIBICONV_LIB=iconv2.lib
!ifeq LIBICONV 1
CFLAGS_DLL+= -DHAVE_ICONV=1 -DHAVE_ICONV_H=1
LIBS+= $(ICONVLIB)
!else
LIBS+= libuls.lib libconv.lib
!endif
# hidapi (libusb):
!ifeq HIDAPI 1
CFLAGS_DLL+= -DHAVE_LIBUSB_H=1
!endif
# building SDL itself (for DECLSPEC):
CFLAGS_DLL+= -DBUILD_SDL
# Debug options:
# - debug messages from OS/2 related code to stdout:
#CFLAGS+= -DOS2DEBUG
# - debug messages from OS/2 code via SDL_LogDebug():
#CFLAGS+= -DOS2DEBUG=2
SRCS = SDL.c SDL_assert.c SDL_error.c SDL_log.c SDL_dataqueue.c SDL_hints.c
SRCS+= SDL_getenv.c SDL_iconv.c SDL_malloc.c SDL_qsort.c SDL_stdlib.c SDL_string.c SDL_strtokr.c SDL_crc32.c
SRCS+= SDL_cpuinfo.c SDL_atomic.c SDL_spinlock.c SDL_thread.c SDL_timer.c
SRCS+= SDL_rwops.c SDL_power.c
SRCS+= SDL_audio.c SDL_audiocvt.c SDL_audiodev.c SDL_audiotypecvt.c SDL_mixer.c SDL_wave.c
SRCS+= SDL_events.c SDL_quit.c SDL_keyboard.c SDL_mouse.c SDL_windowevents.c &
SDL_clipboardevents.c SDL_dropevents.c SDL_displayevents.c SDL_gesture.c &
SDL_sensor.c SDL_touch.c
SRCS+= SDL_haptic.c SDL_hidapi.c SDL_gamecontroller.c SDL_joystick.c
SRCS+= SDL_render.c yuv_rgb.c SDL_yuv.c SDL_yuv_sw.c SDL_blendfillrect.c &
SDL_blendline.c SDL_blendpoint.c SDL_drawline.c SDL_drawpoint.c &
SDL_render_sw.c SDL_rotate.c SDL_triangle.c
SRCS+= SDL_blit.c SDL_blit_0.c SDL_blit_1.c SDL_blit_A.c SDL_blit_auto.c &
SDL_blit_copy.c SDL_blit_N.c SDL_blit_slow.c SDL_fillrect.c SDL_bmp.c &
SDL_pixels.c SDL_rect.c SDL_RLEaccel.c SDL_shape.c SDL_stretch.c &
SDL_surface.c SDL_video.c SDL_clipboard.c SDL_vulkan_utils.c SDL_egl.c
SRCS+= SDL_syscond.c SDL_sysmutex.c SDL_syssem.c SDL_systhread.c SDL_systls.c
SRCS+= SDL_systimer.c
SRCS+= SDL_sysloadso.c
SRCS+= SDL_sysfilesystem.c
SRCS+= SDL_os2joystick.c SDL_syshaptic.c SDL_sysjoystick.c SDL_virtualjoystick.c
SRCS+= SDL_hidapijoystick.c SDL_hidapi_rumble.c SDL_hidapi_gamecube.c SDL_hidapi_luna.c SDL_hidapi_ps4.c SDL_hidapi_ps5.c SDL_hidapi_stadia.c SDL_hidapi_switch.c SDL_hidapi_xbox360.c SDL_hidapi_xbox360w.c SDL_hidapi_xboxone.c SDL_hidapi_steam.c
SRCS+= SDL_dummyaudio.c SDL_diskaudio.c
SRCS+= SDL_nullvideo.c SDL_nullframebuffer.c SDL_nullevents.c
SRCS+= SDL_dummysensor.c
SRCS+= SDL_locale.c SDL_syslocale.c
SRCS+= SDL_url.c SDL_sysurl.c
SRCS+= SDL_os2.c
!ifeq LIBICONV 0
SRCS+= geniconv.c os2cp.c os2iconv.c sys2utf8.c
!endif
SRCS+= SDL_os2audio.c
SRCS+= SDL_os2video.c SDL_os2util.c SDL_os2dive.c SDL_os2vman.c &
SDL_os2mouse.c SDL_os2messagebox.c
SRCS+= SDL_dynapi.c
OBJS = $(SRCS:.c=.obj)
.extensions:
.extensions: .lib .dll .obj .c .asm
.c: ./src;./src/dynapi;./src/audio;./src/cpuinfo;./src/events;./src/file;./src/haptic;./src/joystick;./src/power;./src/render;./src/render/software;./src/sensor;./src/stdlib;./src/thread;./src/timer;./src/video;./src/video/yuv2rgb;./src/atomic;./src/audio/disk;
.c: ./src/haptic/dummy;./src/joystick/dummy;./src/joystick/virtual;./src/audio/dummy;./src/video/dummy;./src/sensor/dummy;
.c: ./src/core/os2;./src/audio/os2;./src/loadso/os2;./src/filesystem/os2;./src/joystick/os2;./src/thread/os2;./src/timer/os2;./src/video/os2;
.c: ./src/core/os2/geniconv;
.c: ./src/locale/;./src/locale/unix;./src/misc;./src/misc/dummy;./src/joystick/hidapi;./src/hidapi
all: $(DLLFILE) $(LIBFILE) $(TLIB) .symbolic
build_dll: .symbolic
@echo * Compiling dll objects
$(DLLFILE): build_dll $(OBJS) $(LIBM) $(LIBICONV_LIB) $(LNKFILE)
@echo * Linking: $@
wlink @$(LNKFILE)
$(LIBFILE): $(DLLFILE)
@echo * Creating LIB file: $@
wlib -q -b -n -c -pa -s -t -zld -ii -io $* $(DLLFILE)
.c.obj:
wcc386 $(CFLAGS_DLL) -fo=$^@ $<
SDL_syscond.obj: "src/thread/generic/SDL_syscond.c"
wcc386 $(CFLAGS_DLL) -fo=$^@ $<
SDL_cpuinfo.obj: SDL_cpuinfo.c
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
SDL_wave.obj: SDL_wave.c
wcc386 $(CFLAGS_DLL) -wcd=124 -fo=$^@ $<
SDL_blendfillrect.obj: SDL_blendfillrect.c
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
SDL_blendline.obj: SDL_blendline.c
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
SDL_blendpoint.obj: SDL_blendpoint.c
wcc386 $(CFLAGS_DLL) -wcd=200 -fo=$^@ $<
SDL_RLEaccel.obj: SDL_RLEaccel.c
wcc386 $(CFLAGS_DLL) -wcd=201 -fo=$^@ $<
# c99 mode needed because of structs with flexible array members in libusb.h
SDL_hidapi.obj: SDL_hidapi.c
wcc386 $(CFLAGS_DLL) -za99 -fo=$^@ $<
$(LIBICONV_LIB): "src/core/os2/iconv2.lbc"
@echo * Creating: $@
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ @$<
# SDL2libm
MSRCS= e_atan2.c e_exp.c e_fmod.c e_log10.c e_log.c e_pow.c e_rem_pio2.c e_sqrt.c &
k_cos.c k_rem_pio2.c k_sin.c k_tan.c &
s_atan.c s_copysign.c s_cos.c s_fabs.c s_floor.c s_scalbn.c s_sin.c s_tan.c
MOBJS= $(MSRCS:.c=.obj)
.c: ./src/libm;
e_atan2.obj: e_atan2.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
e_exp.obj: e_exp.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
e_fmod.obj: e_fmod.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
e_log10.obj: e_log10.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
e_log.obj: e_log.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
e_pow.obj: e_pow.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
e_rem_pio2.obj: e_rem_pio2.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
e_sqrt.obj: e_sqrt.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
k_cos.obj: k_cos.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
k_rem_pio2.obj: k_rem_pio2.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
k_sin.obj: k_sin.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
k_tan.obj: k_tan.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
s_atan.obj: s_atan.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
s_copysign.obj: s_copysign.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
s_cos.obj: s_cos.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
s_fabs.obj: s_fabs.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
s_floor.obj: s_floor.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
s_scalbn.obj: s_scalbn.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
s_sin.obj: s_sin.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
s_tan.obj: s_tan.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
build_libm: .symbolic
@echo * Compiling libm objects
$(LIBM): build_libm $(MOBJS)
@echo * Creating: $@
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(MOBJS)
# SDL2test
TSRCS = SDL_test_assert.c SDL_test_common.c SDL_test_compare.c &
SDL_test_crc32.c SDL_test_font.c SDL_test_fuzzer.c SDL_test_harness.c &
SDL_test_imageBlit.c SDL_test_imageBlitBlend.c SDL_test_imageFace.c &
SDL_test_imagePrimitives.c SDL_test_imagePrimitivesBlend.c &
SDL_test_log.c SDL_test_md5.c SDL_test_random.c SDL_test_memory.c
TOBJS= $(TSRCS:.c=.obj)
.c: ./src/test;
SDL_test_assert.obj: SDL_test_assert.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_common.obj: SDL_test_common.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_compare.obj: SDL_test_compare.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_crc32.obj: SDL_test_crc32.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_font.obj: SDL_test_font.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_fuzzer.obj: SDL_test_fuzzer.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_harness.obj: SDL_test_harness.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_imageBlit.obj: SDL_test_imageBlit.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_imageBlitBlend.obj: SDL_test_imageBlitBlend.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_imageFace.obj: SDL_test_imageFace.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_imagePrimitives.obj: SDL_test_imagePrimitives.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_imagePrimitivesBlend.obj: SDL_test_imagePrimitivesBlend.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_log.obj: SDL_test_log.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_md5.obj: SDL_test_md5.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_random.obj: SDL_test_random.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
SDL_test_memory.obj: SDL_test_memory.c
wcc386 $(CFLAGS_STATIC) -fo=$^@ $<
build_tlib: .symbolic
@echo * Compiling testlib objects
$(TLIB): build_tlib $(TOBJS)
@echo * Creating: $@
wlib -q -b -n -c -pa -s -t -zld -ii -io $@ $(TOBJS)
$(LNKFILE):
@echo * Creating linker file: $@
@%create $@
@%append $@ SYSTEM os2v2_dll INITINSTANCE TERMINSTANCE
@%append $@ NAME $(DLLFILE)
@for %i in ($(OBJS)) do @%append $@ FILE %i
@for %i in ($(LIBS)) do @%append $@ LIB %i
@%append $@ OPTION QUIET
@%append $@ OPTION IMPF=$(LIBHOME)/$^&.exp
@%append $@ OPTION MAP=$(LIBHOME)/$^&.map
@%append $@ OPTION DESCRIPTION '@$#libsdl org:$(VERSION)$#@$(DESCRIPTION)'
@%append $@ OPTION ELIMINATE
@%append $@ OPTION MANYAUTODATA
@%append $@ OPTION OSNAME='OS/2 and eComStation'
@%append $@ OPTION SHOWDEAD
clean: .SYMBOLIC
@echo * Clean: $(LIBNAME)
@if exist *.obj rm *.obj
@if exist *.err rm *.err
@if exist $(LNKFILE) rm $(LNKFILE)
@if exist $(LIBM) rm $(LIBM)
@if exist $(LIBICONV_LIB) rm $(LIBICONV_LIB)
distclean: .SYMBOLIC clean
@if exist $(LIBHOME)/*.exp rm $(LIBHOME)/*.exp
@if exist $(LIBHOME)/*.map rm $(LIBHOME)/*.map
@if exist $(LIBFILE) rm $(LIBFILE)
@if exist $(DLLFILE) rm $(DLLFILE)
@if exist $(TLIB) rm $(TLIB)

View File

@ -1,64 +0,0 @@
# Makefile to build the pandora SDL library
AR = arm-none-linux-gnueabi-ar
RANLIB = arm-none-linux-gnueabi-ranlib
CC = arm-none-linux-gnueabi-gcc
CXX = arm-none-linux-gnueabi-g++
STRIP = arm-none-linux-gnueabi-strip
CFLAGS = -O3 -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp \
-mfpu=neon -ftree-vectorize -ffast-math -fomit-frame-pointer -fno-strict-aliasing -fsingle-precision-constant \
-I./include -I$(PNDSDK)/usr/include
TARGET = libSDL2.a
SOURCES =
./src/*.c \
./src/atomic/*.c \
./src/audio/*.c \
./src/audio/disk/*.c \
./src/audio/dsp/*.c \
./src/audio/dummy/*.c \
./src/cpuinfo/*.c \
./src/events/*.c \
./src/file/*.c \
./src/filesystem/unix/*.c \
./src/haptic/*.c \
./src/haptic/linux/*.c \
./src/hidapi/*.c \
./src/joystick/*.c \
./src/joystick/linux/*.c \
./src/loadso/dlopen/*.c \
./src/locale/*.c \
./src/locale/unix/*.c \
./src/misc/*.c \
./src/misc/unix/*.c \
./src/power/*.c \
./src/sensor/*.c \
./src/sensor/dummy/*.c \
./src/stdlib/*.c \
./src/thread/*.c \
./src/thread/pthread/SDL_syscond.c \
./src/thread/pthread/SDL_sysmutex.c \
./src/thread/pthread/SDL_syssem.c \
./src/thread/pthread/SDL_systhread.c \
./src/timer/*.c \
./src/timer/unix/*.c \
./src/video/*.c \
./src/video/yuv2rgb/*.c \
./src/video/dummy/*.c \
./src/video/x11/*.c \
./src/video/pandora/*.c
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h)
all: $(TARGET)
$(TARGET): $(CONFIG_H) $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
clean:
rm -f $(TARGET) $(OBJECTS)

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@ -1,117 +0,0 @@
# The threads code require a rather new PSP SDK with SceLwMutexWorkarea:
# https://github.com/pspdev/pspsdk/commit/276d9e3ca6fb26479ad050c21431b2a40f518365
#
TARGET_LIB = libSDL2.a
EXTRA_TARGETS = libSDL2main.a
OBJS= src/SDL.o \
src/SDL_assert.o \
src/SDL_dataqueue.o \
src/SDL_error.o \
src/SDL_hints.o \
src/SDL_log.o \
src/atomic/SDL_atomic.o \
src/atomic/SDL_spinlock.o \
src/audio/SDL_audio.o \
src/audio/SDL_audiocvt.o \
src/audio/SDL_audiodev.o \
src/audio/SDL_audiotypecvt.o \
src/audio/SDL_mixer.o \
src/audio/SDL_wave.o \
src/audio/psp/SDL_pspaudio.o \
src/cpuinfo/SDL_cpuinfo.o \
src/events/SDL_clipboardevents.o \
src/events/SDL_displayevents.o \
src/events/SDL_dropevents.o \
src/events/SDL_events.o \
src/events/SDL_gesture.o \
src/events/SDL_keyboard.o \
src/events/SDL_mouse.o \
src/events/SDL_quit.o \
src/events/SDL_touch.o \
src/events/SDL_windowevents.o \
src/file/SDL_rwops.o \
src/haptic/SDL_haptic.o \
src/haptic/dummy/SDL_syshaptic.o \
src/hidapi/SDL_hidapi.o \
src/joystick/SDL_joystick.o \
src/joystick/SDL_gamecontroller.o \
src/joystick/psp/SDL_sysjoystick.o \
src/joystick/virtual/SDL_virtualjoystick.o \
src/power/SDL_power.o \
src/power/psp/SDL_syspower.o \
src/filesystem/psp/SDL_sysfilesystem.o \
src/locale/SDL_locale.o \
src/locale/dummy/SDL_syslocale.o \
src/misc/SDL_url.o \
src/misc/dummy/SDL_sysurl.o \
src/render/SDL_render.o \
src/render/SDL_yuv_sw.o \
src/render/psp/SDL_render_psp.o \
src/render/software/SDL_blendfillrect.o \
src/render/software/SDL_blendline.o \
src/render/software/SDL_blendpoint.o \
src/render/software/SDL_drawline.o \
src/render/software/SDL_drawpoint.o \
src/render/software/SDL_render_sw.o \
src/render/software/SDL_rotate.o \
src/render/software/SDL_triangle.o \
src/sensor/SDL_sensor.o \
src/sensor/dummy/SDL_dummysensor.o \
src/stdlib/SDL_getenv.o \
src/stdlib/SDL_iconv.o \
src/stdlib/SDL_malloc.o \
src/stdlib/SDL_qsort.o \
src/stdlib/SDL_stdlib.o \
src/stdlib/SDL_string.o \
src/stdlib/SDL_strtokr.o \
src/thread/SDL_thread.o \
src/thread/generic/SDL_systls.o \
src/thread/psp/SDL_syssem.o \
src/thread/psp/SDL_systhread.o \
src/thread/psp/SDL_sysmutex.o \
src/thread/psp/SDL_syscond.o \
src/timer/SDL_timer.o \
src/timer/psp/SDL_systimer.o \
src/video/SDL_RLEaccel.o \
src/video/SDL_blit.o \
src/video/SDL_blit_0.o \
src/video/SDL_blit_1.o \
src/video/SDL_blit_A.o \
src/video/SDL_blit_N.o \
src/video/SDL_blit_auto.o \
src/video/SDL_blit_copy.o \
src/video/SDL_blit_slow.o \
src/video/SDL_bmp.o \
src/video/SDL_clipboard.o \
src/video/SDL_fillrect.o \
src/video/SDL_pixels.o \
src/video/SDL_rect.o \
src/video/SDL_stretch.o \
src/video/SDL_surface.o \
src/video/SDL_video.o \
src/video/SDL_yuv.o \
src/video/psp/SDL_pspevents.o \
src/video/psp/SDL_pspvideo.o \
src/video/psp/SDL_pspgl.o \
src/video/psp/SDL_pspmouse.o \
src/video/yuv2rgb/yuv_rgb.o
SDLMAIN_OBJ = src/main/psp/SDL_psp_main.o
EXTRA_CLEAN = $(SDLMAIN_OBJ)
INCDIR = ./include
CFLAGS = -g -O2 -G0 -Wall -D__PSP__ -DHAVE_OPENGL
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
ASFLAGS = $(CFLAGS)
LIBDIR =
LIBS = -lGL -lGLU -lglut -lz \
-lpspvfpu -lpsphprm -lpspsdk -lpspctrl -lpspumd -lpsprtc -lpsppower -lpspgum -lpspgu -lpspaudiolib -lpspaudio -lpsphttp -lpspssl -lpspwlan \
-lpspnet_adhocmatching -lpspnet_adhoc -lpspnet_adhocctl -lm -lpspvram
PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.mak
libSDL2main.a: $(SDLMAIN_OBJ)
$(AR) cru $@ $^
$(RANLIB) $@

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@ -1,88 +0,0 @@
# Makefile to build the pandora SDL library
WIZSDK = /mythtv/media/devel/toolchains/openwiz/arm-openwiz-linux-gnu
AR = $(WIZSDK)/bin/arm-openwiz-linux-gnu-ar
RANLIB = $(WIZSDK)/bin/arm-openwiz-linux-gnu-ranlib
CC = $(WIZSDK)/bin/arm-openwiz-linux-gnu-gcc
CXX = $(WIZSDK)/bin/arm-openwiz-linux-gnu-g++
STRIP = $(WIZSDK)/bin/arm-openwiz-linux-gnu-strip
CFLAGS = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE
TARGET_STATIC = libSDL2.a
TARGET_SHARED = libSDL2.so
SOURCES = \
./src/*.c \
./src/atomic/*.c \
./src/audio/*.c \
./src/audio/disk/*.c \
./src/audio/dsp/*.c \
./src/audio/dummy/*.c \
./src/cpuinfo/*.c \
./src/events/*.c \
./src/file/*.c \
./src/filesystem/unix/*.c \
./src/haptic/*.c \
./src/haptic/linux/*.c \
./src/hidapi/*.c \
./src/joystick/*.c \
./src/joystick/linux/*.c \
./src/loadso/dlopen/*.c \
./src/locale/*.c \
./src/locale/unix/*.c \
./src/misc/*.c \
./src/misc/unix/*.c \
./src/power/*.c \
./src/sensor/*.c \
./src/sensor/dummy/*.c \
./src/stdlib/*.c \
./src/thread/*.c \
./src/thread/pthread/SDL_syscond.c \
./src/thread/pthread/SDL_sysmutex.c \
./src/thread/pthread/SDL_syssem.c \
./src/thread/pthread/SDL_systhread.c \
./src/timer/*.c \
./src/timer/unix/*.c \
./src/video/*.c \
./src/video/yuv2rgb/*.c \
./src/video/dummy/*.c \
./src/video/pandora/*.c
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
all: config_copy $(TARGET_STATIC) $(TARGET_SHARED)
$(TARGET_STATIC): $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
$(TARGET_SHARED):
$(CC) -shared -Wl,-soname,$(TARGET_SHARED).0 -o $(TARGET_SHARED).0.0.1 $(OBJECTS)
ln -s $(TARGET_SHARED).0.0.1 $(TARGET_SHARED).0
ln -s $(TARGET_SHARED).0 $(TARGET_SHARED)
config_copy:
cp include/SDL_config_wiz.h include/SDL_config.h
clean:
rm -f $(TARGET_STATIC) $(TARGET_SHARED)* $(OBJECTS)
install:
mkdir -p $(WIZSDK)/lib
mkdir -p $(WIZSDK)/include/SDL2
cp -f $(TARGET_STATIC) $(WIZSDK)/lib
cp -f $(TARGET_SHARED).0.0.1 $(WIZSDK)/lib
rm -f $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0.0.1 $(WIZSDK)/lib/$(TARGET_SHARED).0
ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
cp $(TARGET_STATIC) ../../toolchain/libs
cp $(TARGET_SHARED).0.0.1 ../../toolchain/libs
rm -f ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
ln -s ../../toolchain/libs/$(TARGET_SHARED).0.0.1 ../../toolchain/libs/$(TARGET_SHARED).0
ln -s ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
cp $(TARGET_SHARED).0.0.1 ../nehe_demos/build/$(TARGET_SHARED).0
cp -f include/*.h $(WIZSDK)/include/SDL2/
cp -f include/*.h ../../toolchain/include/SDL2/

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@ -1,13 +0,0 @@
Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
designed to make it easy to write multi-media software, such as games
and emulators.
The Simple DirectMedia Layer library source code is available from:
https://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html

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@ -1,17 +0,0 @@
# Simple DirectMedia Layer (SDL) Version 2.0
https://www.libsdl.org/
Simple DirectMedia Layer is a cross-platform development library designed
to provide low level access to audio, keyboard, mouse, joystick, and graphics
hardware via OpenGL and Direct3D. It is used by video playback software,
emulators, and popular games including Valve's award winning catalog
and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting
with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)

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@ -1,119 +0,0 @@
Summary: Simple DirectMedia Layer
Name: SDL2
Version: @SDL_VERSION@
Release: 2
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
License: zlib
Group: System Environment/Libraries
BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
Prefix: %{_prefix}
%ifos linux
Provides: libSDL2-2.0.so.0
%endif
%define __defattr %defattr(-,root,root)
%define __soext so
%description
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
%package devel
Summary: Libraries, includes and more to develop SDL applications.
Group: Development/Libraries
Requires: %{name} = %{version}
%description devel
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
This is the libraries, include files and other resources you can use
to develop SDL applications.
%prep
%setup -q
%build
%ifos linux
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-directfb
%else
%configure
%endif
make
%install
rm -rf $RPM_BUILD_ROOT
%ifos linux
make install prefix=$RPM_BUILD_ROOT%{prefix} \
bindir=$RPM_BUILD_ROOT%{_bindir} \
libdir=$RPM_BUILD_ROOT%{_libdir} \
includedir=$RPM_BUILD_ROOT%{_includedir} \
datadir=$RPM_BUILD_ROOT%{_datadir} \
mandir=$RPM_BUILD_ROOT%{_mandir}
%else
%makeinstall
%endif
%clean
rm -rf $RPM_BUILD_ROOT
%files
%{__defattr}
%doc README*.txt LICENSE.txt CREDITS.txt BUGS.txt
%{_libdir}/lib*.%{__soext}.*
%files devel
%{__defattr}
%doc docs/README*.md
%{_bindir}/*-config
%{_libdir}/lib*.a
%{_libdir}/lib*.la
%{_libdir}/lib*.%{__soext}
%{_includedir}/*/*.h
%{_libdir}/cmake/*
%{_libdir}/pkgconfig/SDL2/*
%{_datadir}/aclocal/*
%changelog
* Thu Jun 04 2015 Ryan C. Gordon <icculus@icculus.org>
- Fixed README paths.
* Sun Dec 07 2014 Simone Contini <s.contini@oltrelinux.com>
- Fixed changelog date issue and docs filenames
* Sun Jan 22 2012 Sam Lantinga <slouken@libsdl.org>
- Updated for SDL 2.0
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
- Removed support for Darwin, due to build problems on ps2linux
* Sat Jan 03 2004 Anders Bjorklund <afb@algonet.se>
- Added support for Darwin, updated spec file
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
- Re-integrated spec file into SDL distribution
- 'name' and 'version' come from configure
- Some of the documentation is devel specific
- Removed SMP support from %build - it doesn't work with libtool anyway
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
- Hacked Mandrake sdl spec to build 1.1
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
- Build Release
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
- Added docs
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
- v 1.0.0
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
- First spec file for Mandrake distribution.
# end of file

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@ -1,119 +0,0 @@
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/SDL2Targets.cmake")
endif()
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2mainTargets.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/SDL2mainTargets.cmake")
endif()
if(EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2staticTargets.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/SDL2staticTargets.cmake")
endif()
# on static-only builds create an alias
if(NOT TARGET SDL2::SDL2 AND TARGET SDL2::SDL2-static)
if(CMAKE_VERSION VERSION_LESS "3.18")
# Aliasing local targets is not supported on CMake < 3.18, so make it global.
set_target_properties(SDL2::SDL2-static PROPERTIES IMPORTED_GLOBAL TRUE)
endif()
add_library(SDL2::SDL2 ALIAS SDL2::SDL2-static)
endif()
# provide ${SDL2_LIBRARIES}, ${SDL2_INCLUDE_DIRS} etc, like sdl2-config.cmake does,
# for compatibility between SDL2 built with autotools and SDL2 built with CMake
# the following seems to work on Windows for both MSVC and MINGW+MSYS and with both SDL2Config/Target.cmake
# from vcpkg and from building myself with cmake from latest git
# AND on Linux when building SDL2 (tested current git) with CMake
# the headers are easy - but note that this adds both .../include/ and .../include/SDL2/
# while the SDL2_INCLUDE_DIRS of sdl2-config.cmake only add ...include/SDL2/
# But at least if building worked with sdl2-config.cmake it will also work with this.
get_target_property(SDL2_INCLUDE_DIRS SDL2::SDL2 INTERFACE_INCLUDE_DIRECTORIES)
# get the paths to the files to link against (.lib or .dll.a on Windows, .so or .a on Unix, ...) for both SDL2 and SDL2main
# for the "normal"/release build they could be in lots of different properties..
set(relprops IMPORTED_IMPLIB_RELEASE IMPORTED_IMPLIB_NOCONFIG IMPORTED_IMPLIB IMPORTED_IMPLIB_MINSIZEREL IMPORTED_IMPLIB_RELWITHDEBINFO
IMPORTED_LOCATION_RELEASE IMPORTED_LOCATION_NOCONFIG IMPORTED_LOCATION IMPORTED_LOCATION_MINSIZEREL IMPORTED_LOCATION_RELWITHDEBINFO)
# fewer possibilities for debug builds
set(dbgprops IMPORTED_IMPLIB_DEBUG IMPORTED_LOCATION_DEBUG)
foreach(prop ${relprops})
get_target_property(sdl2implib SDL2::SDL2 ${prop})
if(sdl2implib)
#message("set sdl2implib from ${prop}")
break()
endif()
endforeach()
foreach(prop ${relprops})
get_target_property(sdl2mainimplib SDL2::SDL2main ${prop})
if(sdl2mainimplib)
#message("set sdl2mainimplib from ${prop}")
break()
endif()
endforeach()
foreach(prop ${dbgprops})
get_target_property(sdl2implibdbg SDL2::SDL2 ${prop})
if(sdl2implibdbg)
#message("set sdl2implibdbg from ${prop}")
break()
endif()
endforeach()
foreach(prop ${dbgprops})
get_target_property(sdl2mainimplibdbg SDL2::SDL2main ${prop})
if(sdl2mainimplibdbg)
#message("set sdl2mainimplibdbg from ${prop}")
break()
endif()
endforeach()
if( sdl2implib AND sdl2mainimplib AND sdl2implibdbg AND sdl2mainimplibdbg )
# we have both release and debug builds of SDL2 and SDL2main, so use this ugly
# generator expression in SDL2_LIBRARIES to support both in MSVC, depending on build type configured there
set(SDL2_LIBRARIES $<IF:$<CONFIG:Debug>,${sdl2mainimplibdbg},${sdl2mainimplib}> $<IF:$<CONFIG:Debug>,${sdl2implibdbg},${sdl2implib}>)
else()
if( (NOT sdl2implib) AND sdl2implibdbg ) # if we only have a debug version of the lib
set(sdl2implib ${sdl2implibdbg})
endif()
if( (NOT sdl2mainimplib) AND sdl2mainimplibdbg ) # if we only have a debug version of the lib
set(sdl2mainimplib ${sdl2mainimplibdbg})
endif()
if( sdl2implib AND sdl2mainimplib )
set(SDL2_LIBRARIES ${sdl2mainimplib} ${sdl2implib})
elseif(WIN32 OR APPLE) # I think these platforms have a non-dummy SDLmain?
message(FATAL_ERROR, "SDL2::SDL2 and/or SDL2::SDL2main don't seem to contain any kind of IMPORTED_IMPLIB* or IMPORTED_LOCATION*")
elseif(sdl2implib) # on other platforms just libSDL2 will hopefully do?
set(SDL2_LIBRARIES ${sdl2implib})
message(STATUS, "No SDL2main lib not found, I hope you don't need it..")
else()
message(FATAL_ERROR, "SDL2::SDL2 doesn't seem to contain any kind of lib to link against in IMPORTED_IMPLIB* or IMPORTED_LOCATION*")
endif()
# TODO: should something like INTERFACE_LINK_LIBRARIES be appended? or wherever -mwindows and things like that
# might be defined (if they were defined by the CMake build at all; autotools has @SDL_RLD_FLAGS@ @SDL_LIBS@)?
# LINK_DEPENDS? LINK_FLAGS?
endif()
get_filename_component(SDL2_LIBDIR ${sdl2implib} PATH)
# NOTE: SDL2_LIBRARIES now looks like "c:/path/to/SDL2main.lib;c:/path/to/SDL2.lib"
# which is different to what it looks like when coming from sdl2-config.cmake
# (there it's more like "-L${SDL2_LIBDIR} -lSDL2main -lSDL2" - and also -lmingw32 and -mwindows)
# This seems to work with both MSVC and MinGW though, while the other only worked with MinGW
# On Linux it looks like "/tmp/sdl2inst/lib/libSDL2main.a;/tmp/sdl2inst/lib/libSDL2-2.0.so.0.14.1" which also seems to work
# the exec prefix is one level up from lib/ - TODO: really, always? at least on Linux there's /usr/lib/x86_64-bla-blub/libSDL2-asdf.so.0 ..
get_filename_component(SDL2_EXEC_PREFIX ${SDL2_LIBDIR} PATH)
set(SDL2_PREFIX ${SDL2_EXEC_PREFIX}) # TODO: could this be somewhere else? parent dir of include or sth?
unset(sdl2implib)
unset(sdl2mainimplib)
unset(sdl2implibdbg)
unset(sdl2mainimplibdbg)
unset(relprops)
unset(dbgprops)

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@ -1,10 +0,0 @@
Future work roadmap:
* http://wiki.libsdl.org/Roadmap
* Check 1.2 revisions:
3554 - Need to resolve semantics for locking keys on different platforms
4874 - Do we want screen rotation? At what level?
4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
4865 - See if this is still needed (mouse coordinate clamping)
4866 - See if this is still needed (blocking window repositioning)

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@ -1,34 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL2-UWP", "SDL-UWP.vcxproj", "{89E9B32E-A86A-47C3-A948-D2B1622925CE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM = Debug|ARM
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|ARM = Release|ARM
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.ActiveCfg = Debug|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.Build.0 = Debug|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.ActiveCfg = Debug|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.Build.0 = Debug|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.ActiveCfg = Debug|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.Build.0 = Debug|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.ActiveCfg = Release|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.Build.0 = Release|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.ActiveCfg = Release|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.Build.0 = Release|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.ActiveCfg = Release|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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@ -1,598 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\include\begin_code.h" />
<ClInclude Include="..\include\close_code.h" />
<ClInclude Include="..\include\SDL.h" />
<ClInclude Include="..\include\SDL_assert.h" />
<ClInclude Include="..\include\SDL_atomic.h" />
<ClInclude Include="..\include\SDL_audio.h" />
<ClInclude Include="..\include\SDL_blendmode.h" />
<ClInclude Include="..\include\SDL_clipboard.h" />
<ClInclude Include="..\include\SDL_config.h" />
<ClInclude Include="..\include\SDL_config_minimal.h" />
<ClInclude Include="..\include\SDL_config_winrt.h" />
<ClInclude Include="..\include\SDL_copying.h" />
<ClInclude Include="..\include\SDL_cpuinfo.h" />
<ClInclude Include="..\include\SDL_egl.h" />
<ClInclude Include="..\include\SDL_endian.h" />
<ClInclude Include="..\include\SDL_error.h" />
<ClInclude Include="..\include\SDL_events.h" />
<ClInclude Include="..\include\SDL_filesystem.h" />
<ClInclude Include="..\include\SDL_haptic.h" />
<ClInclude Include="..\include\SDL_hints.h" />
<ClInclude Include="..\include\SDL_hidapi.h" />
<ClInclude Include="..\include\SDL_input.h" />
<ClInclude Include="..\include\SDL_joystick.h" />
<ClInclude Include="..\include\SDL_keyboard.h" />
<ClInclude Include="..\include\SDL_keycode.h" />
<ClInclude Include="..\include\SDL_loadso.h" />
<ClInclude Include="..\include\SDL_locale.h" />
<ClInclude Include="..\include\SDL_log.h" />
<ClInclude Include="..\include\SDL_main.h" />
<ClInclude Include="..\include\SDL_misc.h" />
<ClInclude Include="..\include\SDL_mouse.h" />
<ClInclude Include="..\include\SDL_mutex.h" />
<ClInclude Include="..\include\SDL_name.h" />
<ClInclude Include="..\include\SDL_opengles2.h" />
<ClInclude Include="..\include\SDL_pixels.h" />
<ClInclude Include="..\include\SDL_platform.h" />
<ClInclude Include="..\include\SDL_power.h" />
<ClInclude Include="..\include\SDL_quit.h" />
<ClInclude Include="..\include\SDL_rect.h" />
<ClInclude Include="..\include\SDL_render.h" />
<ClInclude Include="..\include\SDL_revision.h" />
<ClInclude Include="..\include\SDL_rwops.h" />
<ClInclude Include="..\include\SDL_scancode.h" />
<ClInclude Include="..\include\SDL_sensor.h" />
<ClInclude Include="..\include\SDL_shape.h" />
<ClInclude Include="..\include\SDL_stdinc.h" />
<ClInclude Include="..\include\SDL_surface.h" />
<ClInclude Include="..\include\SDL_system.h" />
<ClInclude Include="..\include\SDL_syswm.h" />
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View File

@ -1,327 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
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Global
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View File

@ -1,707 +0,0 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
2.0.20:
---------------------------------------------------------------------------
General:
* SDL_RenderGeometryRaw() takes a pointer to SDL_Color, not int. You can cast color data in SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little endian systems) for this parameter.
* Improved accuracy of horizontal and vertical line drawing when using OpenGL or OpenGLES
* Added the hint SDL_HINT_RENDER_LINE_METHOD to control the method of line drawing used, to select speed, correctness, and compatibility.
Windows:
* Fixed size of custom cursors
Linux:
* Fixed hotplug controller detection, broken in 2.0.18
---------------------------------------------------------------------------
2.0.18:
---------------------------------------------------------------------------
General:
* The SDL wiki documentation and development headers are automatically kept in sync
* Each function has information about in which version of SDL it was introduced
* SDL-specific CMake options are now prefixed with 'SDL_'. Be sure to update your CMake build scripts accordingly!
* Added the hint SDL_HINT_APP_NAME to let SDL know the name of your application for various places it might show up in system information
* Added SDL_RenderGeometry() and SDL_RenderGeometryRaw() to allow rendering of arbitrary shapes using the SDL 2D render API
* Added SDL_SetTextureUserData() and SDL_GetTextureUserData() to associate application data with an SDL texture
* Added SDL_RenderWindowToLogical() and SDL_RenderLogicalToWindow() to convert between window coordinates and logical render coordinates
* Added SDL_RenderSetVSync() to change whether a renderer present is synchronized with vblank at runtime
* Added SDL_PremultiplyAlpha() to premultiply alpha on a block of SDL_PIXELFORMAT_ARGB8888 pixels
* Added a window event SDL_WINDOWEVENT_DISPLAY_CHANGED which is sent when a window changes what display it's centered on
* Added SDL_GetWindowICCProfile() to query a window's ICC profile, and a window event SDL_WINDOWEVENT_ICCPROF_CHANGED that is sent when it changes
* Added the hint SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY to allow EGL windows to be transparent instead of opaque
* SDL_WaitEvent() has been redesigned to use less CPU in most cases
* Added SDL_SetWindowMouseRect() and SDL_GetWindowMouseRect() to confine the mouse cursor to an area of a window
* You can now read precise mouse wheel motion using 'preciseX' and 'preciseY' event fields
* Added SDL_GameControllerHasRumble() and SDL_GameControllerHasRumbleTriggers() to query whether a game controller supports rumble
* Added SDL_JoystickHasRumble() and SDL_JoystickHasRumbleTriggers() to query whether a joystick supports rumble
* SDL's hidapi implementation is now available as a public API in SDL_hidapi.h
Windows:
* Improved relative mouse motion over Windows Remote Desktop
* Added the hint SDL_HINT_IME_SHOW_UI to show native UI components instead of hiding them (defaults off)
Windows/UWP:
* WGI is used instead of XInput for better controller support in UWP apps
Linux:
* Added the hint SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME to set the activity that's displayed by the system when the screensaver is disabled
* Added the hint SDL_HINT_LINUX_JOYSTICK_CLASSIC to control whether /dev/input/js* or /dev/input/event* are used as joystick devices
* Added the hint SDL_HINT_JOYSTICK_DEVICE to allow the user to specify devices that will be opened in addition to the normal joystick detection
* Added SDL_LinuxSetThreadPriorityAndPolicy() for more control over a thread priority on Linux
Android:
* Added support for audio output and capture using AAudio on Android 8.1 and newer
* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
Apple Arcade:
* Added SDL_GameControllerGetAppleSFSymbolsNameForButton() and SDL_GameControllerGetAppleSFSymbolsNameForAxis() to support Apple Arcade titles
iOS:
* Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true in your application's Info.plist in order to get real Bluetooth mouse events.
* Steam Controller support is disabled by default, and can be enabled by setting the hint SDL_HINT_JOYSTICK_HIDAPI_STEAM to "1" before calling SDL_Init()
---------------------------------------------------------------------------
2.0.16:
---------------------------------------------------------------------------
General:
* Added SDL_FlashWindow() to get a user's attention
* Added SDL_GetAudioDeviceSpec() to get the preferred audio format of a device
* Added SDL_SetWindowAlwaysOnTop() to dynamically change the SDL_WINDOW_ALWAYS_ON_TOP flag for a window
* Added SDL_SetWindowKeyboardGrab() to support grabbing the keyboard independently of the mouse
* Added SDL_SoftStretchLinear() to do bilinear scaling between 32-bit software surfaces
* Added SDL_UpdateNVTexture() to update streaming NV12/21 textures
* Added SDL_GameControllerSendEffect() and SDL_JoystickSendEffect() to allow sending custom trigger effects to the DualSense controller
* Added SDL_GameControllerGetSensorDataRate() to get the sensor data rate for PlayStation and Nintendo Switch controllers
* Added support for the Amazon Luna game controller
* Added rumble support for the Google Stadia controller using the HIDAPI driver
* Added SDL_GameControllerType constants for the Amazon Luna and Google Stadia controllers
* Added analog rumble for Nintendo Switch Pro controllers using the HIDAPI driver
* Reduced CPU usage when using SDL_WaitEvent() and SDL_WaitEventTimeout()
Windows:
* Added SDL_SetWindowsMessageHook() to set a function that is called for all Windows messages
* Added SDL_RenderGetD3D11Device() to get the D3D11 device used by the SDL renderer
Linux:
* Greatly improved Wayland support
* Added support for audio output and capture using Pipewire
* Added the hint SDL_HINT_AUDIO_INCLUDE_MONITORS to control whether PulseAudio recording should include monitor devices
* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_ROLE to describe the role of your application for audio control panels
Android:
* Added SDL_AndroidShowToast() to show a lightweight notification
iOS:
* Added support for mouse relative mode on iOS 14.1 and newer
* Added support for the Xbox Series X controller
tvOS:
* Added support for the Xbox Series X controller
---------------------------------------------------------------------------
2.0.14:
---------------------------------------------------------------------------
General:
* Added support for PS5 DualSense and Xbox Series X controllers to the HIDAPI controller driver
* Added game controller button constants for paddles and new buttons
* Added game controller functions to get additional information:
* SDL_GameControllerGetSerial()
* SDL_GameControllerHasAxis()
* SDL_GameControllerHasButton()
* SDL_GameControllerGetNumTouchpads()
* SDL_GameControllerGetNumTouchpadFingers()
* SDL_GameControllerGetTouchpadFinger()
* SDL_GameControllerHasSensor()
* SDL_GameControllerSetSensorEnabled()
* SDL_GameControllerIsSensorEnabled()
* SDL_GameControllerGetSensorData()
* SDL_GameControllerRumbleTriggers()
* SDL_GameControllerHasLED()
* SDL_GameControllerSetLED()
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_PS5 to control whether the HIDAPI driver for PS5 controllers should be used.
* Added joystick functions to get additional information:
* SDL_JoystickGetSerial()
* SDL_JoystickRumbleTriggers()
* SDL_JoystickHasLED()
* SDL_JoystickSetLED()
* Added an API to allow the application to create virtual joysticks:
* SDL_JoystickAttachVirtual()
* SDL_JoystickDetachVirtual()
* SDL_JoystickIsVirtual()
* SDL_JoystickSetVirtualAxis()
* SDL_JoystickSetVirtualButton()
* SDL_JoystickSetVirtualHat()
* Added SDL_LockSensors() and SDL_UnlockSensors() to guarantee exclusive access to the sensor list
* Added SDL_HAPTIC_STEERING_AXIS to play an effect on the steering wheel
* Added the hint SDL_HINT_MOUSE_RELATIVE_SCALING to control whether relative motion is scaled by the screen DPI or renderer logical size
* The default value for SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS is now false for better compatibility with modern window managers
* Added SDL_GetPreferredLocales() to get the application's current locale setting
* Added the hint SDL_HINT_PREFERRED_LOCALES to override your application's default locale setting
* Added SDL_OpenURL() to open a URL in the system's default browser
* Added SDL_HasSurfaceRLE() to tell whether a surface is currently using RLE encoding
* Added SDL_SIMDRealloc() to reallocate memory obtained from SDL_SIMDAlloc()
* Added SDL_GetErrorMsg() to get the last error in a thread-safe way
* Added SDL_crc32(), SDL_wcscasecmp(), SDL_wcsncasecmp(), SDL_trunc(), SDL_truncf()
* Added clearer names for RGB pixel formats, e.g. SDL_PIXELFORMAT_XRGB8888, SDL_PIXELFORMAT_XBGR8888, etc.
Windows:
* Added the RAWINPUT controller driver to support more than 4 Xbox controllers simultaneously
* Added the hint SDL_HINT_JOYSTICK_RAWINPUT to control whether the RAWINPUT driver should be used
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT to control whether XInput and WGI should be used to for complete controller functionality with the RAWINPUT driver.
macOS:
* Added the SDL_WINDOW_METAL flag to specify that a window should be created with a Metal view
* Added SDL_Metal_GetLayer() to get the CAMetalLayer backing a Metal view
* Added SDL_Metal_GetDrawableSize() to get the size of a window's drawable, in pixels
Linux:
* Added the hint SDL_HINT_AUDIO_DEVICE_APP_NAME to specify the name that shows up in PulseAudio for your application
* Added the hint SDL_HINT_AUDIO_DEVICE_STREAM_NAME to specify the name that shows up in PulseAudio associated with your audio stream
* Added the hint SDL_HINT_LINUX_JOYSTICK_DEADZONES to control whether HID defined dead zones should be respected on Linux
* Added the hint SDL_HINT_THREAD_PRIORITY_POLICY to specify the thread scheduler policy
* Added the hint SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL to allow time critical threads to use a realtime scheduling policy
Android:
* Added SDL_AndroidRequestPermission() to request a specific system permission
* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO to control whether audio will pause when the application goes intot he background
OS/2:
* Added support for OS/2, see docs/README-os2.md for details
Emscripten (running in a web browser):
* Added the hint SDL_HINT_EMSCRIPTEN_ASYNCIFY to control whether SDL should call emscripten_sleep internally
---------------------------------------------------------------------------
2.0.12:
---------------------------------------------------------------------------
General:
* Added SDL_GetTextureScaleMode() and SDL_SetTextureScaleMode() to get and set the scaling mode used for a texture
* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
* Added new blend mode, SDL_BLENDMODE_MUL, which does a modulate and blend operation
* Added the hint SDL_HINT_DISPLAY_USABLE_BOUNDS to override the results of SDL_GetDisplayUsableBounds() for display index 0.
* Added the window underneath the finger to the SDL_TouchFingerEvent
* Added SDL_GameControllerTypeForIndex(), SDL_GameControllerGetType() to return the type of a game controller (Xbox 360, Xbox One, PS3, PS4, or Nintendo Switch Pro)
* Added the hint SDL_HINT_GAMECONTROLLERTYPE to override the automatic game controller type detection
* Added SDL_JoystickFromPlayerIndex() and SDL_GameControllerFromPlayerIndex() to get the device associated with a player index
* Added SDL_JoystickSetPlayerIndex() and SDL_GameControllerSetPlayerIndex() to set the player index associated with a device
* Added the hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to specify whether Nintendo Switch Pro controllers should use the buttons as labeled or swapped to match positional layout. The default is to use the buttons as labeled.
* Added support for Nintendo GameCube controllers to the HIDAPI driver, and a hint SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE to control whether this is used.
* Improved support for Xbox 360 and Xbox One controllers when using the HIDAPI driver
* Added support for many game controllers, including:
* 8BitDo FC30 Pro
* 8BitDo M30 GamePad
* BDA PS4 Fightpad
* HORI Fighting Commander
* Hyperkin Duke
* Hyperkin X91
* MOGA XP5-A Plus
* NACON GC-400ES
* NVIDIA Controller v01.04
* PDP Versus Fighting Pad
* Razer Raion Fightpad for PS4
* Razer Serval
* Stadia Controller
* SteelSeries Stratus Duo
* Victrix Pro Fight Stick for PS4
* Xbox One Elite Series 2
* Fixed blocking game controller rumble calls when using the HIDAPI driver
* Added SDL_zeroa() macro to zero an array of elements
* Added SDL_HasARMSIMD() which returns true if the CPU has ARM SIMD (ARMv6+) features
Windows:
* Fixed crash when using the release SDL DLL with applications built with gcc
* Fixed performance regression in event handling introduced in 2.0.10
* Added support for SDL_SetThreadPriority() for UWP applications
Linux:
* Added the hint SDL_HINT_VIDEO_X11_WINDOW_VISUALID to specify the visual chosen for new X11 windows
* Added the hint SDL_HINT_VIDEO_X11_FORCE_EGL to specify whether X11 should use GLX or EGL by default
iOS / tvOS / macOS:
* Added SDL_Metal_CreateView() and SDL_Metal_DestroyView() to create CAMetalLayer-backed NSView/UIView and attach it to the specified window.
iOS/ tvOS:
* Added support for Bluetooth Steam Controllers as game controllers
tvOS:
* Fixed support for surround sound on Apple TV
Android:
* Added SDL_GetAndroidSDKVersion() to return the API level of the current device
* Added support for audio capture using OpenSL-ES
* Added support for Bluetooth Steam Controllers as game controllers
* Fixed rare crashes when the app goes into the background or terminates
---------------------------------------------------------------------------
2.0.10:
---------------------------------------------------------------------------
General:
* The SDL_RW* macros have been turned into functions that are available only in 2.0.10 and onward
* Added SDL_SIMDGetAlignment(), SDL_SIMDAlloc(), and SDL_SIMDFree(), to allocate memory aligned for SIMD operations for the current CPU
* Added SDL_RenderDrawPointF(), SDL_RenderDrawPointsF(), SDL_RenderDrawLineF(), SDL_RenderDrawLinesF(), SDL_RenderDrawRectF(), SDL_RenderDrawRectsF(), SDL_RenderFillRectF(), SDL_RenderFillRectsF(), SDL_RenderCopyF(), SDL_RenderCopyExF(), to allow floating point precision in the SDL rendering API.
* Added SDL_GetTouchDeviceType() to get the type of a touch device, which can be a touch screen or a trackpad in relative or absolute coordinate mode.
* The SDL rendering API now uses batched rendering by default, for improved performance
* Added SDL_RenderFlush() to force batched render commands to execute, if you're going to mix SDL rendering with native rendering
* Added the hint SDL_HINT_RENDER_BATCHING to control whether batching should be used for the rendering API. This defaults to "1" if you don't specify what rendering driver to use when creating the renderer.
* Added the hint SDL_HINT_EVENT_LOGGING to enable logging of SDL events for debugging purposes
* Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file that will be loaded at joystick initialization with game controller bindings
* Added the hint SDL_HINT_MOUSE_TOUCH_EVENTS to control whether SDL will synthesize touch events from mouse events
* Improved handling of malformed WAVE and BMP files, fixing potential security exploits
Linux:
* Removed the Mir video driver in favor of Wayland
iOS / tvOS:
* Added support for Xbox and PS4 wireless controllers in iOS 13 and tvOS 13
* Added support for text input using Bluetooth keyboards
Android:
* Added low latency audio using OpenSL ES
* Removed SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH (replaced by SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS)
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=1, should be replaced by setting both previous hints to 0.
SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH=0, should be replaced by setting both previous hints to 1.
* Added the hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
---------------------------------------------------------------------------
2.0.9:
---------------------------------------------------------------------------
General:
* Added a new sensor API, initialized by passing SDL_INIT_SENSOR to SDL_Init(), and defined in SDL_sensor.h
* Added an event SDL_SENSORUPDATE which is sent when a sensor is updated
* Added SDL_GetDisplayOrientation() to return the current display orientation
* Added an event SDL_DISPLAYEVENT which is sent when the display orientation changes
* Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. (Thanks to Valve for contributing the PS4 and Nintendo Switch Pro controller support)
* Added support for many other popular game controllers
* Added SDL_JoystickGetDevicePlayerIndex(), SDL_JoystickGetPlayerIndex(), and SDL_GameControllerGetPlayerIndex() to get the player index for a controller. For XInput controllers this returns the XInput index for the controller.
* Added SDL_GameControllerRumble() and SDL_JoystickRumble() which allow simple rumble without using the haptics API
* Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_TIME to control the mouse double-click time
* Added the hint SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS to control the mouse double-click radius, in pixels
* Added SDL_HasColorKey() to return whether a surface has a colorkey active
* Added SDL_HasAVX512F() to return whether the CPU has AVX-512F features
* Added SDL_IsTablet() to return whether the application is running on a tablet
* Added SDL_THREAD_PRIORITY_TIME_CRITICAL for threads that must run at the highest priority
Mac OS X:
* Fixed black screen at start on Mac OS X Mojave
Linux:
* Added SDL_LinuxSetThreadPriority() to allow adjusting the thread priority of native threads using RealtimeKit if available.
iOS:
* Fixed Asian IME input
Android:
* Updated required Android SDK to API 26, to match Google's new App Store requirements
* Added support for wired USB Xbox, PS4, and Nintendo Switch Pro controllers
* Added support for relative mouse mode on Android 7.0 and newer (except where it's broken, on Chromebooks and when in DeX mode with Samsung Experience 9.0)
* Added support for custom mouse cursors on Android 7.0 and newer
* Added the hint SDL_HINT_ANDROID_TRAP_BACK_BUTTON to control whether the back button will back out of the app (the default) or be passed to the application as SDL_SCANCODE_AC_BACK
* Added SDL_AndroidBackButton() to trigger the Android system back button behavior when handling the back button in the application
* Added SDL_IsChromebook() to return whether the app is running in the Chromebook Android runtime
* Added SDL_IsDeXMode() to return whether the app is running while docked in the Samsung DeX
---------------------------------------------------------------------------
2.0.8:
---------------------------------------------------------------------------
General:
* Added SDL_fmod() and SDL_log10()
* Each of the SDL math functions now has the corresponding float version
* Added SDL_SetYUVConversionMode() and SDL_GetYUVConversionMode() to control the formula used when converting to and from YUV colorspace. The options are JPEG, BT.601, and BT.709
Windows:
* Implemented WASAPI support on Windows UWP and removed the deprecated XAudio2 implementation
* Added resampling support on WASAPI on Windows 7 and above
Windows UWP:
* Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on
Mac OS X:
* Added support for the Vulkan SDK for Mac:
https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-0-69-0-for-mac/
* Added support for OpenGL ES using ANGLE when it's available
Mac OS X / iOS / tvOS:
* Added a Metal 2D render implementation
* Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder() to insert your own drawing into SDL rendering when using the Metal implementation
iOS:
* Added the hint SDL_HINT_IOS_HIDE_HOME_INDICATOR to control whether the home indicator bar on iPhone X should be hidden. This defaults to dimming the indicator for fullscreen applications and showing the indicator for windowed applications.
iOS / Android:
* Added the hint SDL_HINT_RETURN_KEY_HIDES_IME to control whether the return key on the software keyboard should hide the keyboard or send a key event (the default)
Android:
* SDL now supports building with Android Studio and Gradle by default, and the old Ant project is available in android-project-ant
* SDL now requires the API 19 SDK to build, but can still target devices down to API 14 (Android 4.0.1)
* Added SDL_IsAndroidTV() to tell whether the application is running on Android TV
Android / tvOS:
* Added the hint SDL_HINT_TV_REMOTE_AS_JOYSTICK to control whether TV remotes should be listed as joystick devices (the default) or send keyboard events.
Linux:
* Added the hint SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR to control whether the X server should skip the compositor for the SDL application. This defaults to "1"
* Added the hint SDL_HINT_VIDEO_DOUBLE_BUFFER to control whether the Raspberry Pi and KMSDRM video drivers should use double or triple buffering (the default)
---------------------------------------------------------------------------
2.0.7:
---------------------------------------------------------------------------
General:
* Added audio stream conversion functions:
SDL_NewAudioStream
SDL_AudioStreamPut
SDL_AudioStreamGet
SDL_AudioStreamAvailable
SDL_AudioStreamFlush
SDL_AudioStreamClear
SDL_FreeAudioStream
* Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
* Added locking functions for multi-threaded access to the joystick and game controller APIs:
SDL_LockJoysticks()
SDL_UnlockJoysticks()
* The following functions are now thread-safe:
SDL_SetEventFilter()
SDL_GetEventFilter()
SDL_AddEventWatch()
SDL_DelEventWatch()
General:
---------------------------------------------------------------------------
2.0.6:
---------------------------------------------------------------------------
General:
* Added cross-platform Vulkan graphics support in SDL_vulkan.h
SDL_Vulkan_LoadLibrary()
SDL_Vulkan_GetVkGetInstanceProcAddr()
SDL_Vulkan_GetInstanceExtensions()
SDL_Vulkan_CreateSurface()
SDL_Vulkan_GetDrawableSize()
SDL_Vulkan_UnloadLibrary()
This is all the platform-specific code you need to bring up Vulkan on all SDL platforms. You can look at an example in test/testvulkan.c
* Added SDL_ComposeCustomBlendMode() to create custom blend modes for 2D rendering
* Added SDL_HasNEON() which returns whether the CPU has NEON instruction support
* Added support for many game controllers, including the Nintendo Switch Pro Controller
* Added support for inverted axes and separate axis directions in game controller mappings
* Added functions to return information about a joystick before it's opened:
SDL_JoystickGetDeviceVendor()
SDL_JoystickGetDeviceProduct()
SDL_JoystickGetDeviceProductVersion()
SDL_JoystickGetDeviceType()
SDL_JoystickGetDeviceInstanceID()
* Added functions to return information about an open joystick:
SDL_JoystickGetVendor()
SDL_JoystickGetProduct()
SDL_JoystickGetProductVersion()
SDL_JoystickGetType()
SDL_JoystickGetAxisInitialState()
* Added functions to return information about an open game controller:
SDL_GameControllerGetVendor()
SDL_GameControllerGetProduct()
SDL_GameControllerGetProductVersion()
* Added SDL_GameControllerNumMappings() and SDL_GameControllerMappingForIndex() to be able to enumerate the built-in game controller mappings
* Added SDL_LoadFile() and SDL_LoadFile_RW() to load a file into memory
* Added SDL_DuplicateSurface() to make a copy of a surface
* Added an experimental JACK audio driver
* Implemented non-power-of-two audio resampling, optionally using libsamplerate to perform the resampling
* Added the hint SDL_HINT_AUDIO_RESAMPLING_MODE to control the quality of resampling
* Added the hint SDL_HINT_RENDER_LOGICAL_SIZE_MODE to control the scaling policy for SDL_RenderSetLogicalSize():
"0" or "letterbox" - Uses letterbox/sidebars to fit the entire rendering on screen (the default)
"1" or "overscan" - Will zoom the rendering so it fills the entire screen, allowing edges to be drawn offscreen
* Added the hints SDL_HINT_MOUSE_NORMAL_SPEED_SCALE and SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE to scale the mouse speed when being read from raw mouse input
* Added the hint SDL_HINT_TOUCH_MOUSE_EVENTS to control whether SDL will synthesize mouse events from touch events
Windows:
* The new default audio driver on Windows is WASAPI and supports hot-plugging devices and changing the default audio device
* The old XAudio2 audio driver is deprecated and will be removed in the next release
* Added hints SDL_HINT_WINDOWS_INTRESOURCE_ICON and SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL to specify a custom icon resource ID for SDL windows
* The hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING is now on by default for compatibility with .NET languages and various Windows debuggers
* Updated the GUID format for game controller mappings, older mappings will be automatically converted on load
* Implemented the SDL_WINDOW_ALWAYS_ON_TOP flag on Windows
Linux:
* Added an experimental KMS/DRM video driver for embedded development
iOS:
* Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
---------------------------------------------------------------------------
2.0.5:
---------------------------------------------------------------------------
General:
* Implemented audio capture support for some platforms
* Added SDL_DequeueAudio() to retrieve audio when buffer queuing is turned on for audio capture
* Added events for dragging and dropping text
* Added events for dragging and dropping multiple items
* By default the click raising a window will not be delivered to the SDL application. You can set the hint SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to "1" to allow that click through to the window.
* Saving a surface with an alpha channel as a BMP will use a newer BMP format that supports alpha information. You can set the hint SDL_HINT_BMP_SAVE_LEGACY_FORMAT to "1" to use the old format.
* Added SDL_GetHintBoolean() to get the boolean value of a hint
* Added SDL_RenderSetIntegerScale() to set whether to smoothly scale or use integral multiples of the viewport size when scaling the rendering output
* Added SDL_CreateRGBSurfaceWithFormat() and SDL_CreateRGBSurfaceWithFormatFrom() to create an SDL surface with a specific pixel format
* Added SDL_GetDisplayUsableBounds() which returns the area usable for windows. For example, on Mac OS X, this subtracts the area occupied by the menu bar and dock.
* Added SDL_GetWindowBordersSize() which returns the size of the window's borders around the client area
* Added a window event SDL_WINDOWEVENT_HIT_TEST when a window had a hit test that wasn't SDL_HITTEST_NORMAL (e.g. in the title bar or window frame)
* Added SDL_SetWindowResizable() to change whether a window is resizable
* Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity() to affect the window transparency
* Added SDL_SetWindowModalFor() to set a window as modal for another window
* Added support for AUDIO_U16LSB and AUDIO_U16MSB to SDL_MixAudioFormat()
* Fixed flipped images when reading back from target textures when using the OpenGL renderer
* Fixed texture color modulation with SDL_BLENDMODE_NONE when using the OpenGL renderer
* Fixed bug where the alpha value of colorkeys was ignored when blitting in some cases
Windows:
* Added a hint SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to prevent SDL from raising a debugger exception to name threads. This exception can cause problems with .NET applications when running under a debugger.
* The hint SDL_HINT_THREAD_STACK_SIZE is now supported on Windows
* Fixed XBox controller triggers automatically being pulled at startup
* The first icon from the executable is used as the default window icon at runtime
* Fixed SDL log messages being printed twice if SDL was built with C library support
* Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
Mac OS X:
* Fixed selecting the dummy video driver
* The caps lock key now generates a pressed event when pressed and a released event when released, instead of a press/release event pair when pressed.
* Fixed mouse wheel events on Mac OS X 10.12
* The audio driver has been updated to use AVFoundation for better compatibility with newer versions of Mac OS X
Linux:
* Added support for the Fcitx IME
* Added a window event SDL_WINDOWEVENT_TAKE_FOCUS when a window manager asks the SDL window whether it wants to take focus.
* Refresh rates are now rounded instead of truncated, e.g. 59.94 Hz is rounded up to 60 Hz instead of 59.
* Added initial support for touchscreens on Raspberry Pi
OpenBSD:
* SDL_GetBasePath() is now implemented on OpenBSD
iOS:
* Added support for dynamically loaded objects on iOS 8 and newer
tvOS:
* Added support for Apple TV
* Added a hint SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION to control whether he Apple TV remote's joystick axes will automatically match the rotation of the remote.
Android:
* Fixed SDL not resizing window when Android screen resolution changes
* Corrected the joystick Z axis reporting for the accelerometer
Emscripten (running in a web browser):
* Many bug fixes and improvements
---------------------------------------------------------------------------
2.0.4:
---------------------------------------------------------------------------
General:
* Added support for web applications using Emscripten, see docs/README-emscripten.md for more information
* Added support for web applications using Native Client (NaCl), see docs/README-nacl.md for more information
* Added an API to queue audio instead of using the audio callback:
SDL_QueueAudio(), SDL_GetQueuedAudioSize(), SDL_ClearQueuedAudio()
* Added events for audio device hot plug support:
SDL_AUDIODEVICEADDED, SDL_AUDIODEVICEREMOVED
* Added SDL_PointInRect()
* Added SDL_HasAVX2() to detect CPUs with AVX2 support
* Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window like traditional window decorations (drag areas, resize areas)
* Added SDL_GetGrabbedWindow() to get the window that currently has input grab, if any
* Added SDL_RenderIsClipEnabled() to tell whether clipping is currently enabled in a renderer
* Added SDL_CaptureMouse() to capture the mouse to get events while the mouse is not in your window
* Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen space
* Added SDL_GetGlobalMouseState() to get the current mouse state outside of an SDL window
* Added a direction field to mouse wheel events to tell whether they are flipped (natural) or not
* Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to [WGL|GLX]_ARB_context_flush_control extension)
* Added EGL_KHR_create_context support to allow OpenGL ES version selection on some platforms
* Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0 renderers
* Added a Vivante video driver that is used on various SoC platforms
* Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D renderers when the D3D device is lost, and from Android's event loop when the GLES context had to be recreated
* Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL's built in signal handling
* Added a hint SDL_HINT_THREAD_STACK_SIZE to set the stack size of SDL's threads
* Added SDL_sqrtf(), SDL_tan(), and SDL_tanf() to the stdlib routines
* Improved support for WAV and BMP files with unusual chunks in them
* Renamed SDL_assert_data to SDL_AssertData and SDL_assert_state to SDL_AssertState
* Added a hint SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN to prevent window interaction while cursor is hidden
* Added SDL_GetDisplayDPI() to get the DPI information for a display
* Added SDL_JoystickCurrentPowerLevel() to get the battery level of a joystick
* Added SDL_JoystickFromInstanceID(), as a helper function, to get the SDL_Joystick* that an event is referring to.
* Added SDL_GameControllerFromInstanceID(), as a helper function, to get the SDL_GameController* that an event is referring to.
Windows:
* Added support for Windows Phone 8.1 and Windows 10/UWP (Universal Windows Platform)
* Timer resolution is now 1 ms by default, adjustable with the SDL_HINT_TIMER_RESOLUTION hint
* SDLmain no longer depends on the C runtime, so you can use the same .lib in both Debug and Release builds
* Added SDL_SetWindowsMessageHook() to set a function to be called for every windows message before TranslateMessage()
* Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether SDL_PumpEvents() processes the Windows message loop
* You can distinguish between real mouse and touch events by looking for SDL_TOUCH_MOUSEID in the mouse event "which" field
* SDL_SysWMinfo now contains the window HDC
* Added support for Unicode command line options
* Prevent beeping when Alt-key combos are pressed
* SDL_SetTextInputRect() re-positions the OS-rendered IME
* Added a hint SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to prevent generating SDL_WINDOWEVENT_CLOSE events when Alt-F4 is pressed
* Added a hint SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING to use the old axis and button mapping for XInput devices (deprecated)
Mac OS X:
* Implemented drag-and-drop support
* Improved joystick hot-plug detection
* The SDL_WINDOWEVENT_EXPOSED window event is triggered in the appropriate situations
* Fixed relative mouse mode when the application loses/regains focus
* Fixed bugs related to transitioning to and from Spaces-aware fullscreen-desktop mode
* Fixed the refresh rate of display modes
* SDL_SysWMInfo is now ARC-compatible
* Added a hint SDL_HINT_MAC_BACKGROUND_APP to prevent forcing the application to become a foreground process
Linux:
* Enabled building with Mir and Wayland support by default.
* Added IBus IME support
* Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should handle text editing internally instead of sending SDL_TEXTEDITING events
* Added a hint SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling _NET_WM_PING protocol handling in SDL_CreateWindow()
* Added support for multiple audio devices when using Pulseaudio
* Fixed duplicate mouse events when using relative mouse motion
iOS:
* Added support for iOS 8
* The SDL_WINDOW_ALLOW_HIGHDPI window flag now enables high-dpi support, and SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() gets the window resolution in pixels
* SDL_GetWindowSize() and display mode sizes are in the "DPI-independent points" / "screen coordinates" coordinate space rather than pixels (matches OS X behavior)
* Added native resolution support for the iPhone 6 Plus
* Added support for MFi game controllers
* Added support for the hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK
* Added sRGB OpenGL ES context support on iOS 7+
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
* SDL_SysWMinfo now contains the OpenGL ES framebuffer and color renderbuffer objects used by the window's active GLES view
* Fixed various rotation and orientation issues
* Fixed memory leaks
Android:
* Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse events from being registered as touch events
* Added hints SDL_HINT_ANDROID_APK_EXPANSION_MAIN_FILE_VERSION and SDL_HINT_ANDROID_APK_EXPANSION_PATCH_FILE_VERSION
* Added support for SDL_DisableScreenSaver(), SDL_EnableScreenSaver() and the hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER
* Added support for SDL_ShowMessageBox() and SDL_ShowSimpleMessageBox()
Raspberry Pi:
* Added support for the Raspberry Pi 2
---------------------------------------------------------------------------
2.0.3:
---------------------------------------------------------------------------
Mac OS X:
* Fixed creating an OpenGL context by default on Mac OS X 10.6
---------------------------------------------------------------------------
2.0.2:
---------------------------------------------------------------------------
General:
* Added SDL_GL_ResetAttributes() to reset OpenGL attributes to default values
* Added an API to load a database of game controller mappings from a file:
SDL_GameControllerAddMappingsFromFile(), SDL_GameControllerAddMappingsFromRW()
* Added game controller mappings for the PS4 and OUYA controllers
* Added SDL_GetDefaultAssertionHandler() and SDL_GetAssertionHandler()
* Added SDL_DetachThread()
* Added SDL_HasAVX() to determine if the CPU has AVX features
* Added SDL_vsscanf(), SDL_acos(), and SDL_asin() to the stdlib routines
* EGL can now create/manage OpenGL and OpenGL ES 1.x/2.x contexts, and share
them using SDL_GL_SHARE_WITH_CURRENT_CONTEXT
* Added a field "clicks" to the mouse button event which records whether the event is a single click, double click, etc.
* The screensaver is now disabled by default, and there is a hint SDL_HINT_VIDEO_ALLOW_SCREENSAVER that can change that behavior.
* Added a hint SDL_HINT_MOUSE_RELATIVE_MODE_WARP to specify whether mouse relative mode should be emulated using mouse warping.
* testgl2 does not need to link with libGL anymore
* Added testgles2 test program to demonstrate working with OpenGL ES 2.0
* Added controllermap test program to visually map a game controller
Windows:
* Support for OpenGL ES 2.x contexts using either WGL or EGL (natively via
the driver or emulated through ANGLE)
* Added a hint SDL_HINT_VIDEO_WIN_D3DCOMPILER to specify which D3D shader compiler to use for OpenGL ES 2 support through ANGLE
* Added a hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that is useful when creating multiple windows that should share the same OpenGL context.
* Added an event SDL_RENDER_TARGETS_RESET that is sent when D3D9 render targets are reset after the device has been restored.
Mac OS X:
* Added a hint SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK to control whether Ctrl+click should be treated as a right click on Mac OS X. This is off by default.
Linux:
* Fixed fullscreen and focused behavior when receiving NotifyGrab events
* Added experimental Wayland and Mir support, disabled by default
Android:
* Joystick support (minimum SDK version required to build SDL is now 12,
the required runtime version remains at 10, but on such devices joystick
support won't be available).
* Hotplugging support for joysticks
* Added a hint SDL_HINT_ACCELEROMETER_AS_JOYSTICK to control whether the accelerometer should be listed as a 3 axis joystick, which it will by default.
---------------------------------------------------------------------------
2.0.1:
---------------------------------------------------------------------------
General:
* Added an API to get common filesystem paths in SDL_filesystem.h:
SDL_GetBasePath(), SDL_GetPrefPath()
* Added an API to do optimized YV12 and IYUV texture updates:
SDL_UpdateYUVTexture()
* Added an API to get the amount of RAM on the system:
SDL_GetSystemRAM()
* Added a macro to perform timestamp comparisons with SDL_GetTicks():
SDL_TICKS_PASSED()
* Dramatically improved OpenGL ES 2.0 rendering performance
* Added OpenGL attribute SDL_GL_FRAMEBUFFER_SRGB_CAPABLE
Windows:
* Created a static library configuration for the Visual Studio 2010 project
* Added a hint to create the Direct3D device with support for multi-threading:
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
* Added a function to get the D3D9 adapter index for a display:
SDL_Direct3D9GetAdapterIndex()
* Added a function to get the D3D9 device for a D3D9 renderer:
SDL_RenderGetD3D9Device()
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
* Fixed crash when using two XInput controllers at the same time
* Fixed detecting a mixture of XInput and DirectInput controllers
* Fixed clearing a D3D render target larger than the window
* Improved support for format specifiers in SDL_snprintf()
Mac OS X:
* Added support for retina displays:
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
* Fixed mouse warping in fullscreen mode
* Right mouse click is emulated by holding the Ctrl key while left clicking
Linux:
* Fixed float audio support with the PulseAudio driver
* Fixed missing line endpoints in the OpenGL renderer on some drivers
* X11 symbols are no longer defined to avoid collisions when linking statically
iOS:
* Fixed status bar visibility on iOS 7
* Flipped the accelerometer Y axis to match expected values
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
* Moved EGL initialization to native code
* Fixed the accelerometer axis rotation relative to the device rotation
* Fixed race conditions when handling the EGL context on pause/resume
* Touch devices are available for enumeration immediately after init
Raspberry Pi:
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details

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<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleShortVersionString</key>
<string>1.0.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string></string>
<key>UILaunchStoryboardName</key>
<string>iOS Launch Screen</string>
<key>UISupportedInterfaceOrientations</key>
<array/>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
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==============================================================================
About the iPhone OS Demo Applications
==============================================================================
Demos.xcodeproj contains several targets for iPhone oriented SDL demos. These demos are written strictly using SDL 2.0 calls. All the demos except for Fireworks (which requires OpenGL ES) should work on platforms other than iPhone OS, though you'll need to write your own compile script.
Common files:
common.c and common.h contain code common to all demo applications. This includes functions about delta timing (in seconds), simple error handling, and functions for generating random numbers.
Rectangles (rectangles.c):
Draws randomly sized and colored rectangles all over the screen by using SDL_RenderFillRect. This is the simplest of all the demos.
Happy (happy.c):
Loads the classic happy-face bitmap and draws a large number of happy faces bouncing around the screen. Shows how you can load a bitmap into an SDL_Texture.
Accelerometer (accelerometer.c):
Uses the iPhone's accelerometer as a joystick device to move a spaceship around the screen. Note the use of the macro SDL_IPHONE_MAX_GFORCE (normally defined in SDL_config_iphoneos.h) which converts between the Sint16 number returned by SDL_JoystickGetAxis, and the floating point units of g-force reported natively by the iPhone.
Touch (touch.c):
Acts as a finger-paint type program. Demonstrates how you can use SDL mouse input to accept touch input from the iPhone. If SDL for iPhone is compiled with multitouch as multiple mouse emulation (SDL_IPHONE_MULTIPLE_MICE in SDL_config_iphoneos.h) then the program will accept multiple finger inputs simultaneously.
Mixer (mixer.c):
Displays several rectangular buttons which can be used as a virtual drumkit. Demonstrates how you can play .wav sounds in SDL and how you can use SDL_MixAudioFormat to build a software mixer that can play multiple sounds at once.
Keyboard (keyboard.c):
Loads a bitmap font and let's the user type words, numbers, and symbols using the iPhone's virtual keyboard. The iPhone's onscreen keyboard visibility is toggled when the user taps the screen. If the user types ':)' a happy face is displayed. Demonstrates how to use functions added to the iPhone implementation of SDL to toggle keyboard onscreen visibility.
Fireworks (fireworks.c):
Displays a fireworks show. When you tap the iPhone's screen, fireworks fly from the bottom of the screen and explode at the point that you tapped. Demonstrates how you can use SDL on iPhone to build an OpenGL ES based application. Shows you how you can use SDL_LoadBMP to load a bmp image and convert it to an OpenGL ES texture. Of lesser importance, shows how you can use OpenGL ES point sprites to build an efficient particle system.
==============================================================================
Building and Running the demos
==============================================================================
Before building the demos you must first build SDL as a static library for BOTH the iPhone Simulator and the iPhone itself. See the iPhone SDL main README file for directions on how to do this. Once this is done, simply launch XCode, select the target you'd like to build, select the active SDK (simulator or device), and then build and go.

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__ _ _
/ _| | | | |
| |_ ___ _ __ | |_ _ __ __ _ ___| | __
| _/ _ \| '_ \| __| '_ \ / _` |/ __| |/ /
| || (_) | | | | |_| |_) | (_| | (__| <
|_| \___/|_| |_|\__| .__/ \__,_|\___|_|\_\
| |
|_|
----------------------------------------------------------------------
Product : font-pack.zip
Website : http://www.spicypixel.net
Author : Marc Russell
Released: 16th January 2008
----------------------------------------------------------------------
What is this?
-------------
font-pack is a package of free art assets to be used under the terms of this document. It is available to game developers and hobbyists alike.
Contents
--------
The contents of the font-pack ZIP file include 20 bitmap fonts
Usage License & Restrictions
----------------------------
font-pack is distributed under the "Common Public License Version 1.0."
The terms of which are given below. If you do not understand the terms of the license please refer to a solicitor. It should however, be relatively clear how this package can be used.
THE ACCOMPANYING PROGRAM IS PROVIDED UNDER THE TERMS OF THIS COMMON
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<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="11201" systemVersion="16A323" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="11161"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<layoutGuides>
<viewControllerLayoutGuide type="top" id="Llm-lL-Icb"/>
<viewControllerLayoutGuide type="bottom" id="xb3-aO-Qok"/>
</layoutGuides>
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<imageView userInteractionEnabled="NO" contentMode="scaleAspectFit" horizontalHuggingPriority="251" verticalHuggingPriority="251" image="Default.png" translatesAutoresizingMaskIntoConstraints="NO" id="VeL-6u-rS3"/>
</subviews>
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
<constraints>
<constraint firstItem="VeL-6u-rS3" firstAttribute="top" secondItem="Ze5-6b-2t3" secondAttribute="top" id="C5X-Vg-tvO"/>
<constraint firstAttribute="trailing" secondItem="VeL-6u-rS3" secondAttribute="trailing" id="X4i-1U-3JE"/>
<constraint firstItem="VeL-6u-rS3" firstAttribute="bottom" secondItem="xb3-aO-Qok" secondAttribute="top" id="dSu-2l-DcF"/>
<constraint firstItem="VeL-6u-rS3" firstAttribute="leading" secondItem="Ze5-6b-2t3" secondAttribute="leading" id="xKC-uj-bxE"/>
</constraints>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="52" y="374.66266866566718"/>
</scene>
</scenes>
<resources>
<image name="Default.png" width="320" height="480"/>
</resources>
</document>

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@ -1,226 +0,0 @@
/*
* accelerometer.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <math.h>
#include "common.h"
#define DAMPING 0.5f; /* after bouncing off a wall, damping coefficient determines final speed */
#define FRICTION 0.0008f /* coefficient of acceleration that opposes direction of motion */
#define GRAVITY_CONSTANT 0.004f /* how sensitive the ship is to the accelerometer */
/* If we aren't on an iPhone, then this definition ought to yield reasonable behavior */
#ifndef SDL_IPHONE_MAX_GFORCE
#define SDL_IPHONE_MAX_GFORCE 5.0f
#endif
static SDL_Joystick *accelerometer; /* used for controlling the ship */
static struct
{
float x, y; /* position of ship */
float vx, vy; /* velocity of ship (in pixels per millesecond) */
SDL_Rect rect; /* (drawn) position and size of ship */
} shipData;
static SDL_Texture *ship = 0; /* texture for spaceship */
static SDL_Texture *space = 0; /* texture for space (background */
void
render(SDL_Renderer *renderer, int w, int h, double deltaTime)
{
double deltaMilliseconds = deltaTime * 1000;
float speed;
/* get joystick (accelerometer) axis values and normalize them */
float ax = SDL_JoystickGetAxis(accelerometer, 0);
float ay = SDL_JoystickGetAxis(accelerometer, 1);
/* ship screen constraints */
Uint32 minx = 0.0f;
Uint32 maxx = w - shipData.rect.w;
Uint32 miny = 0.0f;
Uint32 maxy = h - shipData.rect.h;
#define SINT16_MAX ((float)(0x7FFF))
/* update velocity from accelerometer
the factor SDL_IPHONE_MAX_G_FORCE / SINT16_MAX converts between
SDL's units reported from the joytick, and units of g-force, as reported by the accelerometer
*/
shipData.vx +=
ax * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
deltaMilliseconds;
shipData.vy +=
ay * SDL_IPHONE_MAX_GFORCE / SINT16_MAX * GRAVITY_CONSTANT *
deltaMilliseconds;
speed = SDL_sqrt(shipData.vx * shipData.vx + shipData.vy * shipData.vy);
if (speed > 0) {
/* compensate for friction */
float dirx = shipData.vx / speed; /* normalized x velocity */
float diry = shipData.vy / speed; /* normalized y velocity */
/* update velocity due to friction */
if (speed - FRICTION * deltaMilliseconds > 0) {
/* apply friction */
shipData.vx -= dirx * FRICTION * deltaMilliseconds;
shipData.vy -= diry * FRICTION * deltaMilliseconds;
} else {
/* applying friction would MORE than stop the ship, so just stop the ship */
shipData.vx = 0.0f;
shipData.vy = 0.0f;
}
}
/* update ship location */
shipData.x += shipData.vx * deltaMilliseconds;
shipData.y += shipData.vy * deltaMilliseconds;
if (shipData.x > maxx) {
shipData.x = maxx;
shipData.vx = -shipData.vx * DAMPING;
} else if (shipData.x < minx) {
shipData.x = minx;
shipData.vx = -shipData.vx * DAMPING;
}
if (shipData.y > maxy) {
shipData.y = maxy;
shipData.vy = -shipData.vy * DAMPING;
} else if (shipData.y < miny) {
shipData.y = miny;
shipData.vy = -shipData.vy * DAMPING;
}
/* draw the background */
SDL_RenderCopy(renderer, space, NULL, NULL);
/* draw the ship */
shipData.rect.x = shipData.x;
shipData.rect.y = shipData.y;
SDL_RenderCopy(renderer, ship, NULL, &shipData.rect);
/* update screen */
SDL_RenderPresent(renderer);
}
void
initializeTextures(SDL_Renderer *renderer)
{
SDL_Surface *bmp_surface;
/* load the ship */
bmp_surface = SDL_LoadBMP("ship.bmp");
if (bmp_surface == NULL) {
fatalError("could not ship.bmp");
}
/* set blue to transparent on the ship */
SDL_SetColorKey(bmp_surface, 1,
SDL_MapRGB(bmp_surface->format, 0, 0, 255));
/* create ship texture from surface */
ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (ship == 0) {
fatalError("could not create ship texture");
}
SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
/* set the width and height of the ship from the surface dimensions */
shipData.rect.w = bmp_surface->w;
shipData.rect.h = bmp_surface->h;
SDL_FreeSurface(bmp_surface);
/* load the space background */
bmp_surface = SDL_LoadBMP("space.bmp");
if (bmp_surface == NULL) {
fatalError("could not load space.bmp");
}
/* create space texture from surface */
space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (space == 0) {
fatalError("could not create space texture");
}
SDL_FreeSurface(bmp_surface);
}
int
main(int argc, char *argv[])
{
SDL_Window *window; /* main window */
SDL_Renderer *renderer;
int done; /* should we clean up and exit? */
int w, h;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
fatalError("Could not initialize SDL");
}
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, 0, 0);
SDL_GetWindowSize(window, &w, &h);
SDL_RenderSetLogicalSize(renderer, w, h);
/* print out some info about joysticks and try to open accelerometer for use */
printf("There are %d joysticks available\n", SDL_NumJoysticks());
printf("Default joystick (index 0) is %s\n", SDL_JoystickName(0));
accelerometer = SDL_JoystickOpen(0);
if (accelerometer == NULL) {
fatalError("Could not open joystick (accelerometer)");
}
printf("joystick number of axis = %d\n",
SDL_JoystickNumAxes(accelerometer));
printf("joystick number of hats = %d\n",
SDL_JoystickNumHats(accelerometer));
printf("joystick number of balls = %d\n",
SDL_JoystickNumBalls(accelerometer));
printf("joystick number of buttons = %d\n",
SDL_JoystickNumButtons(accelerometer));
/* load graphics */
initializeTextures(renderer);
/* setup ship */
shipData.x = (w - shipData.rect.w) / 2;
shipData.y = (h - shipData.rect.h) / 2;
shipData.vx = 0.0f;
shipData.vy = 0.0f;
done = 0;
/* enter main loop */
while (!done) {
double deltaTime = updateDeltaTime();
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer, w, h, deltaTime);
SDL_Delay(1);
}
/* delete textures */
SDL_DestroyTexture(ship);
SDL_DestroyTexture(space);
/* shutdown SDL */
SDL_Quit();
return 0;
}

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@ -1,56 +0,0 @@
/*
* common.c
* written by Holmes Futrell
* use however you want
*/
#include "common.h"
#include "SDL.h"
#include <stdlib.h>
/*
Produces a random int x, min <= x <= max
following a uniform distribution
*/
int
randomInt(int min, int max)
{
return min + rand() % (max - min + 1);
}
/*
Produces a random float x, min <= x <= max
following a uniform distribution
*/
float
randomFloat(float min, float max)
{
return rand() / (float) RAND_MAX *(max - min) + min;
}
void
fatalError(const char *string)
{
printf("%s: %s\n", string, SDL_GetError());
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, string, SDL_GetError(), NULL);
exit(1);
}
static Uint64 prevTime = 0;
double
updateDeltaTime(void)
{
Uint64 curTime;
double deltaTime;
if (prevTime == 0) {
prevTime = SDL_GetPerformanceCounter();
}
curTime = SDL_GetPerformanceCounter();
deltaTime = (double) (curTime - prevTime) / (double) SDL_GetPerformanceFrequency();
prevTime = curTime;
return deltaTime;
}

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@ -1,10 +0,0 @@
/*
* common.h
* written by Holmes Futrell
* use however you want
*/
extern int randomInt(int min, int max);
extern float randomFloat(float min, float max);
extern void fatalError(const char *string);
extern double updateDeltaTime(void);

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@ -1,474 +0,0 @@
/*
* fireworks.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "SDL_opengles.h"
#include "common.h"
#include <math.h>
#include <time.h>
#define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */
#define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */
#define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */
static GLuint particleTextureID; /* OpenGL particle texture id */
static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */
static float pointSizeScale;
/*
used to describe what type of particle a given struct particle is.
emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles.
trail - shoots off, following emitter particle
dust - radiates outwards from emitter explosion
*/
enum particleType
{
emitter = 0,
trail,
dust
};
/*
struct particle is used to describe each particle displayed on screen
*/
struct particle
{
GLfloat x; /* x position of particle */
GLfloat y; /* y position of particle */
GLubyte color[4]; /* rgba color of particle */
GLfloat size; /* size of particle in pixels */
GLfloat xvel; /* x velocity of particle in pixels per milesecond */
GLfloat yvel; /* y velocity of particle in pixels per millescond */
int isActive; /* if not active, then particle is overwritten */
enum particleType type; /* see enum particleType */
} particles[MAX_PARTICLES]; /* this array holds all our particles */
static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */
static int screen_w, screen_h;
/* function declarations */
void spawnTrailFromEmitter(struct particle *emitter);
void spawnEmitterParticle(GLfloat x, GLfloat y);
void explodeEmitter(struct particle *emitter);
void initializeParticles(void);
void initializeTexture();
int nextPowerOfTwo(int x);
void drawParticles();
void stepParticles(double deltaTime);
/* helper function (used in texture loading)
returns next power of two greater than or equal to x
*/
int
nextPowerOfTwo(int x)
{
int val = 1;
while (val < x) {
val *= 2;
}
return val;
}
/*
steps each active particle by timestep deltaTime
*/
void
stepParticles(double deltaTime)
{
float deltaMilliseconds = deltaTime * 1000;
int i;
struct particle *slot = particles;
struct particle *curr = particles;
for (i = 0; i < num_active_particles; i++) {
/* is the particle actually active, or is it marked for deletion? */
if (curr->isActive) {
/* is the particle off the screen? */
if (curr->y > screen_h)
curr->isActive = 0;
else if (curr->y < 0)
curr->isActive = 0;
if (curr->x > screen_w)
curr->isActive = 0;
else if (curr->x < 0)
curr->isActive = 0;
/* step velocity, then step position */
curr->yvel += ACCEL * deltaMilliseconds;
curr->xvel += 0.0f;
curr->y += curr->yvel * deltaMilliseconds;
curr->x += curr->xvel * deltaMilliseconds;
/* particle behavior */
if (curr->type == emitter) {
/* if we're an emitter, spawn a trail */
spawnTrailFromEmitter(curr);
/* if we've reached our peak, explode */
if (curr->yvel > 0.0) {
explodeEmitter(curr);
}
} else {
float speed =
SDL_sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel);
/* if wind resistance is not powerful enough to stop us completely,
then apply winde resistance, otherwise just stop us completely */
if (WIND_RESISTANCE * deltaMilliseconds < speed) {
float normx = curr->xvel / speed;
float normy = curr->yvel / speed;
curr->xvel -=
normx * WIND_RESISTANCE * deltaMilliseconds;
curr->yvel -=
normy * WIND_RESISTANCE * deltaMilliseconds;
} else {
curr->xvel = curr->yvel = 0; /* stop particle */
}
if (curr->color[3] <= deltaMilliseconds * 0.1275f) {
/* if this next step will cause us to fade out completely
then just mark for deletion */
curr->isActive = 0;
} else {
/* otherwise, let's fade a bit more */
curr->color[3] -= deltaMilliseconds * 0.1275f;
}
/* if we're a dust particle, shrink our size */
if (curr->type == dust)
curr->size -= deltaMilliseconds * 0.010f;
}
/* if we're still active, pack ourselves in the array next
to the last active guy (pack the array tightly) */
if (curr->isActive)
*(slot++) = *curr;
} /* endif (curr->isActive) */
curr++;
}
/* the number of active particles is computed as the difference between
old number of active particles, where slot points, and the
new size of the array, where particles points */
num_active_particles = (int) (slot - particles);
}
/*
This draws all the particles shown on screen
*/
void
drawParticles()
{
/* draw the background */
glClear(GL_COLOR_BUFFER_BIT);
/* set up the position and color pointers */
glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle),
particles[0].color);
if (pointSizeExtensionSupported) {
/* pass in our array of point sizes */
glPointSizePointerOES(GL_FLOAT, sizeof(struct particle),
&(particles[0].size));
}
/* draw our particles! */
glDrawArrays(GL_POINTS, 0, num_active_particles);
}
/*
This causes an emitter to explode in a circular bloom of dust particles
*/
void
explodeEmitter(struct particle *emitter)
{
/* first off, we're done with this particle, so turn active off */
emitter->isActive = 0;
int i;
for (i = 0; i < 200; i++) {
if (num_active_particles >= MAX_PARTICLES)
return;
/* come up with a random angle and speed for new particle */
float theta = randomFloat(0, 2.0f * 3.141592);
float exponent = 3.0f;
float speed = randomFloat(0.00, SDL_powf(0.17, exponent));
speed = SDL_powf(speed, 1.0f / exponent);
/* select the particle at the end of our array */
struct particle *p = &particles[num_active_particles];
/* set the particles properties */
p->xvel = speed * SDL_cos(theta);
p->yvel = speed * SDL_sin(theta);
p->x = emitter->x + emitter->xvel;
p->y = emitter->y + emitter->yvel;
p->isActive = 1;
p->type = dust;
p->size = 15 * pointSizeScale;
/* inherit emitter's color */
p->color[0] = emitter->color[0];
p->color[1] = emitter->color[1];
p->color[2] = emitter->color[2];
p->color[3] = 255;
/* our array has expanded at the end */
num_active_particles++;
}
}
/*
This spawns a trail particle from an emitter
*/
void
spawnTrailFromEmitter(struct particle *emitter)
{
if (num_active_particles >= MAX_PARTICLES)
return;
/* select the particle at the slot at the end of our array */
struct particle *p = &particles[num_active_particles];
/* set position and velocity to roughly that of the emitter */
p->x = emitter->x + randomFloat(-3.0, 3.0);
p->y = emitter->y + emitter->size / 2.0f;
p->xvel = emitter->xvel + randomFloat(-0.005, 0.005);
p->yvel = emitter->yvel + 0.1;
/* set the color to a random-ish orangy type color */
p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255;
p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255;
p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255;
p->color[3] = (0.7f) * 255;
/* set other attributes */
p->size = 10 * pointSizeScale;
p->type = trail;
p->isActive = 1;
/* our array has expanded at the end */
num_active_particles++;
}
/*
spawns a new emitter particle at the bottom of the screen
destined for the point (x,y).
*/
void
spawnEmitterParticle(GLfloat x, GLfloat y)
{
if (num_active_particles >= MAX_PARTICLES)
return;
/* find particle at endpoint of array */
struct particle *p = &particles[num_active_particles];
/* set the color randomly */
switch (rand() % 4) {
case 0:
p->color[0] = 255;
p->color[1] = 100;
p->color[2] = 100;
break;
case 1:
p->color[0] = 100;
p->color[1] = 255;
p->color[2] = 100;
break;
case 2:
p->color[0] = 100;
p->color[1] = 100;
p->color[2] = 255;
break;
case 3:
p->color[0] = 255;
p->color[1] = 150;
p->color[2] = 50;
break;
}
p->color[3] = 255;
/* set position to (x, screen_h) */
p->x = x;
p->y = screen_h;
/* set velocity so that terminal point is (x,y) */
p->xvel = 0;
p->yvel = -SDL_sqrt(2 * ACCEL * (screen_h - y));
/* set other attributes */
p->size = 10 * pointSizeScale;
p->type = emitter;
p->isActive = 1;
/* our array has expanded at the end */
num_active_particles++;
}
/* just sets the endpoint of the particle array to element zero */
void
initializeParticles(void)
{
num_active_particles = 0;
}
/*
loads the particle texture
*/
void
initializeTexture()
{
int bpp; /* texture bits per pixel */
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */
SDL_Surface *bmp_surface; /* the bmp is loaded here */
SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP
to format passed into OpenGL */
bmp_surface = SDL_LoadBMP("stroke.bmp");
if (bmp_surface == NULL) {
fatalError("could not load stroke.bmp");
}
/* Grab info about format that will be passed into OpenGL */
SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
&Bmask, &Amask);
/* Create surface that will hold pixels passed into OpenGL */
bmp_surface_rgba8888 =
SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
Gmask, Bmask, Amask);
/* Blit to this surface, effectively converting the format */
SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
glGenTextures(1, &particleTextureID);
glBindTexture(GL_TEXTURE_2D, particleTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
nextPowerOfTwo(bmp_surface->w),
nextPowerOfTwo(bmp_surface->h),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* this is where we actually pass in the pixel data */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels);
/* free bmp surface and converted bmp surface */
SDL_FreeSurface(bmp_surface);
SDL_FreeSurface(bmp_surface_rgba8888);
}
int
main(int argc, char *argv[])
{
SDL_Window *window; /* main window */
SDL_GLContext context;
int drawableW, drawableH;
int done; /* should we clean up and exit? */
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
/* seed the random number generator */
srand(time(NULL));
/*
request some OpenGL parameters
that may speed drawing
*/
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480,
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
context = SDL_GL_CreateContext(window);
/* The window size and drawable size may be different when highdpi is enabled,
* due to the increased pixel density of the drawable. */
SDL_GetWindowSize(window, &screen_w, &screen_h);
SDL_GL_GetDrawableSize(window, &drawableW, &drawableH);
/* In OpenGL, point sizes are always in pixels. We don't want them looking
* tiny on a retina screen. */
pointSizeScale = (float) drawableH / (float) screen_h;
/* load the particle texture */
initializeTexture();
/* check if GL_POINT_SIZE_ARRAY_OES is supported
this is used to give each particle its own size
*/
pointSizeExtensionSupported =
SDL_GL_ExtensionSupported("GL_OES_point_size_array");
/* set up some OpenGL state */
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, drawableW, drawableH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof((GLfloat) 0,
(GLfloat) screen_w,
(GLfloat) screen_h,
(GLfloat) 0, 0.0, 1.0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_POINT_SPRITE_OES);
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1);
if (pointSizeExtensionSupported) {
/* we use this to set the sizes of all the particles */
glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
} else {
/* if extension not available then all particles have size 10 */
glPointSize(10 * pointSizeScale);
}
done = 0;
/* enter main loop */
while (!done) {
SDL_Event event;
double deltaTime = updateDeltaTime();
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
if (event.type == SDL_MOUSEBUTTONDOWN) {
int x, y;
SDL_GetMouseState(&x, &y);
spawnEmitterParticle(x, y);
}
}
stepParticles(deltaTime);
drawParticles();
SDL_GL_SwapWindow(window);
SDL_Delay(1);
}
/* delete textures */
glDeleteTextures(1, &particleTextureID);
/* shutdown SDL */
SDL_Quit();
return 0;
}

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/*
* happy.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "common.h"
#define NUM_HAPPY_FACES 100 /* number of faces to draw */
#define HAPPY_FACE_SIZE 32 /* width and height of happyface */
static SDL_Texture *texture = 0; /* reference to texture holding happyface */
static struct
{
float x, y; /* position of happyface */
float xvel, yvel; /* velocity of happyface */
} faces[NUM_HAPPY_FACES];
/*
Sets initial positions and velocities of happyfaces
units of velocity are pixels per millesecond
*/
void
initializeHappyFaces(SDL_Renderer *renderer)
{
int i;
int w;
int h;
SDL_RenderGetLogicalSize(renderer, &w, &h);
for (i = 0; i < NUM_HAPPY_FACES; i++) {
faces[i].x = randomFloat(0.0f, w - HAPPY_FACE_SIZE);
faces[i].y = randomFloat(0.0f, h - HAPPY_FACE_SIZE);
faces[i].xvel = randomFloat(-60.0f, 60.0f);
faces[i].yvel = randomFloat(-60.0f, 60.0f);
}
}
void
render(SDL_Renderer *renderer, double deltaTime)
{
int i;
SDL_Rect srcRect;
SDL_Rect dstRect;
int w;
int h;
SDL_RenderGetLogicalSize(renderer, &w, &h);
/* setup boundaries for happyface bouncing */
int maxx = w - HAPPY_FACE_SIZE;
int maxy = h - HAPPY_FACE_SIZE;
int minx = 0;
int miny = 0;
/* setup rects for drawing */
srcRect.x = 0;
srcRect.y = 0;
srcRect.w = HAPPY_FACE_SIZE;
srcRect.h = HAPPY_FACE_SIZE;
dstRect.w = HAPPY_FACE_SIZE;
dstRect.h = HAPPY_FACE_SIZE;
/* fill background in with black */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
/*
loop through all the happy faces:
- update position
- update velocity (if boundary is hit)
- draw
*/
for (i = 0; i < NUM_HAPPY_FACES; i++) {
faces[i].x += faces[i].xvel * deltaTime;
faces[i].y += faces[i].yvel * deltaTime;
if (faces[i].x > maxx) {
faces[i].x = maxx;
faces[i].xvel = -faces[i].xvel;
} else if (faces[i].y > maxy) {
faces[i].y = maxy;
faces[i].yvel = -faces[i].yvel;
}
if (faces[i].x < minx) {
faces[i].x = minx;
faces[i].xvel = -faces[i].xvel;
} else if (faces[i].y < miny) {
faces[i].y = miny;
faces[i].yvel = -faces[i].yvel;
}
dstRect.x = faces[i].x;
dstRect.y = faces[i].y;
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
}
/* update screen */
SDL_RenderPresent(renderer);
}
/*
loads the happyface graphic into a texture
*/
void
initializeTexture(SDL_Renderer *renderer)
{
SDL_Surface *bmp_surface;
/* load the bmp */
bmp_surface = SDL_LoadBMP("icon.bmp");
if (bmp_surface == NULL) {
fatalError("could not load bmp");
}
/* set white to transparent on the happyface */
SDL_SetColorKey(bmp_surface, 1,
SDL_MapRGB(bmp_surface->format, 255, 255, 255));
/* convert RGBA surface to texture */
texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
if (texture == 0) {
fatalError("could not create texture");
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
/* free up allocated memory */
SDL_FreeSurface(bmp_surface);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
int done;
int width;
int height;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
/* The specified window size doesn't matter - except for its aspect ratio,
* which determines whether the window is in portrait or landscape on iOS
* (if SDL_WINDOW_RESIZABLE isn't specified). */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, -1, 0);
SDL_GetWindowSize(window, &width, &height);
SDL_RenderSetLogicalSize(renderer, width, height);
initializeTexture(renderer);
initializeHappyFaces(renderer);
/* main loop */
done = 0;
while (!done) {
SDL_Event event;
double deltaTime = updateDeltaTime();
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer, deltaTime);
SDL_Delay(1);
}
/* cleanup */
SDL_DestroyTexture(texture);
/* shutdown SDL */
SDL_Quit();
return 0;
}

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@ -1,301 +0,0 @@
/*
* keyboard.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "common.h"
#define TEST_INPUT_RECT
#define GLYPH_SIZE_IMAGE 16 /* size of glyphs (characters) in the bitmap font file */
#define GLYPH_SIZE_SCREEN 32 /* size of glyphs (characters) as shown on the screen */
#define MAX_CHARS 1024
static SDL_Texture *texture; /* texture where we'll hold our font */
static SDL_Renderer *renderer;
static int numChars = 0; /* number of characters we've typed so far */
static SDL_Color bg_color = { 50, 50, 100, 255 }; /* color of background */
static int glyphs[MAX_CHARS];
/* this structure maps a scancode to an index in our bitmap font.
it also contains data about under which modifiers the mapping is valid
(for example, we don't want shift + 1 to produce the character '1',
but rather the character '!')
*/
typedef struct
{
SDL_Scancode scancode; /* scancode of the key we want to map */
int allow_no_mod; /* is the map valid if the key has no modifiers? */
SDL_Keymod mod; /* what modifiers are allowed for the mapping */
int index; /* what index in the font does the scancode map to */
} fontMapping;
#define TABLE_SIZE 51 /* size of our table which maps keys and modifiers to font indices */
/* Below is the table that defines the mapping between scancodes and modifiers to indices in the
bitmap font. As an example, then line '{ SDL_SCANCODE_A, 1, KMOD_SHIFT, 33 }' means, map
the key A (which has scancode SDL_SCANCODE_A) to index 33 in the font (which is a picture of an A),
The '1' means that the mapping is valid even if there are no modifiers, and KMOD_SHIFT means the
mapping is also valid if the user is holding shift.
*/
fontMapping map[TABLE_SIZE] = {
{SDL_SCANCODE_A, 1, KMOD_SHIFT, 33}, /* A */
{SDL_SCANCODE_B, 1, KMOD_SHIFT, 34}, /* B */
{SDL_SCANCODE_C, 1, KMOD_SHIFT, 35}, /* C */
{SDL_SCANCODE_D, 1, KMOD_SHIFT, 36}, /* D */
{SDL_SCANCODE_E, 1, KMOD_SHIFT, 37}, /* E */
{SDL_SCANCODE_F, 1, KMOD_SHIFT, 38}, /* F */
{SDL_SCANCODE_G, 1, KMOD_SHIFT, 39}, /* G */
{SDL_SCANCODE_H, 1, KMOD_SHIFT, 40}, /* H */
{SDL_SCANCODE_I, 1, KMOD_SHIFT, 41}, /* I */
{SDL_SCANCODE_J, 1, KMOD_SHIFT, 42}, /* J */
{SDL_SCANCODE_K, 1, KMOD_SHIFT, 43}, /* K */
{SDL_SCANCODE_L, 1, KMOD_SHIFT, 44}, /* L */
{SDL_SCANCODE_M, 1, KMOD_SHIFT, 45}, /* M */
{SDL_SCANCODE_N, 1, KMOD_SHIFT, 46}, /* N */
{SDL_SCANCODE_O, 1, KMOD_SHIFT, 47}, /* O */
{SDL_SCANCODE_P, 1, KMOD_SHIFT, 48}, /* P */
{SDL_SCANCODE_Q, 1, KMOD_SHIFT, 49}, /* Q */
{SDL_SCANCODE_R, 1, KMOD_SHIFT, 50}, /* R */
{SDL_SCANCODE_S, 1, KMOD_SHIFT, 51}, /* S */
{SDL_SCANCODE_T, 1, KMOD_SHIFT, 52}, /* T */
{SDL_SCANCODE_U, 1, KMOD_SHIFT, 53}, /* U */
{SDL_SCANCODE_V, 1, KMOD_SHIFT, 54}, /* V */
{SDL_SCANCODE_W, 1, KMOD_SHIFT, 55}, /* W */
{SDL_SCANCODE_X, 1, KMOD_SHIFT, 56}, /* X */
{SDL_SCANCODE_Y, 1, KMOD_SHIFT, 57}, /* Y */
{SDL_SCANCODE_Z, 1, KMOD_SHIFT, 58}, /* Z */
{SDL_SCANCODE_0, 1, 0, 16}, /* 0 */
{SDL_SCANCODE_1, 1, 0, 17}, /* 1 */
{SDL_SCANCODE_2, 1, 0, 18}, /* 2 */
{SDL_SCANCODE_3, 1, 0, 19}, /* 3 */
{SDL_SCANCODE_4, 1, 0, 20}, /* 4 */
{SDL_SCANCODE_5, 1, 0, 21}, /* 5 */
{SDL_SCANCODE_6, 1, 0, 22}, /* 6 */
{SDL_SCANCODE_7, 1, 0, 23}, /* 7 */
{SDL_SCANCODE_8, 1, 0, 24}, /* 8 */
{SDL_SCANCODE_9, 1, 0, 25}, /* 9 */
{SDL_SCANCODE_SPACE, 1, 0, 0}, /* ' ' */
{SDL_SCANCODE_1, 0, KMOD_SHIFT, 1}, /* ! */
{SDL_SCANCODE_SLASH, 0, KMOD_SHIFT, 31}, /* ? */
{SDL_SCANCODE_SLASH, 1, 0, 15}, /* / */
{SDL_SCANCODE_COMMA, 1, 0, 12}, /* , */
{SDL_SCANCODE_SEMICOLON, 1, 0, 27}, /* ; */
{SDL_SCANCODE_SEMICOLON, 0, KMOD_SHIFT, 26}, /* : */
{SDL_SCANCODE_PERIOD, 1, 0, 14}, /* . */
{SDL_SCANCODE_MINUS, 1, 0, 13}, /* - */
{SDL_SCANCODE_EQUALS, 0, KMOD_SHIFT, 11}, /* = */
{SDL_SCANCODE_APOSTROPHE, 1, 0, 7}, /* ' */
{SDL_SCANCODE_APOSTROPHE, 0, KMOD_SHIFT, 2}, /* " */
{SDL_SCANCODE_5, 0, KMOD_SHIFT, 5}, /* % */
};
/*
This function maps an SDL_KeySym to an index in the bitmap font.
It does so by scanning through the font mapping table one entry
at a time.
If a match is found (scancode and allowed modifiers), the proper
index is returned.
If there is no entry for the key, -1 is returned
*/
int
keyToGlyphIndex(SDL_Keysym key)
{
int i, index = -1;
for (i = 0; i < TABLE_SIZE; i++) {
fontMapping compare = map[i];
if (key.scancode == compare.scancode) {
/* if this entry is valid with no key mod and we have no keymod, or if
the key's modifiers are allowed modifiers for that mapping */
if ((compare.allow_no_mod && key.mod == 0)
|| (key.mod & compare.mod)) {
index = compare.index;
break;
}
}
}
return index;
}
/*
This function returns and x,y position for a given character number.
It is used for positioning each character of text
*/
void
getPositionForCharNumber(int n, int *x, int *y)
{
int renderW, renderH;
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
int x_padding = 16; /* padding space on left and right side of screen */
int y_padding = 32; /* padding space at top of screen */
/* figure out the number of characters that can fit horizontally across the screen */
int max_x_chars = (renderW - 2 * x_padding) / GLYPH_SIZE_SCREEN;
int line_separation = 5; /* pixels between each line */
*x = (n % max_x_chars) * GLYPH_SIZE_SCREEN + x_padding;
#ifdef TEST_INPUT_RECT
*y = renderH - GLYPH_SIZE_SCREEN;
#else
*y = (n / max_x_chars) * (GLYPH_SIZE_SCREEN + line_separation) + y_padding;
#endif
}
void
drawGlyph(int glyph, int positionIndex)
{
int x, y;
getPositionForCharNumber(positionIndex, &x, &y);
SDL_Rect srcRect = { GLYPH_SIZE_IMAGE * glyph, 0, GLYPH_SIZE_IMAGE, GLYPH_SIZE_IMAGE };
SDL_Rect dstRect = { x, y, GLYPH_SIZE_SCREEN, GLYPH_SIZE_SCREEN };
SDL_RenderCopy(renderer, texture, &srcRect, &dstRect);
}
/* this function loads our font into an SDL_Texture and returns the SDL_Texture */
SDL_Texture*
loadFont(void)
{
SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
if (!surface) {
printf("Error loading bitmap: %s\n", SDL_GetError());
return 0;
} else {
/* set the transparent color for the bitmap font (hot pink) */
SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
/* now we convert the surface to our desired pixel format */
int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
int bpp; /* bits per pixel for desired format */
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
&Amask);
SDL_Surface *converted =
SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
Bmask, Amask);
SDL_BlitSurface(surface, NULL, converted, NULL);
/* create our texture */
texture = SDL_CreateTextureFromSurface(renderer, converted);
if (texture == 0) {
printf("texture creation failed: %s\n", SDL_GetError());
} else {
/* set blend mode for our texture */
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
}
SDL_FreeSurface(surface);
SDL_FreeSurface(converted);
return texture;
}
}
void
draw()
{
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
SDL_RenderClear(renderer);
for (int i = 0; i < numChars; i++) {
drawGlyph(glyphs[i], i);
}
drawGlyph(29, numChars); /* cursor is at index 29 in the bitmap font */
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Event event; /* last event received */
SDL_Scancode scancode; /* scancode of last key we pushed */
int width;
int height;
int done;
SDL_Rect textrect;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("Error initializing SDL: %s", SDL_GetError());
}
/* create window */
window = SDL_CreateWindow("iOS keyboard test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
/* create renderer */
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC);
SDL_GetWindowSize(window, &width, &height);
SDL_RenderSetLogicalSize(renderer, width, height);
/* load up our font */
loadFont();
/* Show onscreen keyboard */
#ifdef TEST_INPUT_RECT
textrect.x = 0;
textrect.y = height - GLYPH_SIZE_IMAGE;
textrect.w = width;
textrect.h = GLYPH_SIZE_IMAGE;
SDL_SetTextInputRect(&textrect);
#endif
SDL_StartTextInput();
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
done = 1;
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
width = event.window.data1;
height = event.window.data2;
SDL_RenderSetLogicalSize(renderer, width, height);
#ifdef TEST_INPUT_RECT
textrect.x = 0;
textrect.y = height - GLYPH_SIZE_IMAGE;
textrect.w = width;
textrect.h = GLYPH_SIZE_IMAGE;
SDL_SetTextInputRect(&textrect);
#endif
}
break;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_BACKSPACE) {
if (numChars > 0) {
numChars--;
}
} else if (numChars + 1 < MAX_CHARS) {
int index = keyToGlyphIndex(event.key.keysym);
if (index >= 0) {
glyphs[numChars++] = index;
}
}
break;
case SDL_MOUSEBUTTONUP:
/* mouse up toggles onscreen keyboard visibility */
if (SDL_IsTextInputActive()) {
SDL_StopTextInput();
} else {
SDL_StartTextInput();
}
break;
}
}
draw();
SDL_Delay(15);
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

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/*
* mixer.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include "common.h"
#define NUM_CHANNELS 8 /* max number of sounds we can play at once */
#define NUM_DRUMS 4 /* number of drums in our set */
static struct
{
SDL_Rect rect; /* where the button is drawn */
SDL_Color upColor; /* color when button is not active */
SDL_Color downColor; /* color when button is active */
int isPressed; /* is the button being pressed ? */
int touchIndex; /* what mouse (touch) index pressed the button ? */
} buttons[NUM_DRUMS];
struct sound
{
Uint8 *buffer; /* audio buffer for sound file */
Uint32 length; /* length of the buffer (in bytes) */
};
/* this array holds the audio for the drum noises */
static struct sound drums[NUM_DRUMS];
/* function declarations */
void handleMouseButtonDown(SDL_Event * event);
void handleMouseButtonUp(SDL_Event * event);
int playSound(struct sound *);
void initializeButtons(SDL_Renderer *);
void audioCallback(void *userdata, Uint8 * stream, int len);
void loadSound(const char *file, struct sound *s);
struct
{
/* channel array holds information about currently playing sounds */
struct
{
Uint8 *position; /* what is the current position in the buffer of this sound ? */
Uint32 remaining; /* how many bytes remaining before we're done playing the sound ? */
Uint32 timestamp; /* when did this sound start playing ? */
} channels[NUM_CHANNELS];
SDL_AudioSpec outputSpec; /* what audio format are we using for output? */
int numSoundsPlaying; /* how many sounds are currently playing */
} mixer;
/* sets up the buttons (color, position, state) */
void
initializeButtons(SDL_Renderer *renderer)
{
int i;
int spacing = 10; /* gap between drum buttons */
SDL_Rect buttonRect; /* keeps track of where to position drum */
SDL_Color upColor = { 86, 86, 140, 255 }; /* color of drum when not pressed */
SDL_Color downColor = { 191, 191, 221, 255 }; /* color of drum when pressed */
int renderW, renderH;
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
buttonRect.x = spacing;
buttonRect.y = spacing;
buttonRect.w = renderW - 2 * spacing;
buttonRect.h = (renderH - (NUM_DRUMS + 1) * spacing) / NUM_DRUMS;
/* setup each button */
for (i = 0; i < NUM_DRUMS; i++) {
buttons[i].rect = buttonRect;
buttons[i].isPressed = 0;
buttons[i].upColor = upColor;
buttons[i].downColor = downColor;
buttonRect.y += spacing + buttonRect.h; /* setup y coordinate for next drum */
}
}
/*
loads a wav file (stored in 'file'), converts it to the mixer's output format,
and stores the resulting buffer and length in the sound structure
*/
void
loadSound(const char *file, struct sound *s)
{
SDL_AudioSpec spec; /* the audio format of the .wav file */
SDL_AudioCVT cvt; /* used to convert .wav to output format when formats differ */
int result;
if (SDL_LoadWAV(file, &spec, &s->buffer, &s->length) == NULL) {
fatalError("could not load .wav");
}
/* build the audio converter */
result = SDL_BuildAudioCVT(&cvt, spec.format, spec.channels, spec.freq,
mixer.outputSpec.format,
mixer.outputSpec.channels,
mixer.outputSpec.freq);
if (result == -1) {
fatalError("could not build audio CVT");
} else if (result != 0) {
/*
this happens when the .wav format differs from the output format.
we convert the .wav buffer here
*/
cvt.buf = (Uint8 *) SDL_malloc(s->length * cvt.len_mult); /* allocate conversion buffer */
cvt.len = s->length; /* set conversion buffer length */
SDL_memcpy(cvt.buf, s->buffer, s->length); /* copy sound to conversion buffer */
if (SDL_ConvertAudio(&cvt) == -1) { /* convert the sound */
fatalError("could not convert .wav");
}
SDL_free(s->buffer); /* Free the original (unconverted) buffer */
s->buffer = cvt.buf; /* point sound buffer to converted buffer */
s->length = cvt.len_cvt; /* set sound buffer's new length */
}
}
/* called from main event loop */
void
handleMouseButtonDown(SDL_Event * event)
{
int x, y, mouseIndex, i, drumIndex;
mouseIndex = 0;
drumIndex = -1;
SDL_GetMouseState(&x, &y);
/* check if we hit any of the drum buttons */
for (i = 0; i < NUM_DRUMS; i++) {
if (x >= buttons[i].rect.x
&& x < buttons[i].rect.x + buttons[i].rect.w
&& y >= buttons[i].rect.y
&& y < buttons[i].rect.y + buttons[i].rect.h) {
drumIndex = i;
break;
}
}
if (drumIndex != -1) {
/* if we hit a button */
buttons[drumIndex].touchIndex = mouseIndex;
buttons[drumIndex].isPressed = 1;
playSound(&drums[drumIndex]);
}
}
/* called from main event loop */
void
handleMouseButtonUp(SDL_Event * event)
{
int i;
int mouseIndex = 0;
/* check if this should cause any of the buttons to become unpressed */
for (i = 0; i < NUM_DRUMS; i++) {
if (buttons[i].touchIndex == mouseIndex) {
buttons[i].isPressed = 0;
}
}
}
/* draws buttons to screen */
void
render(SDL_Renderer *renderer)
{
int i;
SDL_SetRenderDrawColor(renderer, 50, 50, 50, 255);
SDL_RenderClear(renderer); /* draw background (gray) */
/* draw the drum buttons */
for (i = 0; i < NUM_DRUMS; i++) {
SDL_Color color =
buttons[i].isPressed ? buttons[i].downColor : buttons[i].upColor;
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
SDL_RenderFillRect(renderer, &buttons[i].rect);
}
/* update the screen */
SDL_RenderPresent(renderer);
}
/*
finds a sound channel in the mixer for a sound
and sets it up to start playing
*/
int
playSound(struct sound *s)
{
/*
find an empty channel to play on.
if no channel is available, use oldest channel
*/
int i;
int selected_channel = -1;
int oldest_channel = 0;
if (mixer.numSoundsPlaying == 0) {
/* we're playing a sound now, so start audio callback back up */
SDL_PauseAudio(0);
}
/* find a sound channel to play the sound on */
for (i = 0; i < NUM_CHANNELS; i++) {
if (mixer.channels[i].position == NULL) {
/* if no sound on this channel, select it */
selected_channel = i;
break;
}
/* if this channel's sound is older than the oldest so far, set it to oldest */
if (mixer.channels[i].timestamp <
mixer.channels[oldest_channel].timestamp)
oldest_channel = i;
}
/* no empty channels, take the oldest one */
if (selected_channel == -1)
selected_channel = oldest_channel;
else
mixer.numSoundsPlaying++;
/* point channel data to wav data */
mixer.channels[selected_channel].position = s->buffer;
mixer.channels[selected_channel].remaining = s->length;
mixer.channels[selected_channel].timestamp = SDL_GetTicks();
return selected_channel;
}
/*
Called from SDL's audio system. Supplies sound input with data by mixing together all
currently playing sound effects.
*/
void
audioCallback(void *userdata, Uint8 * stream, int len)
{
int i;
int copy_amt;
SDL_memset(stream, mixer.outputSpec.silence, len); /* initialize buffer to silence */
/* for each channel, mix in whatever is playing on that channel */
for (i = 0; i < NUM_CHANNELS; i++) {
if (mixer.channels[i].position == NULL) {
/* if no sound is playing on this channel */
continue; /* nothing to do for this channel */
}
/* copy len bytes to the buffer, unless we have fewer than len bytes remaining */
copy_amt =
mixer.channels[i].remaining <
len ? mixer.channels[i].remaining : len;
/* mix this sound effect with the output */
SDL_MixAudioFormat(stream, mixer.channels[i].position,
mixer.outputSpec.format, copy_amt, SDL_MIX_MAXVOLUME);
/* update buffer position in sound effect and the number of bytes left */
mixer.channels[i].position += copy_amt;
mixer.channels[i].remaining -= copy_amt;
/* did we finish playing the sound effect ? */
if (mixer.channels[i].remaining == 0) {
mixer.channels[i].position = NULL; /* indicates no sound playing on channel anymore */
mixer.numSoundsPlaying--;
if (mixer.numSoundsPlaying == 0) {
/* if no sounds left playing, pause audio callback */
SDL_PauseAudio(1);
}
}
}
}
int
main(int argc, char *argv[])
{
int done; /* has user tried to quit ? */
SDL_Window *window; /* main window */
SDL_Renderer *renderer;
SDL_Event event;
int i;
int width;
int height;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) {
fatalError("could not initialize SDL");
}
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, 0, 0);
SDL_GetWindowSize(window, &width, &height);
SDL_RenderSetLogicalSize(renderer, width, height);
/* initialize the mixer */
SDL_memset(&mixer, 0, sizeof(mixer));
/* setup output format */
mixer.outputSpec.freq = 44100;
mixer.outputSpec.format = AUDIO_S16LSB;
mixer.outputSpec.channels = 2;
mixer.outputSpec.samples = 256;
mixer.outputSpec.callback = audioCallback;
mixer.outputSpec.userdata = NULL;
/* open audio for output */
if (SDL_OpenAudio(&mixer.outputSpec, NULL) != 0) {
fatalError("Opening audio failed");
}
/* load our drum noises */
loadSound("ds_kick_big_amb.wav", &drums[3]);
loadSound("ds_brush_snare.wav", &drums[2]);
loadSound("ds_loose_skin_mute.wav", &drums[1]);
loadSound("ds_china.wav", &drums[0]);
/* setup positions, colors, and state of buttons */
initializeButtons(renderer);
/* enter main loop */
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEBUTTONDOWN:
handleMouseButtonDown(&event);
break;
case SDL_MOUSEBUTTONUP:
handleMouseButtonUp(&event);
break;
case SDL_QUIT:
done = 1;
break;
}
}
render(renderer); /* draw buttons */
SDL_Delay(1);
}
/* cleanup code, let's free up those sound buffers */
for (i = 0; i < NUM_DRUMS; i++) {
SDL_free(drums[i].buffer);
}
/* let SDL do its exit code */
SDL_Quit();
return 0;
}

View File

@ -1,92 +0,0 @@
/*
* rectangles.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <time.h>
#include "common.h"
void
render(SDL_Renderer *renderer)
{
Uint8 r, g, b;
int renderW;
int renderH;
SDL_RenderGetLogicalSize(renderer, &renderW, &renderH);
/* Come up with a random rectangle */
SDL_Rect rect;
rect.w = randomInt(64, 128);
rect.h = randomInt(64, 128);
rect.x = randomInt(0, renderW);
rect.y = randomInt(0, renderH);
/* Come up with a random color */
r = randomInt(50, 255);
g = randomInt(50, 255);
b = randomInt(50, 255);
/* Fill the rectangle in the color */
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderFillRect(renderer, &rect);
/* update screen */
SDL_RenderPresent(renderer);
}
int
main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
int done;
SDL_Event event;
int windowW;
int windowH;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
/* seed random number generator */
srand(time(NULL));
/* create window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
if (window == 0) {
fatalError("Could not initialize Window");
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer) {
fatalError("Could not create renderer");
}
SDL_GetWindowSize(window, &windowW, &windowH);
SDL_RenderSetLogicalSize(renderer, windowW, windowH);
/* Fill screen with black */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
/* Enter render loop, waiting for user to quit */
done = 0;
while (!done) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
}
render(renderer);
SDL_Delay(1);
}
/* shutdown SDL */
SDL_Quit();
return 0;
}

View File

@ -1,139 +0,0 @@
/*
* touch.c
* written by Holmes Futrell
* use however you want
*/
#include "SDL.h"
#include <math.h>
#include "common.h"
#define BRUSH_SIZE 32 /* width and height of the brush */
#define PIXELS_PER_ITERATION 5 /* number of pixels between brush blots when forming a line */
static SDL_Texture *brush = 0; /* texture for the brush */
/*
draws a line from (startx, starty) to (startx + dx, starty + dy)
this is accomplished by drawing several blots spaced PIXELS_PER_ITERATION apart
*/
void
drawLine(SDL_Renderer *renderer, float startx, float starty, float dx, float dy)
{
float distance = SDL_sqrt(dx * dx + dy * dy); /* length of line segment (pythagoras) */
int iterations = distance / PIXELS_PER_ITERATION + 1; /* number of brush sprites to draw for the line */
float dx_prime = dx / iterations; /* x-shift per iteration */
float dy_prime = dy / iterations; /* y-shift per iteration */
SDL_Rect dstRect; /* rect to draw brush sprite into */
float x;
float y;
int i;
dstRect.w = BRUSH_SIZE;
dstRect.h = BRUSH_SIZE;
/* setup x and y for the location of the first sprite */
x = startx - BRUSH_SIZE / 2.0f;
y = starty - BRUSH_SIZE / 2.0f;
/* draw a series of blots to form the line */
for (i = 0; i < iterations; i++) {
dstRect.x = x;
dstRect.y = y;
/* shift x and y for next sprite location */
x += dx_prime;
y += dy_prime;
/* draw brush blot */
SDL_RenderCopy(renderer, brush, NULL, &dstRect);
}
}
/*
loads the brush texture
*/
void
initializeTexture(SDL_Renderer *renderer)
{
SDL_Surface *bmp_surface;
bmp_surface = SDL_LoadBMP("stroke.bmp");
if (bmp_surface == NULL) {
fatalError("could not load stroke.bmp");
}
brush =
SDL_CreateTextureFromSurface(renderer, bmp_surface);
SDL_FreeSurface(bmp_surface);
if (brush == 0) {
fatalError("could not create brush texture");
}
/* additive blending -- laying strokes on top of eachother makes them brighter */
SDL_SetTextureBlendMode(brush, SDL_BLENDMODE_ADD);
/* set brush color (red) */
SDL_SetTextureColorMod(brush, 255, 100, 100);
}
int
main(int argc, char *argv[])
{
int x, y, dx, dy; /* mouse location */
Uint8 state; /* mouse (touch) state */
SDL_Event event;
SDL_Window *window; /* main window */
SDL_Renderer *renderer;
SDL_Texture *target;
int done; /* does user want to quit? */
int w, h;
/* initialize SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fatalError("Could not initialize SDL");
}
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
renderer = SDL_CreateRenderer(window, 0, 0);
SDL_GetWindowSize(window, &w, &h);
SDL_RenderSetLogicalSize(renderer, w, h);
/* load brush texture */
initializeTexture(renderer);
/* fill canvass initially with all black */
target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, w, h);
SDL_SetRenderTarget(renderer, target);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, NULL);
done = 0;
while (!done) {
while (SDL_PollEvent(&event) == 1) {
switch (event.type) {
case SDL_QUIT:
done = 1;
break;
case SDL_MOUSEMOTION:
state = SDL_GetMouseState(&x, &y); /* get its location */
SDL_GetRelativeMouseState(&dx, &dy); /* find how much the mouse moved */
if (state & SDL_BUTTON_LMASK) { /* is the mouse (touch) down? */
SDL_SetRenderTarget(renderer, target);
drawLine(renderer, x - dx, y - dy, dx, dy); /* draw line segment */
SDL_SetRenderTarget(renderer, NULL);
}
break;
}
}
SDL_RenderCopy(renderer, target, NULL, NULL);
SDL_RenderPresent(renderer);
}
/* cleanup */
SDL_DestroyTexture(brush);
SDL_DestroyTexture(target);
SDL_Quit();
return 0;
}

View File

@ -1,422 +0,0 @@
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@ -1,34 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>com.yourcompany.${PRODUCT_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
<key>NSBluetoothAlwaysUsageDescription</key>
<string>Steam Link would like to use Bluetooth controllers for input.</string>
<key>NSBluetoothPeripheralUsageDescription</key>
<string>Steam Link would like to use Bluetooth controllers for input.</string>
</dict>
</plist>

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@ -1,11 +0,0 @@
TestiPhoneOS.xcodeproj contains targets to compile many of the SDL test programs for iPhone OS. Most of these test programs work fine, with the following exceptions:
testthread:
SIGTERM kills the process immediately without executing the 'kill' function. The posix standard says this shouldn't happen. Apple seems intent on having iPhone apps exit promptly when the user requests it, so maybe that's why(?)
testlock:
Locks appear to work, but there doesn't appear to be a simple way to send the process SIGINT.
testsprite2:
SDL_CreateTextureFromSurface requests an ARGB pixel format, but iPhone's SDL video driver only supports ABGR.

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@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleGetInfoString</key>
<string>http://www.libsdl.org</string>
<key>CFBundleIconFile</key>
<string></string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>Simple DirectMedia Layer</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>2.0.20</string>
<key>CFBundleSignature</key>
<string>SDLX</string>
<key>CFBundleVersion</key>
<string>2.0.20</string>
</dict>
</plist>

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@ -1,15 +0,0 @@
Title SDL 2.0.0
Version 1
Description SDL Library for Mac OS X (http://www.libsdl.org)
DefaultLocation /Library/Frameworks
Diskname (null)
DeleteWarning
NeedsAuthorization NO
DisableStop NO
UseUserMask NO
Application NO
Relocatable YES
Required NO
InstallOnly NO
RequiresReboot NO
InstallFat NO

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@ -1,19 +0,0 @@
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

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@ -1,32 +0,0 @@
The Simple DirectMedia Layer (SDL for short) is a cross-platform
library designed to make it easy to write multi-media software,
such as games and emulators.
The Simple DirectMedia Layer library source code is available from:
http://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://zlib.net/zlib_license.html
This packages contains the SDL framework for OS X.
Conforming with Apple guidelines, this framework
contains both the SDL runtime component and development header files.
To Install:
Copy the SDL2.framework to /Library/Frameworks
You may alternatively install it in <Your home directory>/Library/Frameworks
if your access privileges are not high enough.
Additional References:
- Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
available at:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
Though these are OpenSceneGraph centric, the same exact concepts apply to
SDL, thus the videos are recommended for everybody getting started with
developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
doesn't have any PlugIns to worry about.)

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