early-access version 1988
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42
externals/SDL/docs/README-dynapi.md
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42
externals/SDL/docs/README-dynapi.md
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@@ -1,7 +1,6 @@
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Dynamic API
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================================================================================
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Originally posted by Ryan at:
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https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
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# Dynamic API
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Originally posted on Ryan's Google+ account.
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Background:
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@@ -35,10 +34,12 @@ So here's what we did:
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SDL now has, internally, a table of function pointers. So, this is what SDL_Init
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now looks like:
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UInt32 SDL_Init(Uint32 flags)
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{
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return jump_table.SDL_Init(flags);
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}
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```c
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UInt32 SDL_Init(Uint32 flags)
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{
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return jump_table.SDL_Init(flags);
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}
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```
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Except that is all done with a bunch of macro magic so we don't have to maintain
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every one of these.
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@@ -47,22 +48,26 @@ What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
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SDL_Init() that you've been calling all this time. But at startup, it looks more
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like this:
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Uint32 SDL_Init_DEFAULT(Uint32 flags)
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{
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SDL_InitDynamicAPI();
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return jump_table.SDL_Init(flags);
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}
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```c
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Uint32 SDL_Init_DEFAULT(Uint32 flags)
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{
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SDL_InitDynamicAPI();
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return jump_table.SDL_Init(flags);
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}
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```
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SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
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pointers, which means that this _DEFAULT function never gets called again.
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pointers, which means that this `_DEFAULT` function never gets called again.
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First call to any SDL function sets the whole thing up.
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So you might be asking, what was the value in that? Isn't this what the operating
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system's dynamic loader was supposed to do for us? Yes, but now we've got this
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level of indirection, we can do things like this:
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export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
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./MyGameThatIsStaticallyLinkedToSDL2
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```bash
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export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
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./MyGameThatIsStaticallyLinkedToSDL2
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```
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And now, this game that is statically linked to SDL, can still be overridden
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with a newer, or better, SDL. The statically linked one will only be used as
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@@ -94,7 +99,9 @@ SDL's function pointers (which might be statically linked into a program, or in
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a shared library of its own). If so, it loads that library and looks for and
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calls a single function:
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SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
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```c
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SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
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```
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That function takes a version number (more on that in a moment), the address of
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the jump table, and the size, in bytes, of the table.
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@@ -116,6 +123,7 @@ Steam Client, this isn't a bad option.
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Finally, I'm sure some people are reading this and thinking,
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"I don't want that overhead in my project!"
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To which I would point out that the extra function call through the jump table
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probably wouldn't even show up in a profile, but lucky you: this can all be
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disabled. You can build SDL without this if you absolutely must, but we would
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externals/SDL/docs/README-vita.md
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externals/SDL/docs/README-vita.md
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@@ -1,6 +1,6 @@
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PS Vita
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=======
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SDL port for the Sony Playstation Vita ans Sony Playstation TV
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SDL port for the Sony Playstation Vita and Sony Playstation TV
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Credit to
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* xerpi and rsn8887 for initial (vita2d) port
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@@ -9,7 +9,7 @@ Credit to
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Building
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--------
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To build for the PSP, make sure you have vitasdk and cmake installed and run:
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To build for the PSVita, make sure you have vitasdk and cmake installed and run:
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```
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cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
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cmake --build build
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@@ -19,9 +19,7 @@ To build for the PSP, make sure you have vitasdk and cmake installed and run:
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Notes
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-----
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* There are two renderers: native gxm and pigs-in-a-blanket gles2.
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By default gxm one is used. gles2 renderer is slow and only usable if you want to bind SDL_Texture to GL context.
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You can create gles2 renderer by using hint or `1` as a renderer index in `SDL_CreateRenderer`.
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* gles2 support is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
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* By default SDL emits mouse events for touch events on every touchscreen.
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Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
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* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
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externals/SDL/docs/README-winrt.md
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externals/SDL/docs/README-winrt.md
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@@ -352,38 +352,41 @@ source file, such as, "main.cpp".
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your project, and open the file in Visual C++'s text editor.
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7. Copy and paste the following code into the new file, then save it.
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#include <SDL.h>
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```c
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#include <SDL.h>
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int main(int argc, char **argv)
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{
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SDL_DisplayMode mode;
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SDL_Window * window = NULL;
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SDL_Renderer * renderer = NULL;
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SDL_Event evt;
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int main(int argc, char **argv)
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{
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SDL_DisplayMode mode;
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SDL_Window * window = NULL;
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SDL_Renderer * renderer = NULL;
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SDL_Event evt;
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SDL_bool keep_going = SDL_TRUE;
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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return 1;
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} else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
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return 1;
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} else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
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return 1;
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}
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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return 1;
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while (keep_going) {
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while (SDL_PollEvent(&evt)) {
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if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
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keep_going = SDL_FALSE;
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}
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}
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if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
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return 1;
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}
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if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
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return 1;
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}
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while (1) {
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while (SDL_PollEvent(&evt)) {
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}
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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}
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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}
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SDL_Quit();
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return 0;
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}
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```
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#### 6.B. Adding code and assets ####
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