early-access version 1780

This commit is contained in:
pineappleEA
2021-06-11 20:56:03 +02:00
parent e46a402c25
commit 388881fdbb
93 changed files with 2410 additions and 851 deletions

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@@ -243,6 +243,16 @@ your thread automatically anyway (when you make an SDL call), but it'll never
detach it.
If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
it won't be able to find your java class and method because of the java class loader
which is different for native threads, than for java threads (eg your "main()").
the work-around is to find class/method, in you "main()" thread, and to use them
in your native thread.
see:
https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
Using STL
================================================================================

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@@ -1,7 +1,6 @@
iOS
======
==============================================================================
Building the Simple DirectMedia Layer for iOS 5.1+
==============================================================================
@@ -9,7 +8,7 @@ Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
Instructions:
1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
2. Select your desired target, and hit build.
There are three build targets:
@@ -21,7 +20,6 @@ There are three build targets:
Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
==============================================================================
Build SDL for iOS from the command line
==============================================================================
@@ -41,7 +39,6 @@ by setting the MIN_OS_VERSION variable, ie:
MIN_OS_VERSION=4.2 ./iosbuild.sh
==============================================================================
Using the Simple DirectMedia Layer for iOS
==============================================================================
@@ -59,7 +56,7 @@ Here is a more manual method:
4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iOS produces its user interface programmatically.
5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell Xcode not to use the project prefix file, as it includes Objective-C code.
==============================================================================
Notes -- Retina / High-DPI and window sizes
==============================================================================
@@ -88,7 +85,7 @@ orthographic projection matrix using the size in screen coordinates
(SDL_GetWindowSize()) can be used in order to display content at the same scale
no matter whether a Retina device is used or not.
==============================================================================
Notes -- Application events
==============================================================================
@@ -151,7 +148,6 @@ e.g.
}
==============================================================================
Notes -- Accelerometer as Joystick
==============================================================================
@@ -159,7 +155,7 @@ SDL for iPhone supports polling the built in accelerometer as a joystick device.
The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
==============================================================================
Notes -- OpenGL ES
==============================================================================
@@ -179,7 +175,7 @@ OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided i
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
==============================================================================
Notes -- Keyboard
==============================================================================
@@ -195,7 +191,6 @@ SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
==============================================================================
Notes -- Reading and Writing files
==============================================================================
@@ -215,7 +210,7 @@ When your SDL based iPhone application starts up, it sets the working directory
More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
==============================================================================
Notes -- iPhone SDL limitations
==============================================================================
@@ -228,7 +223,7 @@ Textures:
Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
==============================================================================
Notes -- CoreBluetooth.framework
==============================================================================
@@ -244,7 +239,7 @@ to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
==============================================================================
Game Center
==============================================================================
@@ -282,7 +277,7 @@ e.g.
return 0;
}
==============================================================================
Deploying to older versions of iOS
==============================================================================

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@@ -1,7 +1,7 @@
KMSDRM on *BSD
==================================================
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD is not tested yet, but should work. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance.