early-access version 1667
This commit is contained in:
80
externals/SDL/docs/README-android.md
vendored
80
externals/SDL/docs/README-android.md
vendored
@@ -10,8 +10,7 @@ If you are using the older ant build process, it is no longer officially
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supported, but you can use the "android-project-ant" directory as a template.
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================================================================================
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Requirements
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Requirements
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================================================================================
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Android SDK (version 26 or later)
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@@ -23,8 +22,7 @@ https://developer.android.com/tools/sdk/ndk/index.html
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Minimum API level supported by SDL: 16 (Android 4.1)
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================================================================================
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How the port works
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How the port works
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================================================================================
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- Android applications are Java-based, optionally with parts written in C
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@@ -42,8 +40,7 @@ dispatches to native functions implemented in the SDL library:
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src/core/android/SDL_android.c
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================================================================================
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Building an app
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Building an app
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================================================================================
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For simple projects you can use the script located at build-scripts/androidbuild.sh
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@@ -120,8 +117,7 @@ Here's an explanation of the files in the Android project, so you can customize
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src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
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================================================================================
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Customizing your application name
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Customizing your application name
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================================================================================
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To customize your application name, edit AndroidManifest.xml and replace
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@@ -151,8 +147,7 @@ Then replace "SDLActivity" in AndroidManifest.xml with the name of your
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class, .e.g. "MyGame"
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================================================================================
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Customizing your application icon
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Customizing your application icon
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================================================================================
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Conceptually changing your icon is just replacing the "ic_launcher.png" files in
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@@ -160,8 +155,7 @@ the drawable directories under the res directory. There are several directories
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for different screen sizes.
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================================================================================
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Loading assets
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Loading assets
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================================================================================
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Any files you put in the "app/src/main/assets" directory of your project
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@@ -189,8 +183,7 @@ disable this behaviour, see for example:
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http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
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================================================================================
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Pause / Resume behaviour
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Pause / Resume behaviour
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================================================================================
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If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
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@@ -205,13 +198,37 @@ app can continue to operate as it was.
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However, there's a chance (on older hardware, or on systems under heavy load),
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where the GL context can not be restored. In that case you have to listen for
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a specific message, (which is not yet implemented!) and restore your textures
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manually or quit the app (which is actually the kind of behaviour you'll see
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under iOS, if the OS can not restore your GL context it will just kill your app)
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a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
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manually or quit the app.
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You should not use the SDL renderer API while the app going in background:
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- SDL_APP_WILLENTERBACKGROUND:
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after you read this message, GL context gets backed-up and you should not
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use the SDL renderer API.
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- SDL_APP_DIDENTERFOREGROUND:
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GL context is restored, and the SDL renderer API is available (unless you
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receive SDL_RENDER_DEVICE_RESET).
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Mouse / Touch events
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================================================================================
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Threads and the Java VM
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In some case, SDL generates synthetic mouse (resp. touch) events for touch
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(resp. mouse) devices.
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To enable/disable this behavior, see SDL_hints.h:
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- SDL_HINT_TOUCH_MOUSE_EVENTS
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- SDL_HINT_MOUSE_TOUCH_EVENTS
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Misc
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================================================================================
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For some device, it appears to works better setting explicitly GL attributes
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before creating a window:
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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Threads and the Java VM
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================================================================================
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For a quick tour on how Linux native threads interoperate with the Java VM, take
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@@ -226,8 +243,7 @@ your thread automatically anyway (when you make an SDL call), but it'll never
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detach it.
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================================================================================
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Using STL
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Using STL
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================================================================================
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You can use STL in your project by creating an Application.mk file in the jni
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@@ -239,8 +255,7 @@ For more information go here:
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https://developer.android.com/ndk/guides/cpp-support
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================================================================================
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Using the emulator
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Using the emulator
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================================================================================
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There are some good tips and tricks for getting the most out of the
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@@ -252,8 +267,7 @@ Notice that this software emulator is incredibly slow and needs a lot of disk sp
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Using a real device works better.
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================================================================================
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Troubleshooting
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Troubleshooting
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================================================================================
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You can see if adb can see any devices with the following command:
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@@ -332,8 +346,7 @@ If you need to build without optimization turned on, you can create a file calle
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APP_OPTIM := debug
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================================================================================
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Memory debugging
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Memory debugging
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================================================================================
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The best (and slowest) way to debug memory issues on Android is valgrind.
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@@ -384,8 +397,7 @@ When you're done instrumenting with valgrind, you can disable the wrapper:
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adb shell setprop wrap.org.libsdl.app ""
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================================================================================
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Graphics debugging
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Graphics debugging
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================================================================================
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If you are developing on a compatible Tegra-based tablet, NVidia provides
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@@ -398,8 +410,7 @@ The Tegra Graphics Debugger is available from NVidia here:
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https://developer.nvidia.com/tegra-graphics-debugger
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================================================================================
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Why is API level 16 the minimum required?
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Why is API level 16 the minimum required?
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================================================================================
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The latest NDK toolchain doesn't support targeting earlier than API level 16.
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@@ -408,8 +419,7 @@ about 99% of the Android devices accessing Google Play support API level 16 or
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higher (January 2018).
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================================================================================
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A note regarding the use of the "dirty rectangles" rendering technique
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A note regarding the use of the "dirty rectangles" rendering technique
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================================================================================
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If your app uses a variation of the "dirty rectangles" rendering technique,
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@@ -427,8 +437,7 @@ screen each frame.
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Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
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================================================================================
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Ending your application
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Ending your application
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================================================================================
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Two legitimate ways:
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@@ -445,8 +454,7 @@ Don't call exit() as it stops the activity badly.
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NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
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SDLK_AC_BACK, for any purpose.
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================================================================================
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Known issues
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Known issues
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================================================================================
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- The number of buttons reported for each joystick is hardcoded to be 36, which
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|
19
externals/SDL/docs/README-git.md
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Executable file
19
externals/SDL/docs/README-git.md
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Executable file
@@ -0,0 +1,19 @@
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git
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=========
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The latest development version of SDL is available via git.
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Git allows you to get up-to-the-minute fixes and enhancements;
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as a developer works on a source tree, you can use "git" to mirror that
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source tree instead of waiting for an official release. Please look
|
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at the Git website ( https://git-scm.com/ ) for more
|
||||
information on using git, where you can also download software for
|
||||
macOS, Windows, and Unix systems.
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git clone https://github.com/libsdl-org/SDL
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If you are building SDL via configure, you will need to run autogen.sh
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before running configure.
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There is a web interface to the Git repository at:
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http://github.com/libsdl-org/SDL/
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|
22
externals/SDL/docs/README-hg.md
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22
externals/SDL/docs/README-hg.md
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@@ -1,22 +1,4 @@
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Mercurial
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=========
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We are no longer hosted in Mercurial. Please see README-git.md for details.
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The latest development version of SDL is available via Mercurial.
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Mercurial allows you to get up-to-the-minute fixes and enhancements;
|
||||
as a developer works on a source tree, you can use "hg" to mirror that
|
||||
source tree instead of waiting for an official release. Please look
|
||||
at the Mercurial website ( https://www.mercurial-scm.org/ ) for more
|
||||
information on using hg, where you can also download software for
|
||||
Mac OS X, Windows, and Unix systems.
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hg clone http://hg.libsdl.org/SDL
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If you are building SDL via configure, you will need to run autogen.sh
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before running configure.
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There is a web interface to the subversion repository at:
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||||
http://hg.libsdl.org/SDL/
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||||
There is an RSS feed available at that URL, for those that want to
|
||||
track commits in real time.
|
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Thanks!
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|
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|
27
externals/SDL/docs/README-kmsbsd.md
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Executable file
27
externals/SDL/docs/README-kmsbsd.md
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Executable file
@@ -0,0 +1,27 @@
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KMSDRM on *BSD
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==================================================
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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.
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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.
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|
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OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices.
|
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|
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SDL2 WSCONS input backend features
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===================================================
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1. It is keymap-aware; it will work properly with different keymaps.
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2. It has mouse support.
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3. Accent input is supported.
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||||
4. Compose keys are supported.
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||||
5. AltGr and Meta Shift keys work as intended.
|
||||
|
||||
Partially working or no input on OpenBSD/NetBSD.
|
||||
==================================================
|
||||
|
||||
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
|
||||
|
||||
Partially working or no input on FreeBSD.
|
||||
==================================================
|
||||
|
||||
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.
|
23
externals/SDL/docs/README-linux.md
vendored
23
externals/SDL/docs/README-linux.md
vendored
@@ -9,18 +9,18 @@ at runtime, and you won't get a missing library error, at least with the
|
||||
default configuration parameters.
|
||||
|
||||
|
||||
================================================================================
|
||||
Build Dependencies
|
||||
================================================================================
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
Ubuntu 20.04, all available features enabled:
|
||||
|
||||
sudo apt-get install build-essential mercurial make cmake autoconf automake \
|
||||
libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
|
||||
libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
|
||||
libxss-dev libgl1-mesa-dev libdbus-1-dev libudev-dev libgles2-mesa-dev \
|
||||
libegl1-mesa-dev libibus-1.0-dev fcitx-libs-dev libsamplerate0-dev \
|
||||
libsndio-dev libwayland-dev libxkbcommon-dev
|
||||
sudo apt-get install build-essential git make cmake autoconf automake \
|
||||
libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \
|
||||
libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev \
|
||||
libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \
|
||||
libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
|
||||
fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \
|
||||
libxkbcommon-dev libdrm-dev libgbm-dev
|
||||
|
||||
NOTES:
|
||||
- This includes all the audio targets except arts and esd, because Ubuntu
|
||||
@@ -34,9 +34,8 @@ NOTES:
|
||||
configure script to include DirectFB support. Send patches. :)
|
||||
|
||||
|
||||
================================================================================
|
||||
Joystick does not work
|
||||
================================================================================
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
If you compiled or are using a version of SDL with udev support (and you should!)
|
||||
there's a few issues that may cause SDL to fail to detect your joystick. To
|
||||
@@ -66,8 +65,8 @@ you need to set up an udev rule to force this variable.
|
||||
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
|
||||
like:
|
||||
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
|
||||
|
||||
You can set up similar rules for your device by changing the values listed in
|
||||
idProduct and idVendor. To obtain these values, try:
|
||||
|
114
externals/SDL/docs/README-visualc.md
vendored
Executable file
114
externals/SDL/docs/README-visualc.md
vendored
Executable file
@@ -0,0 +1,114 @@
|
||||
Using SDL with Microsoft Visual C++
|
||||
===================================
|
||||
|
||||
### by [Lion Kimbro](mailto:snowlion@sprynet.com) with additions by [James Turk](mailto:james@conceptofzero.net)
|
||||
|
||||
You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
|
||||
yourself.
|
||||
|
||||
### Building SDL
|
||||
|
||||
0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from
|
||||
the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web).
|
||||
_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_
|
||||
|
||||
1. Open the Visual Studio solution file at `./VisualC/SDL.sln`.
|
||||
|
||||
2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog,
|
||||
all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with
|
||||
the `Platform Toolset`.
|
||||
|
||||
If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`.
|
||||
|
||||
3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
|
||||
panel in the _FileView_ tab), and selecting `Build`.
|
||||
|
||||
You may get a few warnings, but you should not get any errors.
|
||||
|
||||
Later, we will refer to the following `.lib` and `.dll` files that have just been generated:
|
||||
|
||||
- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll`
|
||||
- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib`
|
||||
- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib`
|
||||
|
||||
_Note for the `x64` versions, just replace `Win32` in the path with `x64`_
|
||||
|
||||
### Creating a Project with SDL
|
||||
|
||||
- Create a project as a `Win32 Application`.
|
||||
|
||||
- Create a C++ file for your project.
|
||||
|
||||
- Set the C runtime to `Multi-threaded DLL` in the menu:
|
||||
`Project|Settings|C/C++ tab|Code Generation|Runtime Library `.
|
||||
|
||||
- Add the SDL `include` directory to your list of includes in the menu:
|
||||
`Project|Settings|C/C++ tab|Preprocessor|Additional include directories `
|
||||
|
||||
*VC7 Specific: Instead of doing this, I find it easier to add the
|
||||
include and library directories to the list that VC7 keeps. Do this by
|
||||
selecting Tools|Options|Projects|VC++ Directories and under the "Show
|
||||
Directories For:" dropbox select "Include Files", and click the "New
|
||||
Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you
|
||||
installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the
|
||||
dropbox selection to "Library Files" and add [SDLROOT]\\lib.*
|
||||
|
||||
The "include directory" I am referring to is the `./include` folder.
|
||||
|
||||
Now we're going to use the files that we had created earlier in the *Build SDL* step.
|
||||
|
||||
Copy the following file into your Project directory:
|
||||
|
||||
- `SDL2.dll`
|
||||
|
||||
Add the following files to your project (It is not necessary to copy them to your project directory):
|
||||
|
||||
- `SDL2.lib`
|
||||
- `SDL2main.lib`
|
||||
|
||||
To add them to your project, right click on your project, and select
|
||||
`Add files to project`.
|
||||
|
||||
**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line
|
||||
and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration
|
||||
(e.g. Release,Debug).**
|
||||
|
||||
### Hello SDL2
|
||||
|
||||
Here's a sample SDL snippet to verify everything is setup in your IDE:
|
||||
|
||||
```
|
||||
#include "SDL.h"
|
||||
|
||||
int main( int argc, char* argv[] )
|
||||
{
|
||||
const int WIDTH = 640;
|
||||
const int HEIGHT = 480;
|
||||
SDL_Window* window = NULL;
|
||||
SDL_Renderer* renderer = NULL;
|
||||
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
|
||||
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
```
|
||||
|
||||
### That's it!
|
||||
|
||||
I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
|
||||
Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
|
||||
|
||||
### Credits
|
||||
|
||||
Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port.
|
||||
|
||||
This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org).
|
||||
|
||||
Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com).
|
||||
|
||||
Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net)
|
27
externals/SDL/docs/README-vita.md
vendored
Executable file
27
externals/SDL/docs/README-vita.md
vendored
Executable file
@@ -0,0 +1,27 @@
|
||||
PS Vita
|
||||
=======
|
||||
SDL port for the Sony Playstation Vita ans Sony Playstation TV
|
||||
|
||||
Credit to
|
||||
* xerpi and rsn8887 for initial (vita2d) port
|
||||
* vitasdk/dolcesdk devs
|
||||
* CBPS discord (Namely Graphene and SonicMastr)
|
||||
|
||||
Building
|
||||
--------
|
||||
To build for the PSP, make sure you have vitasdk and cmake installed and run:
|
||||
```
|
||||
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
Notes
|
||||
-----
|
||||
* There are two renderers: native gxm and pigs-in-a-blanket gles2.
|
||||
By default gxm one is used. gles2 renderer is slow and only usable if you want to bind SDL_Texture to GL context.
|
||||
You can create gles2 renderer by using hint or `1` as a renderer index in `SDL_CreateRenderer`.
|
||||
* By default SDL emits mouse events for touch events on every touchscreen.
|
||||
Vita has two touchscreens, so it's recommended to use `SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");` and handle touch events instead.
|
||||
* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
|
10
externals/SDL/docs/README.md
vendored
10
externals/SDL/docs/README.md
vendored
@@ -21,7 +21,7 @@ SDL is written in C, works natively with C++, and there are bindings
|
||||
available for several other languages, including C# and Python.
|
||||
|
||||
This library is distributed under the zlib license, which can be found
|
||||
in the file "COPYING.txt".
|
||||
in the file "LICENSE.txt".
|
||||
|
||||
The best way to learn how to use SDL is to check out the header files in
|
||||
the "include" subdirectory and the programs in the "test" subdirectory.
|
||||
@@ -35,7 +35,7 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
|
||||
- [DynAPI](README-dynapi.md)
|
||||
- [Emscripten](README-emscripten.md)
|
||||
- [Gesture](README-gesture.md)
|
||||
- [Mercurial](README-hg.md)
|
||||
- [Git](README-git.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [OS X](README-macosx.md)
|
||||
@@ -49,12 +49,14 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
|
||||
- [WinCE](README-wince.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
- [PSVita](README-vita.md)
|
||||
|
||||
If you need help with the library, or just want to discuss SDL related
|
||||
issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php)
|
||||
issues, you can join the [SDL Discourse](https://discourse.libsdl.org/),
|
||||
which can be used as a web forum or a mailing list, at your preference.
|
||||
|
||||
If you want to report bugs or contribute patches, please submit them to
|
||||
[bugzilla](https://bugzilla.libsdl.org/)
|
||||
[our bug tracker](https://github.com/libsdl-org/SDL/issues)
|
||||
|
||||
Enjoy!
|
||||
|
||||
|
Reference in New Issue
Block a user