alphatau 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +7 -0
- data/Rakefile +11 -0
- data/bin/console +14 -0
- data/bin/setup +8 -0
- data/ext/alphatau/native/alphatau_native.cpp +141 -0
- data/ext/alphatau/native/extconf.rb +18 -0
- data/ext/alphatau/native/sdl/Android.mk +110 -0
- data/ext/alphatau/native/sdl/BUGS.txt +16 -0
- data/ext/alphatau/native/sdl/CMakeLists.txt +1877 -0
- data/ext/alphatau/native/sdl/COPYING.txt +20 -0
- data/ext/alphatau/native/sdl/CREDITS.txt +53 -0
- data/ext/alphatau/native/sdl/INSTALL.txt +40 -0
- data/ext/alphatau/native/sdl/Makefile.in +240 -0
- data/ext/alphatau/native/sdl/Makefile.minimal +44 -0
- data/ext/alphatau/native/sdl/Makefile.pandora +60 -0
- data/ext/alphatau/native/sdl/Makefile.psp +95 -0
- data/ext/alphatau/native/sdl/Makefile.wiz +80 -0
- data/ext/alphatau/native/sdl/README-SDL.txt +13 -0
- data/ext/alphatau/native/sdl/README.txt +21 -0
- data/ext/alphatau/native/sdl/SDL2.spec.in +118 -0
- data/ext/alphatau/native/sdl/SDL2Config.cmake +1 -0
- data/ext/alphatau/native/sdl/TODO.txt +10 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/SDL2-WinRT.nuspec +23 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/SDL2-WinRT.targets +38 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/SDL2main-WinRT-NonXAML.nuspec +22 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/SDL2main-WinRT-NonXAML.targets +10 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/UWP_VS2015/SDL-UWP.sln +34 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/UWP_VS2015/SDL-UWP.vcxproj +575 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/UWP_VS2015/SDL-UWP.vcxproj.filters +774 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinPhone81_VS2013/SDL-WinPhone81.sln +28 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinPhone81_VS2013/SDL-WinPhone81.vcxproj +466 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinPhone81_VS2013/SDL-WinPhone81.vcxproj.filters +735 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinRT81_VS2013/SDL-WinRT81.sln +34 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinRT81_VS2013/SDL-WinRT81.vcxproj +571 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/WinRT81_VS2013/SDL-WinRT81.vcxproj.filters +771 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Assets/Logo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Assets/SmallLogo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Assets/SplashScreen.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Assets/StoreLogo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/Package.appxmanifest +42 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/loopwave_VS2012.vcxproj +170 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/loopwave/loopwave_VS2012_TemporaryKey.pfx +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Assets/Logo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Assets/SmallLogo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Assets/SplashScreen.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Assets/StoreLogo.png +0 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/Package.appxmanifest +42 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/testthread_VS2012.vcxproj +160 -0
- data/ext/alphatau/native/sdl/VisualC-WinRT/tests/testthread/testthread_VS2012_TemporaryKey.pfx +0 -0
- data/ext/alphatau/native/sdl/VisualC.html +146 -0
- data/ext/alphatau/native/sdl/VisualC/SDL.sln +291 -0
- data/ext/alphatau/native/sdl/VisualC/SDL/SDL.vcxproj +559 -0
- data/ext/alphatau/native/sdl/VisualC/SDL/SDL.vcxproj.filters +479 -0
- data/ext/alphatau/native/sdl/VisualC/SDLmain/SDLmain.vcxproj +162 -0
- data/ext/alphatau/native/sdl/VisualC/SDLtest/SDLtest.vcxproj +177 -0
- data/ext/alphatau/native/sdl/VisualC/clean.sh +4 -0
- data/ext/alphatau/native/sdl/VisualC/tests/checkkeys/checkkeys.vcxproj +218 -0
- data/ext/alphatau/native/sdl/VisualC/tests/controllermap/controllermap.vcxproj +259 -0
- data/ext/alphatau/native/sdl/VisualC/tests/loopwave/loopwave.vcxproj +229 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testatomic/testatomic.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testautomation/testautomation.vcxproj +230 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testdraw2/testdraw2.vcxproj +209 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testfile/testfile.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testgamecontroller/testgamecontroller.vcxproj +259 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testgesture/testgesture.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testgl2/testgl2.vcxproj +213 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testgles2/testgles2.vcxproj +209 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testjoystick/testjoystick.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testoverlay2/testoverlay2.vcxproj +224 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testplatform/testplatform.vcxproj +231 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testpower/testpower.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testrendertarget/testrendertarget.vcxproj +247 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testrumble/testrumble.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testscale/testscale.vcxproj +247 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testshape/testshape.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testsprite2/testsprite2.vcxproj +229 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testvulkan/testvulkan.vcxproj +203 -0
- data/ext/alphatau/native/sdl/VisualC/tests/testyuv/testyuv.vcxproj +233 -0
- data/ext/alphatau/native/sdl/VisualC/visualtest/unittest/testquit/testquit_VS2012.vcxproj +216 -0
- data/ext/alphatau/native/sdl/VisualC/visualtest/visualtest_VS2012.vcxproj +304 -0
- data/ext/alphatau/native/sdl/WhatsNew.txt +401 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/Default.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/Demos.xcodeproj/project.pbxproj +1299 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/Icon.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/Info.plist +32 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/README +43 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/bitmapfont/kromasky_16x16.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/bitmapfont/license.txt +258 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/drums/ds_brush_snare.wav +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/drums/ds_china.wav +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/drums/ds_kick_big_amb.wav +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/drums/ds_loose_skin_mute.wav +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/icon.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/ship.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/space.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/data/stroke.bmp +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/iOS Launch Screen.storyboard +40 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/accelerometer.c +226 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/common.c +56 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/common.h +10 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/fireworks.c +474 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/happy.c +180 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/keyboard.c +301 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/mixer.c +344 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/rectangles.c +92 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Demos/src/touch.c +129 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/SDL/SDL.xcodeproj/project.pbxproj +2047 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/SDLtest/SDL2test.xcodeproj/project.pbxproj +422 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/Default-568h@2x.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/Default.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/Icon.png +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/Info.plist +28 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/TemplateIcon.icns +0 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/TemplateInfo.plist +10 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/project.pbxproj +308 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/___PROJECTNAME___.xcodeproj/project.xcworkspace/contents.xcworkspacedata +7 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Template/SDL iOS Application/main.c +100 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Test/Info.plist +26 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Test/README +11 -0
- data/ext/alphatau/native/sdl/Xcode-iOS/Test/TestiPhoneOS.xcodeproj/project.pbxproj +3095 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/Info-Framework.plist +28 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/SDL.xcodeproj/project.pbxproj +3384 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/SDL.info +15 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/resources/License.txt +19 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/resources/ReadMe.txt +32 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/resources/SDL_DS_Store +0 -0
- data/ext/alphatau/native/sdl/Xcode/SDL/pkg-support/sdl_logo.pdf +0 -0
- data/ext/alphatau/native/sdl/Xcode/SDLTest/SDLTest.xcodeproj/project.pbxproj +4995 -0
- data/ext/alphatau/native/sdl/Xcode/SDLTest/TestDropFile-Info.plist +35 -0
- data/ext/alphatau/native/sdl/Xcode/XcodeDocSet/Doxyfile +1558 -0
- data/ext/alphatau/native/sdl/acinclude/ac_check_define.m4 +14 -0
- data/ext/alphatau/native/sdl/acinclude/alsa.m4 +145 -0
- data/ext/alphatau/native/sdl/acinclude/ax_check_compiler_flags.m4 +76 -0
- data/ext/alphatau/native/sdl/acinclude/ax_gcc_archflag.m4 +215 -0
- data/ext/alphatau/native/sdl/acinclude/ax_gcc_x86_cpuid.m4.htm +79 -0
- data/ext/alphatau/native/sdl/acinclude/esd.m4 +168 -0
- data/ext/alphatau/native/sdl/acinclude/libtool.m4 +7998 -0
- data/ext/alphatau/native/sdl/acinclude/ltoptions.m4 +384 -0
- data/ext/alphatau/native/sdl/acinclude/ltsugar.m4 +123 -0
- data/ext/alphatau/native/sdl/acinclude/ltversion.m4 +23 -0
- data/ext/alphatau/native/sdl/acinclude/lt~obsolete.m4 +98 -0
- data/ext/alphatau/native/sdl/android-project-ant/AndroidManifest.xml +1 -0
- data/ext/alphatau/native/sdl/android-project-ant/ant.properties +17 -0
- data/ext/alphatau/native/sdl/android-project-ant/build.properties +17 -0
- data/ext/alphatau/native/sdl/android-project-ant/build.xml +93 -0
- data/ext/alphatau/native/sdl/android-project-ant/default.properties +11 -0
- data/ext/alphatau/native/sdl/android-project-ant/jni/Android.mk +1 -0
- data/ext/alphatau/native/sdl/android-project-ant/jni/Application.mk +10 -0
- data/ext/alphatau/native/sdl/android-project-ant/jni/src/Android.mk +18 -0
- data/ext/alphatau/native/sdl/android-project-ant/jni/src/Android_static.mk +12 -0
- data/ext/alphatau/native/sdl/android-project-ant/proguard-project.txt +20 -0
- data/ext/alphatau/native/sdl/android-project-ant/project.properties +14 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/drawable-hdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/drawable-mdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/drawable-xhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/drawable-xxhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/layout/main.xml +13 -0
- data/ext/alphatau/native/sdl/android-project-ant/res/values/strings.xml +4 -0
- data/ext/alphatau/native/sdl/android-project-ant/src +1 -0
- data/ext/alphatau/native/sdl/android-project/app/build.gradle +69 -0
- data/ext/alphatau/native/sdl/android-project/app/jni/Android.mk +1 -0
- data/ext/alphatau/native/sdl/android-project/app/jni/Application.mk +9 -0
- data/ext/alphatau/native/sdl/android-project/app/jni/src/Android.mk +18 -0
- data/ext/alphatau/native/sdl/android-project/app/proguard-rules.pro +17 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/AndroidManifest.xml +77 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/HIDDevice.java +19 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/HIDDeviceBLESteamController.java +640 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/HIDDeviceManager.java +624 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/HIDDeviceUSB.java +298 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/SDL.java +37 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/SDLActivity.java +2103 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/SDLAudioManager.java +178 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/java/org/libsdl/app/SDLControllerManager.java +812 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-hdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-mdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-xhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-xxhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png +0 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/values/colors.xml +6 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/values/strings.xml +3 -0
- data/ext/alphatau/native/sdl/android-project/app/src/main/res/values/styles.xml +8 -0
- data/ext/alphatau/native/sdl/android-project/build.gradle +23 -0
- data/ext/alphatau/native/sdl/android-project/gradle.properties +17 -0
- data/ext/alphatau/native/sdl/android-project/gradle/wrapper/gradle-wrapper.jar +0 -0
- data/ext/alphatau/native/sdl/android-project/gradle/wrapper/gradle-wrapper.properties +6 -0
- data/ext/alphatau/native/sdl/android-project/gradlew +160 -0
- data/ext/alphatau/native/sdl/android-project/gradlew.bat +90 -0
- data/ext/alphatau/native/sdl/android-project/settings.gradle +1 -0
- data/ext/alphatau/native/sdl/autogen.sh +23 -0
- data/ext/alphatau/native/sdl/build-scripts/androidbuild.sh +100 -0
- data/ext/alphatau/native/sdl/build-scripts/androidbuildlibs.sh +74 -0
- data/ext/alphatau/native/sdl/build-scripts/checker-buildbot.sh +103 -0
- data/ext/alphatau/native/sdl/build-scripts/config.guess +1476 -0
- data/ext/alphatau/native/sdl/build-scripts/config.sub +1868 -0
- data/ext/alphatau/native/sdl/build-scripts/config.sub.patch +72 -0
- data/ext/alphatau/native/sdl/build-scripts/emscripten-buildbot.sh +77 -0
- data/ext/alphatau/native/sdl/build-scripts/g++-fat.sh +101 -0
- data/ext/alphatau/native/sdl/build-scripts/gcc-fat.sh +102 -0
- data/ext/alphatau/native/sdl/build-scripts/install-sh +323 -0
- data/ext/alphatau/native/sdl/build-scripts/iosbuild.sh +188 -0
- data/ext/alphatau/native/sdl/build-scripts/ltmain.sh +9658 -0
- data/ext/alphatau/native/sdl/build-scripts/mkinstalldirs +99 -0
- data/ext/alphatau/native/sdl/build-scripts/nacl-buildbot.sh +61 -0
- data/ext/alphatau/native/sdl/build-scripts/naclbuild.sh +105 -0
- data/ext/alphatau/native/sdl/build-scripts/raspberrypi-buildbot.sh +60 -0
- data/ext/alphatau/native/sdl/build-scripts/showrev.sh +5 -0
- data/ext/alphatau/native/sdl/build-scripts/strip_fPIC.sh +21 -0
- data/ext/alphatau/native/sdl/build-scripts/update-copyright.sh +8 -0
- data/ext/alphatau/native/sdl/build-scripts/updaterev.sh +20 -0
- data/ext/alphatau/native/sdl/build-scripts/windows-buildbot-zipper.bat +40 -0
- data/ext/alphatau/native/sdl/build-scripts/winrtbuild.bat +8 -0
- data/ext/alphatau/native/sdl/build-scripts/winrtbuild.ps1 +302 -0
- data/ext/alphatau/native/sdl/cmake/macros.cmake +73 -0
- data/ext/alphatau/native/sdl/cmake/sdlchecks.cmake +1184 -0
- data/ext/alphatau/native/sdl/cmake_uninstall.cmake.in +18 -0
- data/ext/alphatau/native/sdl/configure +27540 -0
- data/ext/alphatau/native/sdl/configure.in +4236 -0
- data/ext/alphatau/native/sdl/debian/changelog +114 -0
- data/ext/alphatau/native/sdl/debian/compat +1 -0
- data/ext/alphatau/native/sdl/debian/control +76 -0
- data/ext/alphatau/native/sdl/debian/copyright +351 -0
- data/ext/alphatau/native/sdl/debian/docs +4 -0
- data/ext/alphatau/native/sdl/debian/libsdl2-dev.install +8 -0
- data/ext/alphatau/native/sdl/debian/libsdl2-dev.manpages +1 -0
- data/ext/alphatau/native/sdl/debian/libsdl2.install +1 -0
- data/ext/alphatau/native/sdl/debian/rules +41 -0
- data/ext/alphatau/native/sdl/debian/sdl2-config.1 +86 -0
- data/ext/alphatau/native/sdl/debian/source/format +1 -0
- data/ext/alphatau/native/sdl/debian/watch +2 -0
- data/ext/alphatau/native/sdl/docs/README-android.md +432 -0
- data/ext/alphatau/native/sdl/docs/README-cmake.md +32 -0
- data/ext/alphatau/native/sdl/docs/README-directfb.md +107 -0
- data/ext/alphatau/native/sdl/docs/README-dynapi.md +130 -0
- data/ext/alphatau/native/sdl/docs/README-emscripten.md +35 -0
- data/ext/alphatau/native/sdl/docs/README-gesture.md +71 -0
- data/ext/alphatau/native/sdl/docs/README-hg.md +22 -0
- data/ext/alphatau/native/sdl/docs/README-ios.md +284 -0
- data/ext/alphatau/native/sdl/docs/README-linux.md +90 -0
- data/ext/alphatau/native/sdl/docs/README-macosx.md +240 -0
- data/ext/alphatau/native/sdl/docs/README-nacl.md +103 -0
- data/ext/alphatau/native/sdl/docs/README-pandora.md +17 -0
- data/ext/alphatau/native/sdl/docs/README-platforms.md +8 -0
- data/ext/alphatau/native/sdl/docs/README-porting.md +68 -0
- data/ext/alphatau/native/sdl/docs/README-psp.md +19 -0
- data/ext/alphatau/native/sdl/docs/README-raspberrypi.md +188 -0
- data/ext/alphatau/native/sdl/docs/README-touch.md +86 -0
- data/ext/alphatau/native/sdl/docs/README-wince.md +10 -0
- data/ext/alphatau/native/sdl/docs/README-windows.md +45 -0
- data/ext/alphatau/native/sdl/docs/README-winrt.md +544 -0
- data/ext/alphatau/native/sdl/docs/README.md +63 -0
- data/ext/alphatau/native/sdl/docs/doxyfile +1560 -0
- data/ext/alphatau/native/sdl/include/SDL.h +135 -0
- data/ext/alphatau/native/sdl/include/SDL_assert.h +291 -0
- data/ext/alphatau/native/sdl/include/SDL_atomic.h +277 -0
- data/ext/alphatau/native/sdl/include/SDL_audio.h +825 -0
- data/ext/alphatau/native/sdl/include/SDL_bits.h +112 -0
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- data/ext/alphatau/native/sdl/src/test/SDL_test_imagePrimitives.c +514 -0
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- data/ext/alphatau/native/sdl/src/thread/stdcpp/SDL_systhread_c.h +26 -0
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- data/ext/alphatau/native/sdl/src/timer/windows/SDL_systimer.c +200 -0
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- data/ext/alphatau/native/sdl/src/video/SDL_blit_A.c +1388 -0
- data/ext/alphatau/native/sdl/src/video/SDL_blit_N.c +2647 -0
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- data/ext/alphatau/native/sdl/src/video/android/SDL_androidmouse.h +33 -0
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- data/ext/alphatau/native/sdl/src/video/cocoa/SDL_cocoawindow.h +155 -0
- data/ext/alphatau/native/sdl/src/video/cocoa/SDL_cocoawindow.m +1885 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_WM.h +56 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_modes.h +59 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_mouse.h +44 -0
- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_opengl.c +332 -0
- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_opengl.h +64 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_render.h +25 -0
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- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_window.c +565 -0
- data/ext/alphatau/native/sdl/src/video/directfb/SDL_DirectFB_window.h +82 -0
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- data/ext/alphatau/native/sdl/src/video/emscripten/SDL_emscriptenframebuffer.h +32 -0
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- data/ext/alphatau/native/sdl/src/video/emscripten/SDL_emscriptenmouse.h +42 -0
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- data/ext/alphatau/native/sdl/src/video/emscripten/SDL_emscriptenvideo.h +58 -0
- data/ext/alphatau/native/sdl/src/video/haiku/SDL_BWin.h +679 -0
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- data/ext/alphatau/native/sdl/src/video/haiku/SDL_bclipboard.h +33 -0
- data/ext/alphatau/native/sdl/src/video/haiku/SDL_bevents.cc +41 -0
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- data/ext/alphatau/native/sdl/src/video/khronos/EGL/eglext.h +1241 -0
- data/ext/alphatau/native/sdl/src/video/khronos/EGL/eglplatform.h +132 -0
- data/ext/alphatau/native/sdl/src/video/khronos/GLES2/gl2.h +675 -0
- data/ext/alphatau/native/sdl/src/video/khronos/GLES2/gl2ext.h +3505 -0
- data/ext/alphatau/native/sdl/src/video/khronos/GLES2/gl2platform.h +38 -0
- data/ext/alphatau/native/sdl/src/video/khronos/KHR/khrplatform.h +284 -0
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- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmdyn.c +171 -0
- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmdyn.h +53 -0
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- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmmouse.h +45 -0
- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmopengles.c +189 -0
- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmopengles.h +48 -0
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- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmvideo.c +664 -0
- data/ext/alphatau/native/sdl/src/video/kmsdrm/SDL_kmsdrmvideo.h +124 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirdyn.c +170 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirdyn.h +53 -0
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- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirevents.h +37 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirframebuffer.c +134 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirframebuffer.h +47 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirmouse.c +292 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirmouse.h +37 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_miropengl.c +78 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_miropengl.h +53 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirsym.h +143 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirvideo.c +423 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirvideo.h +49 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirvulkan.c +176 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirvulkan.h +52 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirwindow.c +374 -0
- data/ext/alphatau/native/sdl/src/video/mir/SDL_mirwindow.h +93 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclevents.c +438 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclevents_c.h +30 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclglue.c +24 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclopengles.c +174 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclopengles.h +38 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclvideo.c +183 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclvideo.h +67 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclwindow.c +79 -0
- data/ext/alphatau/native/sdl/src/video/nacl/SDL_naclwindow.h +32 -0
- data/ext/alphatau/native/sdl/src/video/pandora/SDL_pandora.c +838 -0
- data/ext/alphatau/native/sdl/src/video/pandora/SDL_pandora.h +101 -0
- data/ext/alphatau/native/sdl/src/video/pandora/SDL_pandora_events.c +38 -0
- data/ext/alphatau/native/sdl/src/video/pandora/SDL_pandora_events.h +25 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspevents.c +290 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspevents_c.h +31 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspgl.c +210 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspgl_c.h +54 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspmouse.c +41 -0
- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspmouse_c.h +24 -0
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- data/ext/alphatau/native/sdl/src/video/psp/SDL_pspvideo.h +102 -0
- data/ext/alphatau/native/sdl/src/video/qnx/gl.c +285 -0
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- data/ext/alphatau/native/sdl/src/video/qnx/sdl_qnx.h +48 -0
- data/ext/alphatau/native/sdl/src/video/qnx/video.c +364 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpievents.c +45 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpievents_c.h +31 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpimouse.c +386 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpimouse.h +43 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpiopengles.c +71 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpiopengles.h +49 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpivideo.c +442 -0
- data/ext/alphatau/native/sdl/src/video/raspberry/SDL_rpivideo.h +104 -0
- data/ext/alphatau/native/sdl/src/video/sdlgenblit.pl +535 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitappdelegate.h +47 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitappdelegate.m +516 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitclipboard.h +35 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitclipboard.m +111 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitevents.h +30 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitevents.m +73 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmessagebox.h +31 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmessagebox.m +208 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmetalview.h +58 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmetalview.m +131 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmodes.h +54 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitmodes.m +378 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitopengles.h +40 -0
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- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitopenglview.h +60 -0
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- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitvideo.h +46 -0
- data/ext/alphatau/native/sdl/src/video/uikit/SDL_uikitvideo.m +249 -0
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- data/ext/alphatau/native/sdl/test/testsensor.c +117 -0
- data/ext/alphatau/native/sdl/test/testshader.c +500 -0
- data/ext/alphatau/native/sdl/test/testshape.c +200 -0
- data/ext/alphatau/native/sdl/test/testsprite2.c +409 -0
- data/ext/alphatau/native/sdl/test/testspriteminimal.c +194 -0
- data/ext/alphatau/native/sdl/test/teststreaming.c +190 -0
- data/ext/alphatau/native/sdl/test/testthread.c +130 -0
- data/ext/alphatau/native/sdl/test/testtimer.c +122 -0
- data/ext/alphatau/native/sdl/test/testver.c +47 -0
- data/ext/alphatau/native/sdl/test/testviewport.c +217 -0
- data/ext/alphatau/native/sdl/test/testvulkan.c +1201 -0
- data/ext/alphatau/native/sdl/test/testwm2.c +174 -0
- data/ext/alphatau/native/sdl/test/testyuv.bmp +0 -0
- data/ext/alphatau/native/sdl/test/testyuv.c +455 -0
- data/ext/alphatau/native/sdl/test/testyuv_cvt.c +300 -0
- data/ext/alphatau/native/sdl/test/testyuv_cvt.h +16 -0
- data/ext/alphatau/native/sdl/test/torturethread.c +113 -0
- data/ext/alphatau/native/sdl/test/utf8.txt +287 -0
- data/ext/alphatau/native/sdl/visualtest/COPYING.txt +18 -0
- data/ext/alphatau/native/sdl/visualtest/Makefile.in +37 -0
- data/ext/alphatau/native/sdl/visualtest/README.txt +214 -0
- data/ext/alphatau/native/sdl/visualtest/acinclude.m4 +359 -0
- data/ext/alphatau/native/sdl/visualtest/autogen.sh +12 -0
- data/ext/alphatau/native/sdl/visualtest/compile +1 -0
- data/ext/alphatau/native/sdl/visualtest/config.h +23 -0
- data/ext/alphatau/native/sdl/visualtest/config.h.in +22 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_blendmodes/testsprite2_blendmodes.actions +3 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_blendmodes/testsprite2_blendmodes.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_blendmodes/testsprite2_blendmodes.parameters +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_crashtest/testsprite2_crashtest.actions +1 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_crashtest/testsprite2_crashtest.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_crashtest/testsprite2_crashtest.parameters +24 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_fullscreen/testsprite2_fullscreen.actions +3 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_fullscreen/testsprite2_fullscreen.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_fullscreen/testsprite2_fullscreen.parameters +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_geometry/testsprite2_geometry.actions +3 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_geometry/testsprite2_geometry.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/configs/testsprite2_geometry/testsprite2_geometry.parameters +5 -0
- data/ext/alphatau/native/sdl/visualtest/configure +5203 -0
- data/ext/alphatau/native/sdl/visualtest/configure.in +166 -0
- data/ext/alphatau/native/sdl/visualtest/depcomp +1 -0
- data/ext/alphatau/native/sdl/visualtest/docs/Doxyfile +1936 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_action_configparser.h +149 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_exhaustive_variator.h +64 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_harness_argparser.h +75 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_mischelper.h +28 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_parsehelper.h +46 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_process.h +112 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_random_variator.h +61 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_rwhelper.h +87 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_screenshot.h +52 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_sut_configparser.h +105 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_variator_common.h +122 -0
- data/ext/alphatau/native/sdl/visualtest/include/SDL_visualtest_variators.h +66 -0
- data/ext/alphatau/native/sdl/visualtest/install-sh +1 -0
- data/ext/alphatau/native/sdl/visualtest/launch_harness.cmd +2 -0
- data/ext/alphatau/native/sdl/visualtest/launch_harness.sh +6 -0
- data/ext/alphatau/native/sdl/visualtest/missing +1 -0
- data/ext/alphatau/native/sdl/visualtest/src/action_configparser.c +396 -0
- data/ext/alphatau/native/sdl/visualtest/src/harness_argparser.c +358 -0
- data/ext/alphatau/native/sdl/visualtest/src/linux/linux_process.c +199 -0
- data/ext/alphatau/native/sdl/visualtest/src/mischelper.c +28 -0
- data/ext/alphatau/native/sdl/visualtest/src/parsehelper.c +231 -0
- data/ext/alphatau/native/sdl/visualtest/src/rwhelper.c +131 -0
- data/ext/alphatau/native/sdl/visualtest/src/screenshot.c +136 -0
- data/ext/alphatau/native/sdl/visualtest/src/sut_configparser.c +232 -0
- data/ext/alphatau/native/sdl/visualtest/src/testharness.c +533 -0
- data/ext/alphatau/native/sdl/visualtest/src/variator_common.c +225 -0
- data/ext/alphatau/native/sdl/visualtest/src/variator_exhaustive.c +132 -0
- data/ext/alphatau/native/sdl/visualtest/src/variator_random.c +111 -0
- data/ext/alphatau/native/sdl/visualtest/src/variators.c +93 -0
- data/ext/alphatau/native/sdl/visualtest/src/windows/windows_process.c +284 -0
- data/ext/alphatau/native/sdl/visualtest/src/windows/windows_screenshot.c +349 -0
- data/ext/alphatau/native/sdl/visualtest/stamp-h1 +1 -0
- data/ext/alphatau/native/sdl/visualtest/testsprite2_sample.actions +3 -0
- data/ext/alphatau/native/sdl/visualtest/testsprite2_sample.config +6 -0
- data/ext/alphatau/native/sdl/visualtest/testsprite2_sample.parameters +29 -0
- data/ext/alphatau/native/sdl/visualtest/unittest/testquit.actions +1 -0
- data/ext/alphatau/native/sdl/visualtest/unittest/testquit.c +101 -0
- data/ext/alphatau/native/sdl/visualtest/unittest/testquit.config +5 -0
- data/ext/alphatau/native/sdl/visualtest/unittest/testquit.parameters +3 -0
- data/ext/alphatau/native/sdl/wayland-protocols/pointer-constraints-unstable-v1.xml +339 -0
- data/ext/alphatau/native/sdl/wayland-protocols/relative-pointer-unstable-v1.xml +136 -0
- data/ext/alphatau/native/sdl/wayland-protocols/wayland.xml +2746 -0
- data/ext/alphatau/native/sdl/wayland-protocols/xdg-shell-unstable-v6.xml +1044 -0
- data/ext/alphatau/native/sdl/wayland-protocols/xdg-shell.xml +1120 -0
- data/lib/alphatau.rb +12 -0
- data/lib/alphatau/version.rb +3 -0
- metadata +1465 -0
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CMake
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================================================================================
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(www.cmake.org)
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SDL's build system was traditionally based on autotools. Over time, this
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approach has suffered from several issues across the different supported
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platforms.
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To solve these problems, a new build system based on CMake is under development.
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It works in parallel to the legacy system, so users can experiment with it
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without complication.
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While still experimental, the build system should be usable on the following
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platforms:
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* FreeBSD
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* Linux
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* VS.NET 2010
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* MinGW and Msys
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* OS X with support for XCode
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================================================================================
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Usage
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================================================================================
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Assuming the source for SDL is located at ~/sdl
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cd ~
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mkdir build
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cd build
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cmake ../sdl
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This will build the static and dynamic versions of SDL in the ~/build directory.
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DirectFB
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========
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Supports:
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- Hardware YUV overlays
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- OpenGL - software only
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- 2D/3D accelerations (depends on directfb driver)
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- multiple displays
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- windows
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What you need:
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* DirectFB 1.0.1, 1.2.x, 1.3.0
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* Kernel-Framebuffer support: required: vesafb, radeonfb ....
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* Mesa 7.0.x - optional for OpenGL
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/etc/directfbrc
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This file should contain the following lines to make
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your joystick work and avoid crashes:
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------------------------
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disable-module=joystick
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disable-module=cle266
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disable-module=cyber5k
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no-linux-input-grab
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------------------------
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To disable to use x11 backend when DISPLAY variable is found use
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export SDL_DIRECTFB_X11_CHECK=0
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To disable the use of linux input devices, i.e. multimice/multikeyboard support,
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use
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export SDL_DIRECTFB_LINUX_INPUT=0
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To use hardware accelerated YUV-overlays for YUV-textures, use:
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export SDL_DIRECTFB_YUV_DIRECT=1
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This is disabled by default. It will only support one
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YUV texture, namely the first. Every other YUV texture will be
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rendered in software.
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In addition, you may use (directfb-1.2.x)
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export SDL_DIRECTFB_YUV_UNDERLAY=1
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to make the YUV texture an underlay. This will make the cursor to
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be shown.
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Simple Window Manager
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=====================
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The driver has support for a very, very basic window manager you may
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want to use when running with "wm=default". Use
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export SDL_DIRECTFB_WM=1
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to enable basic window borders. In order to have the window title rendered,
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you need to have the following font installed:
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/usr/share/fonts/truetype/freefont/FreeSans.ttf
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OpenGL Support
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==============
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The following instructions will give you *software* OpenGL. However this
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works at least on all directfb supported platforms.
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As of this writing 20100802 you need to pull Mesa from git and do the following:
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------------------------
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git clone git://anongit.freedesktop.org/git/mesa/mesa
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cd mesa
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git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
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------------------------
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Edit configs/linux-directfb so that the Directories-section looks like
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------------------------
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# Directories
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SRC_DIRS = mesa glu
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GLU_DIRS = sgi
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DRIVER_DIRS = directfb
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PROGRAM_DIRS =
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------------------------
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make linux-directfb
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make
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echo Installing - please enter sudo pw.
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sudo make install INSTALL_DIR=/usr/local/dfb_GL
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cd src/mesa/drivers/directfb
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make
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sudo make install INSTALL_DIR=/usr/local/dfb_GL
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------------------------
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|
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To run the SDL - testprograms:
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export SDL_VIDEODRIVER=directfb
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export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
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export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
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./testgl
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@@ -0,0 +1,130 @@
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Dynamic API
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================================================================================
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3
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Originally posted by Ryan at:
|
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https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
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|
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6
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Background:
|
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7
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|
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- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
|
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9
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but developers are shipping their own SDL2 with individual Steam games.
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These games might stop getting updates, but a newer SDL2 might be needed later.
|
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Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
|
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+
ever needed, and these fixes won't make it to a game shipping its own SDL.
|
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- Even if we replace the SDL2 in those games with a compatible one, that is to
|
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say, edit a developer's Steam depot (yuck!), there are developers that are
|
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statically linking SDL2 that we can't do this for. We can't even force the
|
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dynamic loader to ignore their SDL2 in this case, of course.
|
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- If you don't ship an SDL2 with the game in some form, people that disabled the
|
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Steam Runtime, or just tried to run the game from the command line instead of
|
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Steam might find themselves unable to run the game, due to a missing dependency.
|
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- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
|
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generic Linux boxes that may or may not have SDL2 installed, you have to ship
|
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the library or risk a total failure to launch. So now, you might have to have
|
|
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a non-Steam build plus a Steam build (that is, one with and one without SDL2
|
|
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included), which is inconvenient if you could have had one universal build
|
|
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that works everywhere.
|
|
26
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- We like the zlib license, but the biggest complaint from the open source
|
|
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community about the license change is the static linking. The LGPL forced this
|
|
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as a legal, not technical issue, but zlib doesn't care. Even those that aren't
|
|
29
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+
concerned about the GNU freedoms found themselves solving the same problems:
|
|
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swapping in a newer SDL to an older game often times can save the day.
|
|
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Static linking stops this dead.
|
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|
|
33
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So here's what we did:
|
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|
|
35
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+
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
|
|
36
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+
now looks like:
|
|
37
|
+
|
|
38
|
+
UInt32 SDL_Init(Uint32 flags)
|
|
39
|
+
{
|
|
40
|
+
return jump_table.SDL_Init(flags);
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
Except that is all done with a bunch of macro magic so we don't have to maintain
|
|
44
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+
every one of these.
|
|
45
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+
|
|
46
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+
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
|
|
47
|
+
SDL_Init() that you've been calling all this time. But at startup, it looks more
|
|
48
|
+
like this:
|
|
49
|
+
|
|
50
|
+
Uint32 SDL_Init_DEFAULT(Uint32 flags)
|
|
51
|
+
{
|
|
52
|
+
SDL_InitDynamicAPI();
|
|
53
|
+
return jump_table.SDL_Init(flags);
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
|
|
57
|
+
pointers, which means that this _DEFAULT function never gets called again.
|
|
58
|
+
First call to any SDL function sets the whole thing up.
|
|
59
|
+
|
|
60
|
+
So you might be asking, what was the value in that? Isn't this what the operating
|
|
61
|
+
system's dynamic loader was supposed to do for us? Yes, but now we've got this
|
|
62
|
+
level of indirection, we can do things like this:
|
|
63
|
+
|
|
64
|
+
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
|
|
65
|
+
./MyGameThatIsStaticallyLinkedToSDL2
|
|
66
|
+
|
|
67
|
+
And now, this game that is statically linked to SDL, can still be overridden
|
|
68
|
+
with a newer, or better, SDL. The statically linked one will only be used as
|
|
69
|
+
far as calling into the jump table in this case. But in cases where no override
|
|
70
|
+
is desired, the statically linked version will provide its own jump table,
|
|
71
|
+
and everyone is happy.
|
|
72
|
+
|
|
73
|
+
So now:
|
|
74
|
+
- Developers can statically link SDL, and users can still replace it.
|
|
75
|
+
(We'd still rather you ship a shared library, though!)
|
|
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|
+
- Developers can ship an SDL with their game, Valve can override it for, say,
|
|
77
|
+
new features on SteamOS, or distros can override it for their own needs,
|
|
78
|
+
but it'll also just work in the default case.
|
|
79
|
+
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
|
|
80
|
+
and it'll do the right thing.
|
|
81
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- End users (and Valve) can update a game's SDL in almost any case,
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to keep abandoned games running on newer platforms.
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- Everyone develops with SDL exactly as they have been doing all along.
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Same headers, same ABI. Just get the latest version to enable this magic.
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A little more about SDL_InitDynamicAPI():
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single thread initializes everything (although even SDL_CreateThread() goes
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through here before spinning a thread, too), and then decides if it should use
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an external SDL library. If not, it sets up the jump table using the current
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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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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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Now, we've got policy here: this table's layout never changes; new stuff gets
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added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
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the needed functions if tablesize <= sizeof its own jump table. If tablesize is
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bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
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if it's smaller, we know we can provide the entire API that the caller needs.
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The version variable is a failsafe switch.
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Right now it's always 1. This number changes when there are major API changes
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(so we know if the tablesize might be smaller, or entries in it have changed).
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Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
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inconceivable to have a small dispatch library that only supplies this one
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function and loads different, otherwise-incompatible SDL libraries and has the
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right one initialize the jump table based on the version. For something that
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must generically catch lots of different versions of SDL over time, like the
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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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encourage you not to do that. However, on heavily locked down platforms like
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iOS, or maybe when debugging, it makes sense to disable it. The way this is
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designed in SDL, you just have to change one #define, and the entire system
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vaporizes out, and SDL functions exactly like it always did. Most of it is
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macro magic, so the system is contained to one C file and a few headers.
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However, this is on by default and you have to edit a header file to turn it
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off. Our hopes is that if we make it easy to disable, but not too easy,
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everyone will ultimately be able to get what they want, but we've gently
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nudged everyone towards what we think is the best solution.
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Emscripten
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================================================================================
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Build:
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$ mkdir build
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$ cd build
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$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
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$ emmake make
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Or with cmake:
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$ mkdir build
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$ cd build
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$ emcmake cmake ..
|
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$ emmake make
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To build one of the tests:
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|
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$ cd test/
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$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
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Uses GLES2 renderer or software
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Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
|
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SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
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$ EMCONFIGURE_JS=1 emconfigure ../configure
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build as usual...
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SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
|
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|
|
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$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
|
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build as usual...
|
|
@@ -0,0 +1,71 @@
|
|
|
1
|
+
Dollar Gestures
|
|
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|
+
===========================================================================
|
|
3
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SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
|
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4
|
+
|
|
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Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up.
|
|
6
|
+
|
|
7
|
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Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
|
|
8
|
+
|
|
9
|
+
Recording:
|
|
10
|
+
----------
|
|
11
|
+
To begin recording on a touch device call:
|
|
12
|
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SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
|
|
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|
+
|
|
14
|
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Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
|
|
15
|
+
A SDL_DOLLARRECORD event is a dgesture with the following fields:
|
|
16
|
+
|
|
17
|
+
* event.dgesture.touchId - the Id of the touch used to record the gesture.
|
|
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|
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* event.dgesture.gestureId - the unique id of the recorded gesture.
|
|
19
|
+
|
|
20
|
+
|
|
21
|
+
Performing:
|
|
22
|
+
-----------
|
|
23
|
+
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
|
|
24
|
+
|
|
25
|
+
* event.dgesture.touchId - the Id of the touch which performed the gesture.
|
|
26
|
+
* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
|
|
27
|
+
* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
|
|
28
|
+
* event.dgesture.numFingers - the number of fingers used to draw the stroke.
|
|
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|
+
|
|
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|
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Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
|
|
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|
+
|
|
32
|
+
|
|
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|
+
|
|
34
|
+
Saving:
|
|
35
|
+
-------
|
|
36
|
+
To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
|
|
37
|
+
|
|
38
|
+
To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
|
|
39
|
+
|
|
40
|
+
Both functions return the number of gestures successfully saved.
|
|
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|
+
|
|
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|
+
|
|
43
|
+
Loading:
|
|
44
|
+
--------
|
|
45
|
+
To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file.
|
|
46
|
+
|
|
47
|
+
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
|
|
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|
+
|
|
49
|
+
|
|
50
|
+
|
|
51
|
+
===========================================================================
|
|
52
|
+
Multi Gestures
|
|
53
|
+
===========================================================================
|
|
54
|
+
SDL provides simple support for pinch/rotate/swipe gestures.
|
|
55
|
+
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
|
|
56
|
+
|
|
57
|
+
* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
|
|
58
|
+
* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
|
|
59
|
+
* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
|
|
60
|
+
* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
|
|
61
|
+
* event.mgesture.dDist - the amount that the fingers pinched during this motion.
|
|
62
|
+
* event.mgesture.numFingers - the number of fingers used in the gesture.
|
|
63
|
+
|
|
64
|
+
|
|
65
|
+
===========================================================================
|
|
66
|
+
Notes
|
|
67
|
+
===========================================================================
|
|
68
|
+
For a complete example see test/testgesture.c
|
|
69
|
+
|
|
70
|
+
Please direct questions/comments to:
|
|
71
|
+
jim.tla+sdl_touch@gmail.com
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
Mercurial
|
|
2
|
+
=========
|
|
3
|
+
|
|
4
|
+
The latest development version of SDL is available via Mercurial.
|
|
5
|
+
Mercurial allows you to get up-to-the-minute fixes and enhancements;
|
|
6
|
+
as a developer works on a source tree, you can use "hg" to mirror that
|
|
7
|
+
source tree instead of waiting for an official release. Please look
|
|
8
|
+
at the Mercurial website ( https://www.mercurial-scm.org/ ) for more
|
|
9
|
+
information on using hg, where you can also download software for
|
|
10
|
+
Mac OS X, Windows, and Unix systems.
|
|
11
|
+
|
|
12
|
+
hg clone http://hg.libsdl.org/SDL
|
|
13
|
+
|
|
14
|
+
If you are building SDL via configure, you will need to run autogen.sh
|
|
15
|
+
before running configure.
|
|
16
|
+
|
|
17
|
+
There is a web interface to the subversion repository at:
|
|
18
|
+
http://hg.libsdl.org/SDL/
|
|
19
|
+
|
|
20
|
+
There is an RSS feed available at that URL, for those that want to
|
|
21
|
+
track commits in real time.
|
|
22
|
+
|
|
@@ -0,0 +1,284 @@
|
|
|
1
|
+
iOS
|
|
2
|
+
======
|
|
3
|
+
|
|
4
|
+
==============================================================================
|
|
5
|
+
Building the Simple DirectMedia Layer for iOS 5.1+
|
|
6
|
+
==============================================================================
|
|
7
|
+
|
|
8
|
+
Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
|
|
9
|
+
|
|
10
|
+
Instructions:
|
|
11
|
+
|
|
12
|
+
1. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
|
|
13
|
+
2. Select your desired target, and hit build.
|
|
14
|
+
|
|
15
|
+
There are three build targets:
|
|
16
|
+
- libSDL.a:
|
|
17
|
+
Build SDL as a statically linked library
|
|
18
|
+
- testsdl:
|
|
19
|
+
Build a test program (there are known test failures which are fine)
|
|
20
|
+
- Template:
|
|
21
|
+
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.
|
|
22
|
+
|
|
23
|
+
|
|
24
|
+
==============================================================================
|
|
25
|
+
Build SDL for iOS from the command line
|
|
26
|
+
==============================================================================
|
|
27
|
+
|
|
28
|
+
1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
|
|
29
|
+
2. ./iosbuild.sh
|
|
30
|
+
|
|
31
|
+
If everything goes fine, you should see a build/ios directory, inside there's
|
|
32
|
+
two directories "lib" and "include".
|
|
33
|
+
"include" contains a copy of the SDL headers that you'll need for your project,
|
|
34
|
+
make sure to configure XCode to look for headers there.
|
|
35
|
+
"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
|
|
36
|
+
to your XCode project. These libraries contain three architectures in them,
|
|
37
|
+
armv6 for legacy devices, armv7, and i386 (for the simulator).
|
|
38
|
+
By default, iosbuild.sh will autodetect the SDK version you have installed using
|
|
39
|
+
xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
|
|
40
|
+
by setting the MIN_OS_VERSION variable, ie:
|
|
41
|
+
|
|
42
|
+
MIN_OS_VERSION=4.2 ./iosbuild.sh
|
|
43
|
+
|
|
44
|
+
==============================================================================
|
|
45
|
+
Using the Simple DirectMedia Layer for iOS
|
|
46
|
+
==============================================================================
|
|
47
|
+
|
|
48
|
+
FIXME: This needs to be updated for the latest methods
|
|
49
|
+
|
|
50
|
+
Here is the easiest method:
|
|
51
|
+
1. Build the SDL library (libSDL2.a) and the iPhone SDL Application template.
|
|
52
|
+
2. Install the iPhone SDL Application template by copying it to one of Xcode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/Xcode/Project Templates/" and placing it there.
|
|
53
|
+
3. Start a new project using the template. The project should be immediately ready for use with SDL.
|
|
54
|
+
|
|
55
|
+
Here is a more manual method:
|
|
56
|
+
1. Create a new iOS view based application.
|
|
57
|
+
2. Build the SDL static library (libSDL2.a) for iOS and include them in your project. Xcode will ignore the library that is not currently of the correct architecture, hence your app will work both on iOS and in the iOS Simulator.
|
|
58
|
+
3. Include the SDL header files in your project.
|
|
59
|
+
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.
|
|
60
|
+
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.
|
|
61
|
+
|
|
62
|
+
==============================================================================
|
|
63
|
+
Notes -- Retina / High-DPI and window sizes
|
|
64
|
+
==============================================================================
|
|
65
|
+
|
|
66
|
+
Window and display mode sizes in SDL are in "screen coordinates" (or "points",
|
|
67
|
+
in Apple's terminology) rather than in pixels. On iOS this means that a window
|
|
68
|
+
created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
|
|
69
|
+
rather than a size in pixels of 750 x 1334. All iOS apps are expected to
|
|
70
|
+
size their content based on screen coordinates / points rather than pixels,
|
|
71
|
+
as this allows different iOS devices to have different pixel densities
|
|
72
|
+
(Retina versus non-Retina screens, etc.) without apps caring too much.
|
|
73
|
+
|
|
74
|
+
By default SDL will not use the full pixel density of the screen on
|
|
75
|
+
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
|
|
76
|
+
creating your window to enable high-dpi support.
|
|
77
|
+
|
|
78
|
+
When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
|
|
79
|
+
will still be in "screen coordinates" rather than pixels, but the window will
|
|
80
|
+
have a much greater pixel density when the device supports it, and the
|
|
81
|
+
SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
|
|
82
|
+
whether raw OpenGL or the SDL_Render API is used) can be queried to determine
|
|
83
|
+
the size in pixels of the drawable screen framebuffer.
|
|
84
|
+
|
|
85
|
+
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
|
|
86
|
+
sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
|
|
87
|
+
orthographic projection matrix using the size in screen coordinates
|
|
88
|
+
(SDL_GetWindowSize()) can be used in order to display content at the same scale
|
|
89
|
+
no matter whether a Retina device is used or not.
|
|
90
|
+
|
|
91
|
+
==============================================================================
|
|
92
|
+
Notes -- Application events
|
|
93
|
+
==============================================================================
|
|
94
|
+
|
|
95
|
+
On iOS the application goes through a fixed life cycle and you will get
|
|
96
|
+
notifications of state changes via application events. When these events
|
|
97
|
+
are delivered you must handle them in an event callback because the OS may
|
|
98
|
+
not give you any processing time after the events are delivered.
|
|
99
|
+
|
|
100
|
+
e.g.
|
|
101
|
+
|
|
102
|
+
int HandleAppEvents(void *userdata, SDL_Event *event)
|
|
103
|
+
{
|
|
104
|
+
switch (event->type)
|
|
105
|
+
{
|
|
106
|
+
case SDL_APP_TERMINATING:
|
|
107
|
+
/* Terminate the app.
|
|
108
|
+
Shut everything down before returning from this function.
|
|
109
|
+
*/
|
|
110
|
+
return 0;
|
|
111
|
+
case SDL_APP_LOWMEMORY:
|
|
112
|
+
/* You will get this when your app is paused and iOS wants more memory.
|
|
113
|
+
Release as much memory as possible.
|
|
114
|
+
*/
|
|
115
|
+
return 0;
|
|
116
|
+
case SDL_APP_WILLENTERBACKGROUND:
|
|
117
|
+
/* Prepare your app to go into the background. Stop loops, etc.
|
|
118
|
+
This gets called when the user hits the home button, or gets a call.
|
|
119
|
+
*/
|
|
120
|
+
return 0;
|
|
121
|
+
case SDL_APP_DIDENTERBACKGROUND:
|
|
122
|
+
/* This will get called if the user accepted whatever sent your app to the background.
|
|
123
|
+
If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
|
|
124
|
+
When you get this, you have 5 seconds to save all your state or the app will be terminated.
|
|
125
|
+
Your app is NOT active at this point.
|
|
126
|
+
*/
|
|
127
|
+
return 0;
|
|
128
|
+
case SDL_APP_WILLENTERFOREGROUND:
|
|
129
|
+
/* This call happens when your app is coming back to the foreground.
|
|
130
|
+
Restore all your state here.
|
|
131
|
+
*/
|
|
132
|
+
return 0;
|
|
133
|
+
case SDL_APP_DIDENTERFOREGROUND:
|
|
134
|
+
/* Restart your loops here.
|
|
135
|
+
Your app is interactive and getting CPU again.
|
|
136
|
+
*/
|
|
137
|
+
return 0;
|
|
138
|
+
default:
|
|
139
|
+
/* No special processing, add it to the event queue */
|
|
140
|
+
return 1;
|
|
141
|
+
}
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
int main(int argc, char *argv[])
|
|
145
|
+
{
|
|
146
|
+
SDL_SetEventFilter(HandleAppEvents, NULL);
|
|
147
|
+
|
|
148
|
+
... run your main loop
|
|
149
|
+
|
|
150
|
+
return 0;
|
|
151
|
+
}
|
|
152
|
+
|
|
153
|
+
|
|
154
|
+
==============================================================================
|
|
155
|
+
Notes -- Accelerometer as Joystick
|
|
156
|
+
==============================================================================
|
|
157
|
+
|
|
158
|
+
SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
|
|
159
|
+
|
|
160
|
+
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.
|
|
161
|
+
|
|
162
|
+
==============================================================================
|
|
163
|
+
Notes -- OpenGL ES
|
|
164
|
+
==============================================================================
|
|
165
|
+
|
|
166
|
+
Your SDL application for iOS uses OpenGL ES for video by default.
|
|
167
|
+
|
|
168
|
+
OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
|
|
169
|
+
|
|
170
|
+
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
|
|
171
|
+
|
|
172
|
+
Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
|
|
173
|
+
|
|
174
|
+
OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
|
|
175
|
+
|
|
176
|
+
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
|
|
177
|
+
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
|
|
178
|
+
- If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
|
|
179
|
+
|
|
180
|
+
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
|
|
181
|
+
|
|
182
|
+
==============================================================================
|
|
183
|
+
Notes -- Keyboard
|
|
184
|
+
==============================================================================
|
|
185
|
+
|
|
186
|
+
The SDL keyboard API has been extended to support on-screen keyboards:
|
|
187
|
+
|
|
188
|
+
void SDL_StartTextInput()
|
|
189
|
+
-- enables text events and reveals the onscreen keyboard.
|
|
190
|
+
|
|
191
|
+
void SDL_StopTextInput()
|
|
192
|
+
-- disables text events and hides the onscreen keyboard.
|
|
193
|
+
|
|
194
|
+
SDL_bool SDL_IsTextInputActive()
|
|
195
|
+
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
|
|
196
|
+
|
|
197
|
+
|
|
198
|
+
==============================================================================
|
|
199
|
+
Notes -- Reading and Writing files
|
|
200
|
+
==============================================================================
|
|
201
|
+
|
|
202
|
+
Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
|
|
203
|
+
|
|
204
|
+
Once your application is installed its directory tree looks like:
|
|
205
|
+
|
|
206
|
+
MySDLApp Home/
|
|
207
|
+
MySDLApp.app
|
|
208
|
+
Documents/
|
|
209
|
+
Library/
|
|
210
|
+
Preferences/
|
|
211
|
+
tmp/
|
|
212
|
+
|
|
213
|
+
When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
|
|
214
|
+
|
|
215
|
+
More information on this subject is available here:
|
|
216
|
+
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
|
|
217
|
+
|
|
218
|
+
==============================================================================
|
|
219
|
+
Notes -- iPhone SDL limitations
|
|
220
|
+
==============================================================================
|
|
221
|
+
|
|
222
|
+
Windows:
|
|
223
|
+
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
|
|
224
|
+
|
|
225
|
+
Textures:
|
|
226
|
+
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
|
|
227
|
+
|
|
228
|
+
Loading Shared Objects:
|
|
229
|
+
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.
|
|
230
|
+
|
|
231
|
+
==============================================================================
|
|
232
|
+
Game Center
|
|
233
|
+
==============================================================================
|
|
234
|
+
|
|
235
|
+
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
|
|
236
|
+
|
|
237
|
+
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
|
|
238
|
+
|
|
239
|
+
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
|
|
240
|
+
|
|
241
|
+
e.g.
|
|
242
|
+
|
|
243
|
+
extern "C"
|
|
244
|
+
void ShowFrame(void*)
|
|
245
|
+
{
|
|
246
|
+
... do event handling, frame logic and rendering ...
|
|
247
|
+
}
|
|
248
|
+
|
|
249
|
+
int main(int argc, char *argv[])
|
|
250
|
+
{
|
|
251
|
+
... initialize game ...
|
|
252
|
+
|
|
253
|
+
#if __IPHONEOS__
|
|
254
|
+
// Initialize the Game Center for scoring and matchmaking
|
|
255
|
+
InitGameCenter();
|
|
256
|
+
|
|
257
|
+
// Set up the game to run in the window animation callback on iOS
|
|
258
|
+
// so that Game Center and so forth works correctly.
|
|
259
|
+
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
|
|
260
|
+
#else
|
|
261
|
+
while ( running ) {
|
|
262
|
+
ShowFrame(0);
|
|
263
|
+
DelayFrame();
|
|
264
|
+
}
|
|
265
|
+
#endif
|
|
266
|
+
return 0;
|
|
267
|
+
}
|
|
268
|
+
|
|
269
|
+
==============================================================================
|
|
270
|
+
Deploying to older versions of iOS
|
|
271
|
+
==============================================================================
|
|
272
|
+
|
|
273
|
+
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
|
|
274
|
+
|
|
275
|
+
In order to do that you need to download an older version of Xcode:
|
|
276
|
+
https://developer.apple.com/download/more/?name=Xcode
|
|
277
|
+
|
|
278
|
+
Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
|
|
279
|
+
|
|
280
|
+
Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
|
|
281
|
+
|
|
282
|
+
Open your project and set your deployment target to the desired version of iOS
|
|
283
|
+
|
|
284
|
+
Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController
|