early-access version 2281
This commit is contained in:
22
externals/SDL/docs/README-ios.md
vendored
22
externals/SDL/docs/README-ios.md
vendored
@@ -23,21 +23,9 @@ There are three build targets:
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Build SDL for iOS from the command line
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==============================================================================
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1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
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2. ./iosbuild.sh
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1. cd (PATH WHERE THE SDL CODE IS)
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2. xcodebuild -project Xcode/SDL/SDL.xcodeproj -target 'Static Library-iOS' -configuration Release -sdk iphoneos13.2 clean build
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If everything goes fine, you should see a build/ios directory, inside there's
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two directories "lib" and "include".
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"include" contains a copy of the SDL headers that you'll need for your project,
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make sure to configure XCode to look for headers there.
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"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
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to your XCode project. These libraries contain three architectures in them,
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armv6 for legacy devices, armv7, and i386 (for the simulator).
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By default, iosbuild.sh will autodetect the SDK version you have installed using
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xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
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by setting the MIN_OS_VERSION variable, ie:
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MIN_OS_VERSION=4.2 ./iosbuild.sh
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Using the Simple DirectMedia Layer for iOS
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==============================================================================
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@@ -191,6 +179,12 @@ SDL_bool SDL_IsTextInputActive()
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-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
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Notes -- Mouse
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==============================================================================
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iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
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Notes -- Reading and Writing files
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==============================================================================
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|
17
externals/SDL/docs/README-linux.md
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17
externals/SDL/docs/README-linux.md
vendored
@@ -11,20 +11,33 @@ default configuration parameters.
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Build Dependencies
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--------------------------------------------------------------------------------
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Ubuntu 20.04, all available features enabled:
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sudo apt-get install build-essential git make cmake autoconf automake \
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libtool pkg-config libasound2-dev libpulse-dev libaudio-dev libjack-dev \
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libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev \
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libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev \
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libxinerama-dev libxxf86vm-dev libxss-dev libgl1-mesa-dev libdbus-1-dev \
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libudev-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev \
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fcitx-libs-dev libsamplerate0-dev libsndio-dev libwayland-dev \
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libxkbcommon-dev libdrm-dev libgbm-dev
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Fedora 35, all available features enabled:
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sudo yum install gcc git-core make cmake autoconf automake libtool \
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alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
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libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
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libXi-devel libXinerama-devel libXxf86vm-devel libXScrnSaver-devel \
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dbus-devel ibus-devel fcitx-devel systemd-devel mesa-libGL-devel \
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libxkbcommon-devel mesa-libGLES-devel mesa-libEGL-devel vulkan-devel \
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wayland-devel wayland-protocols-devel libdrm-devel mesa-libgbm-devel \
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libusb-devel pipewire-jack-audio-connection-kit-devel libdecor-devel \
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libsamplerate-devel
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NOTES:
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- This includes all the audio targets except arts and esd, because Ubuntu
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(and/or Debian) pulled their packages, but in theory SDL still supports them.
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The sndio audio target is also unavailable on Fedora.
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- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
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for higher-quality audio resampling. SDL will work without it if the library
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is missing, so it's safe to build in support even if the end user doesn't
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|
286
externals/SDL/docs/README-macos.md
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Executable file
286
externals/SDL/docs/README-macos.md
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Executable file
@@ -0,0 +1,286 @@
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# Mac OS X (aka macOS).
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These instructions are for people using Apple's Mac OS X (pronounced
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"ten"), which in newer versions is just referred to as "macOS".
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From the developer's point of view, macOS is a sort of hybrid Mac and
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Unix system, and you have the option of using either traditional
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command line tools or Apple's IDE Xcode.
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# Command Line Build
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To build SDL using the command line, use the standard configure and make
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process:
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```bash
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mkdir build
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cd build
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../configure
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make
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sudo make install
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```
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CMake is also known to work, although it continues to be a work in progress:
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```bash
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mkdir build
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cd build
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cmake -DCMAKE_BUILD_TYPE=Release ..
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make
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sudo make install
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```
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You can also build SDL as a Universal library (a single binary for both
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64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
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script.
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```bash
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mkdir build
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cd build
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CC=$PWD/../build-scripts/clang-fat.sh ../configure
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make
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sudo make install
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```
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This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
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ABI compatibility on ARM64 architectures. For best compatibility you
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should compile your application the same way.
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Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
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(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
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been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
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release, is still supported at the time of this writing, but current Xcode
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releases no longer support it, and eventually neither will SDL.
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To use the library once it's built, you essential have two possibilities:
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use the traditional autoconf/automake/make method, or use Xcode.
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# Caveats for using SDL with Mac OS X
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If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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SDL will not register its own. This means that SDL will not terminate using
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SDL_Quit if it receives a termination request, it will terminate like a
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normal app, and it will not send a SDL_DROPFILE when you request to open a
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file with the app. To solve these issues, put the following code in your
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NSApplicationDelegate implementation:
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```objc
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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{
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if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
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SDL_Event event;
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event.type = SDL_QUIT;
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SDL_PushEvent(&event);
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}
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return NSTerminateCancel;
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}
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- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
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{
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if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
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SDL_Event event;
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event.type = SDL_DROPFILE;
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event.drop.file = SDL_strdup([filename UTF8String]);
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return (SDL_PushEvent(&event) > 0);
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}
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return NO;
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}
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```
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# Using the Simple DirectMedia Layer with a traditional Makefile
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An existing autoconf/automake build system for your SDL app has good chances
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to work almost unchanged on macOS. However, to produce a "real" Mac binary
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that you can distribute to users, you need to put the generated binary into a
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so called "bundle", which is basically a fancy folder with a name like
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"MyCoolGame.app".
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To get this build automatically, add something like the following rule to
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your Makefile.am:
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```make
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bundle_contents = APP_NAME.app/Contents
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APP_NAME_bundle: EXE_NAME
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mkdir -p $(bundle_contents)/MacOS
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mkdir -p $(bundle_contents)/Resources
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echo "APPL????" > $(bundle_contents)/PkgInfo
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$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
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```
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You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
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what will be visible to the user in the Finder. Usually it will be the same
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as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
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usually is "TestGame". You might also want to use `@PACKAGE@` to use the
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package name as specified in your configure.ac file.
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If your project builds more than one application, you will have to do a bit
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more. For each of your target applications, you need a separate rule.
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If you want the created bundles to be installed, you may want to add this
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rule to your Makefile.am:
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|
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```make
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install-exec-hook: APP_NAME_bundle
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rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
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mkdir -p $(DESTDIR)$(prefix)/Applications/
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cp -r $< /$(DESTDIR)$(prefix)Applications/
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```
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This rule takes the Bundle created by the rule from step 3 and installs them
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into "$(DESTDIR)$(prefix)/Applications/".
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Again, if you want to install multiple applications, you will have to augment
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the make rule accordingly.
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But beware! That is only part of the story! With the above, you end up with
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a barebones .app bundle, which is double-clickable from the Finder. But
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there are some more things you should do before shipping your product...
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1. The bundle right now probably is dynamically linked against SDL. That
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means that when you copy it to another computer, *it will not run*,
|
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unless you also install SDL on that other computer. A good solution
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||||
for this dilemma is to static link against SDL. On OS X, you can
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achieve that by linking against the libraries listed by
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||||
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```bash
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sdl-config --static-libs
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```
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instead of those listed by
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||||
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||||
```bash
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sdl-config --libs
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```
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Depending on how exactly SDL is integrated into your build systems, the
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way to achieve that varies, so I won't describe it here in detail
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2. Add an 'Info.plist' to your application. That is a special XML file which
|
||||
contains some meta-information about your application (like some copyright
|
||||
information, the version of your app, the name of an optional icon file,
|
||||
and other things). Part of that information is displayed by the Finder
|
||||
when you click on the .app, or if you look at the "Get Info" window.
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||||
More information about Info.plist files can be found on Apple's homepage.
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||||
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As a final remark, let me add that I use some of the techniques (and some
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||||
variations of them) in [Exult](https://github.com/exult/exult) and
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||||
[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
|
||||
the net, so feel free to take a peek at them for inspiration!
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||||
|
||||
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# Using the Simple DirectMedia Layer with Xcode
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These instructions are for using Apple's Xcode IDE to build SDL applications.
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## First steps
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||||
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||||
The first thing to do is to unpack the Xcode.tar.gz archive in the
|
||||
top level SDL directory (where the Xcode.tar.gz archive resides).
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||||
Because Stuffit Expander will unpack the archive into a subdirectory,
|
||||
you should unpack the archive manually from the command line:
|
||||
|
||||
```bash
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cd [path_to_SDL_source]
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||||
tar zxf Xcode.tar.gz
|
||||
```
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||||
|
||||
This will create a new folder called Xcode, which you can browse
|
||||
normally from the Finder.
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||||
|
||||
## Building the Framework
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||||
|
||||
The SDL Library is packaged as a framework bundle, an organized
|
||||
relocatable folder hierarchy of executable code, interface headers,
|
||||
and additional resources. For practical purposes, you can think of a
|
||||
framework as a more user and system-friendly shared library, whose library
|
||||
file behaves more or less like a standard UNIX shared library.
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||||
|
||||
To build the framework, simply open the framework project and build it.
|
||||
By default, the framework bundle "SDL.framework" is installed in
|
||||
/Library/Frameworks. Therefore, the testers and project stationary expect
|
||||
it to be located there. However, it will function the same in any of the
|
||||
following locations:
|
||||
|
||||
* ~/Library/Frameworks
|
||||
* /Local/Library/Frameworks
|
||||
* /System/Library/Frameworks
|
||||
|
||||
## Build Options
|
||||
|
||||
There are two "Build Styles" (See the "Targets" tab) for SDL.
|
||||
"Deployment" should be used if you aren't tweaking the SDL library.
|
||||
"Development" should be used to debug SDL apps or the library itself.
|
||||
|
||||
## Building the Testers
|
||||
|
||||
Open the SDLTest project and build away!
|
||||
|
||||
## Using the Project Stationary
|
||||
|
||||
Copy the stationary to the indicated folders to access it from
|
||||
the "New Project" and "Add target" menus. What could be easier?
|
||||
|
||||
## Setting up a new project by hand
|
||||
|
||||
Some of you won't want to use the Stationary so I'll give some tips:
|
||||
|
||||
(this is accurate as of Xcode 12.5.)
|
||||
|
||||
* Click "File" -> "New" -> "Project...
|
||||
* Choose "macOS" and then "App" from the "Application" section.
|
||||
* Fill out the options in the next window. User interface is "XIB" and
|
||||
Language is "Objective-C".
|
||||
* Remove "main.m" from your project
|
||||
* Remove "MainMenu.xib" from your project
|
||||
* Remove "AppDelegates.*" from your project
|
||||
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
|
||||
* Add "$(HOME)/Library/Frameworks" to the frameworks search path
|
||||
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
|
||||
* Add your files
|
||||
* Clean and build
|
||||
|
||||
## Building from command line
|
||||
|
||||
Use `xcode-build` in the same directory as your .pbxproj file
|
||||
|
||||
## Running your app
|
||||
|
||||
You can send command line args to your app by either invoking it from
|
||||
the command line (in *.app/Contents/MacOS) or by entering them in the
|
||||
Executables" panel of the target settings.
|
||||
|
||||
# Implementation Notes
|
||||
|
||||
Some things that may be of interest about how it all works...
|
||||
|
||||
## Working directory
|
||||
|
||||
In SDL 1.2, the working directory of your SDL app is by default set to its
|
||||
parent, but this is no longer the case in SDL 2.0. SDL2 does change the
|
||||
working directory, which means it'll be whatever the command line prompt
|
||||
that launched the program was using, or if launched by double-clicking in
|
||||
the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
|
||||
You can use SDL_GetBasePath() to find where the program is running from and
|
||||
chdir() there directly.
|
||||
|
||||
|
||||
## You have a Cocoa App!
|
||||
|
||||
Your SDL app is essentially a Cocoa application. When your app
|
||||
starts up and the libraries finish loading, a Cocoa procedure is called,
|
||||
which sets up the working directory and calls your main() method.
|
||||
You are free to modify your Cocoa app with generally no consequence
|
||||
to SDL. You cannot, however, easily change the SDL window itself.
|
||||
Functionality may be added in the future to help this.
|
||||
|
||||
# Bug reports
|
||||
|
||||
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
|
||||
Please feel free to report bugs there!
|
||||
|
44
externals/SDL/docs/README-os2.md
vendored
44
externals/SDL/docs/README-os2.md
vendored
@@ -3,9 +3,9 @@ Simple DirectMedia Layer 2 for OS/2 & eComStation
|
||||
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016
|
||||
|
||||
|
||||
OpenGL, joystick and audio capture not supported by this port.
|
||||
OpenGL and audio capture not supported by this port.
|
||||
|
||||
Additional environment variables (optional) for OS/2 version:
|
||||
Additional optional environment variables:
|
||||
|
||||
SDL_AUDIO_SHARE
|
||||
Values: 0 or 1, default is 0
|
||||
@@ -33,7 +33,7 @@ Compiling:
|
||||
|
||||
Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see:
|
||||
https://github.com/open-watcom/ and https://open-watcom.github.io
|
||||
WATCOM ervironment variable must to be set to the Open Watcom install
|
||||
WATCOM environment variable must to be set to the Open Watcom install
|
||||
directory. To compile, run: wmake -f Makefile.os2
|
||||
|
||||
|
||||
@@ -52,3 +52,41 @@ Installing:
|
||||
version installed, close all SDL2 applications before replacing the old
|
||||
copy. Also make sure that any other older versions of DLLs are removed
|
||||
from your system.
|
||||
|
||||
|
||||
Joysticks in SDL2:
|
||||
------------------
|
||||
|
||||
The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version.
|
||||
Here is the original documentation from SDL-1.2:
|
||||
|
||||
The Joystick detection only works for standard joysticks (2 buttons, 2 axes
|
||||
and the like). Therefore, if you use a non-standard joystick, you should
|
||||
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
|
||||
file or CONFIG.SYS, so SDL applications can provide full capability to your
|
||||
device. The syntax is:
|
||||
|
||||
SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
|
||||
|
||||
So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
|
||||
the line should be:
|
||||
|
||||
SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
|
||||
|
||||
If you want to add spaces in your joystick name, just surround it with
|
||||
quotes or double-quotes:
|
||||
|
||||
SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
|
||||
|
||||
or
|
||||
|
||||
SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
|
||||
|
||||
Note however that Balls and Hats are not supported under OS/2, and the
|
||||
value will be ignored... but it is wise to define these correctly because
|
||||
in the future those can be supported.
|
||||
|
||||
Also the number of buttons is limited to 2 when using two joysticks,
|
||||
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
|
||||
and 8 when using a joystick with 2 axes. Notice however these are limitations
|
||||
of the Joystick Port hardware, not OS/2.
|
||||
|
14
externals/SDL/docs/README-psp.md
vendored
14
externals/SDL/docs/README-psp.md
vendored
@@ -9,10 +9,22 @@ Credit to
|
||||
|
||||
Building
|
||||
--------
|
||||
To build for the PSP, make sure psp-config is in the path and run:
|
||||
To build SDL2 library for the PSP, make sure psp-config is in the path and run:
|
||||
make -f Makefile.psp
|
||||
|
||||
|
||||
Getting PSP toolchain
|
||||
---------------------
|
||||
https://github.com/pspdev/psptoolchain
|
||||
|
||||
Running on PPSSPP Emulator
|
||||
--------------------------
|
||||
https://github.com/hrydgard/ppsspp
|
||||
( https://github.com/hrydgard/ppsspp/wiki/Build-instructions )
|
||||
|
||||
Compiling an HelloWorld
|
||||
-----------------------
|
||||
https://psp-dev.org/doku.php?id=tutorial:hello_world
|
||||
|
||||
To Do
|
||||
------
|
||||
|
54
externals/SDL/docs/README-raspberrypi.md
vendored
54
externals/SDL/docs/README-raspberrypi.md
vendored
@@ -1,13 +1,12 @@
|
||||
Raspberry Pi
|
||||
================================================================================
|
||||
============
|
||||
|
||||
Requirements:
|
||||
|
||||
Raspbian (other Linux distros may work as well).
|
||||
|
||||
================================================================================
|
||||
Features
|
||||
================================================================================
|
||||
Features
|
||||
--------
|
||||
|
||||
* Works without X11
|
||||
* Hardware accelerated OpenGL ES 2.x
|
||||
@@ -16,9 +15,8 @@ Raspbian (other Linux distros may work as well).
|
||||
* Hotplugging of input devices via UDEV
|
||||
|
||||
|
||||
================================================================================
|
||||
Raspbian Build Dependencies
|
||||
================================================================================
|
||||
Raspbian Build Dependencies
|
||||
---------------------------
|
||||
|
||||
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
|
||||
|
||||
@@ -28,18 +26,17 @@ OpenGL ES 2.x, it usually comes pre-installed, but in any case:
|
||||
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
|
||||
|
||||
|
||||
================================================================================
|
||||
NEON
|
||||
================================================================================
|
||||
NEON
|
||||
----
|
||||
|
||||
If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
|
||||
that SDL will select some otherwise-disabled highly-optimized code. The
|
||||
original Pi units don't have NEON, the Pi2 probably does, and the Pi3
|
||||
definitely does.
|
||||
|
||||
================================================================================
|
||||
Cross compiling from x86 Linux
|
||||
================================================================================
|
||||
|
||||
Cross compiling from x86 Linux
|
||||
------------------------------
|
||||
|
||||
To cross compile SDL for Raspbian from your desktop machine, you'll need a
|
||||
Raspbian system root and the cross compilation tools. We'll assume these tools
|
||||
@@ -92,9 +89,8 @@ To be able to deploy this to /usr/local in the Raspbian system you need to fix u
|
||||
|
||||
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
|
||||
|
||||
================================================================================
|
||||
Apps don't work or poor video/audio performance
|
||||
================================================================================
|
||||
Apps don't work or poor video/audio performance
|
||||
-----------------------------------------------
|
||||
|
||||
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
|
||||
update the RPi's firmware. Note that doing so will fix these problems, but it
|
||||
@@ -108,17 +104,15 @@ See here how to configure this setting: http://elinux.org/RPiconfig
|
||||
Using a fixed gpu_mem=128 is the best option (specially if you updated the
|
||||
firmware, using CMA probably won't work, at least it's the current case).
|
||||
|
||||
================================================================================
|
||||
No input
|
||||
================================================================================
|
||||
No input
|
||||
--------
|
||||
|
||||
Make sure you belong to the "input" group.
|
||||
|
||||
sudo usermod -aG input `whoami`
|
||||
|
||||
================================================================================
|
||||
No HDMI Audio
|
||||
================================================================================
|
||||
No HDMI Audio
|
||||
-------------
|
||||
|
||||
If you notice that ALSA works but there's no audio over HDMI, try adding:
|
||||
|
||||
@@ -128,9 +122,8 @@ to your config.txt file and reboot.
|
||||
|
||||
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
|
||||
|
||||
================================================================================
|
||||
Text Input API support
|
||||
================================================================================
|
||||
Text Input API support
|
||||
----------------------
|
||||
|
||||
The Text Input API is supported, with translation of scan codes done via the
|
||||
kernel symbol tables. For this to work, SDL needs access to a valid console.
|
||||
@@ -160,9 +153,9 @@ this determining the CAPS LOCK behavior:
|
||||
|
||||
sudo dpkg-reconfigure locales
|
||||
|
||||
================================================================================
|
||||
OpenGL problems
|
||||
================================================================================
|
||||
|
||||
OpenGL problems
|
||||
---------------
|
||||
|
||||
If you have desktop OpenGL headers installed at build time in your RPi or cross
|
||||
compilation environment, support for it will be built in. However, the chipset
|
||||
@@ -177,9 +170,8 @@ environment variable:
|
||||
|
||||
export SDL_RENDER_DRIVER=opengles2
|
||||
|
||||
================================================================================
|
||||
Notes
|
||||
================================================================================
|
||||
Notes
|
||||
-----
|
||||
|
||||
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
|
||||
leaking into the console only if it has root privileges. Launching apps locally
|
||||
|
41
externals/SDL/docs/README-riscos.md
vendored
Executable file
41
externals/SDL/docs/README-riscos.md
vendored
Executable file
@@ -0,0 +1,41 @@
|
||||
RISC OS
|
||||
=======
|
||||
|
||||
Requirements:
|
||||
|
||||
* RISC OS 3.5 or later.
|
||||
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
|
||||
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
|
||||
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
|
||||
|
||||
|
||||
Compiling:
|
||||
----------
|
||||
|
||||
Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported.
|
||||
|
||||
The following commands can be used to build SDL2 for RISC OS using autoconf:
|
||||
|
||||
./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics
|
||||
make
|
||||
make install
|
||||
|
||||
The following commands can be used to build SDL2 for RISC OS using CMake:
|
||||
|
||||
cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF
|
||||
cmake --build build-riscos
|
||||
cmake --build build-riscos --target install
|
||||
|
||||
|
||||
Current level of implementation
|
||||
-------------------------------
|
||||
|
||||
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
|
||||
|
||||
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
|
||||
|
||||
The audio, loadso, thread and timer APIs are currently provided by UnixLib.
|
||||
|
||||
GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake.
|
||||
|
||||
The joystick, locale and power APIs are not yet implemented.
|
55
externals/SDL/docs/README-vita.md
vendored
55
externals/SDL/docs/README-vita.md
vendored
@@ -1,25 +1,30 @@
|
||||
PS Vita
|
||||
=======
|
||||
SDL port for the Sony Playstation Vita and Sony Playstation TV
|
||||
|
||||
Credit to
|
||||
* xerpi and rsn8887 for initial (vita2d) port
|
||||
* vitasdk/dolcesdk devs
|
||||
* CBPS discord (Namely Graphene and SonicMastr)
|
||||
|
||||
Building
|
||||
--------
|
||||
To build for the PSVita, make sure you have vitasdk and cmake installed and run:
|
||||
```
|
||||
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
cmake --install build
|
||||
```
|
||||
|
||||
|
||||
Notes
|
||||
-----
|
||||
* gles2 support is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
|
||||
* 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.
|
||||
PS Vita
|
||||
=======
|
||||
SDL port for the Sony Playstation Vita and 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 PSVita, 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
|
||||
-----
|
||||
* gles1/gles2 support and renderers are disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PVR=ON`
|
||||
These renderers support 720p and 1080i resolutions. These can be specified with:
|
||||
`SDL_setenv("VITA_RESOLUTION", "720", 1);` and `SDL_setenv("VITA_RESOLUTION", "1080", 1);`
|
||||
* gles2 support via PIB is disabled by default and can be enabled by configuring with `-DVIDEO_VITA_PIB=ON`
|
||||
* 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.
|
||||
Individual touchscreens can be disabled with:
|
||||
`SDL_setenv("VITA_DISABLE_TOUCH_FRONT", "1", 1);` and `SDL_setenv("VITA_DISABLE_TOUCH_BACK", "1", 1);`
|
||||
* Support for L2/R2/R3/R3 buttons, haptic feedback and gamepad led only available on PSTV, or when using external ds4 gamepad on vita.
|
||||
|
2
externals/SDL/docs/README.md
vendored
2
externals/SDL/docs/README.md
vendored
@@ -39,6 +39,7 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [OS X](README-macosx.md)
|
||||
- [OS/2](README-os2.md)
|
||||
- [Native Client](README-nacl.md)
|
||||
- [Pandora](README-pandora.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
@@ -62,4 +63,3 @@ Enjoy!
|
||||
|
||||
|
||||
Sam Lantinga <mailto:slouken@libsdl.org>
|
||||
|
||||
|
Reference in New Issue
Block a user