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docs/README-git.md
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git
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=========
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The latest development version of SDL is available via git.
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Git allows you to get up-to-the-minute fixes and enhancements;
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as a developer works on a source tree, you can use "git" to mirror that
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source tree instead of waiting for an official release. Please look
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at the Git website ( https://git-scm.com/ ) for more
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information on using git, where you can also download software for
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macOS, Windows, and Unix systems.
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git clone https://github.com/libsdl-org/SDL
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There is a web interface to the Git repository at:
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http://github.com/libsdl-org/SDL/
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docs/README-raspberrypi.md
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docs/README-raspberrypi.md
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Raspberry Pi
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============
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Requirements:
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Raspberry Pi OS (other Linux distros may work as well).
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In modern times, the Raspberry Pi works mostly like any other Linux device:
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for video, you can use X11, Wayland, or KMSDRM. For audio, you can use ALSA,
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PulseAudio, or PipeWire, etc. OpenGL, OpenGL ES, and Vulkan are known to work.
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There is a video backend in SDL called "rpi" that uses a deprecated Broadcom
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interface (named "dispmanx") to draw directly to the console without X11.
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Newer Raspberry Pi OS releases don't support this (and work fine with our
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"kmsdrm" backend for the same purposes, a standard Linux interface). Don't
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panic if you can't use this backend, or CMake says it can't find libraries it
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needs for this.
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SDL has, in past times, worked on the original Raspberry Pi and the RPi 2, but
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these devices are no longer targets we actively test; if they broke, please
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report bugs or send patches!
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The Raspberry Pi 3 and later (in 32-bit and 64-bit mode) are still known to
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work well at the time of this writing. The Raspberry Pi Zero and Zero 2 are
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also known to work well.
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## Documentation Out Of Date
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The rest of this document is likely out of date; a lot has changed in recent
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years in both SDL and the Raspberry Pi universe, and this document has not
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been updated to reflect those details. Take the rest of this information with
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a grain of salt!
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NEON
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----
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If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
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that SDL will select some otherwise-disabled highly-optimized code. The
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original Pi and Pi Zero units don't have NEON; everything from the Pi2/PiZero2
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and later do.
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Cross compiling from x86 Linux
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------------------------------
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To cross compile SDL for Raspbian from your desktop machine, you'll need a
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Raspbian system root and the cross compilation tools. We'll assume these tools
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will be placed in /opt/rpi-tools
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sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
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You'll also need a Raspbian binary image.
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Get it from: http://downloads.raspberrypi.org/raspbian_latest
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After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
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Let's assume the sysroot will be built in /opt/rpi-sysroot.
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export SYSROOT=/opt/rpi-sysroot
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sudo kpartx -a -v <path_to_raspbian_image>.img
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sudo mount -o loop /dev/mapper/loop0p2 /mnt
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sudo cp -r /mnt $SYSROOT
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sudo apt-get install qemu binfmt-support qemu-user-static
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sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
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sudo mount --bind /dev $SYSROOT/dev
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sudo mount --bind /proc $SYSROOT/proc
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sudo mount --bind /sys $SYSROOT/sys
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Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
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edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
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sudo chroot $SYSROOT
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apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev
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exit
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sudo umount $SYSROOT/dev
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sudo umount $SYSROOT/proc
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sudo umount $SYSROOT/sys
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sudo umount /mnt
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There's one more fix required, as the libdl.so symlink uses an absolute path
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which doesn't quite work in our setup.
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sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
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sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
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The final step is compiling SDL itself.
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export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
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cd <SDL SOURCE>
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mkdir -p build;cd build
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LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl3-installed --disable-pulseaudio --disable-esd
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make
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make install
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To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
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perl -w -pi -e "s#$PWD/rpi-sdl3-installed#/usr/local#g;" ./rpi-sdl3-installed/lib/libSDL3.la ./rpi-sdl3-installed/lib/pkgconfig/sdl3.pc
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Apps don't work or poor video/audio performance
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-----------------------------------------------
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If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
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update the RPi's firmware. Note that doing so will fix these problems, but it
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will also render the CMA - Dynamic Memory Split functionality useless.
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Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
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low in general, specially if a 1080p TV is hooked up.
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See here how to configure this setting: http://elinux.org/RPiconfig
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Using a fixed gpu_mem=128 is the best option (specially if you updated the
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firmware, using CMA probably won't work, at least it's the current case).
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No input
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--------
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Make sure you belong to the "input" group.
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sudo usermod -aG input `whoami`
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No HDMI Audio
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-------------
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If you notice that ALSA works but there's no audio over HDMI, try adding:
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hdmi_drive=2
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to your config.txt file and reboot.
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Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
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Text Input API support
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----------------------
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The Text Input API is supported, with translation of scan codes done via the
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kernel symbol tables. For this to work, SDL needs access to a valid console.
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If you notice there's no SDL_EVENT_TEXT_INPUT message being emitted, double check that
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your app has read access to one of the following:
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* /proc/self/fd/0
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* /dev/tty
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* /dev/tty[0...6]
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* /dev/vc/0
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* /dev/console
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This is usually not a problem if you run from the physical terminal (as opposed
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to running from a pseudo terminal, such as via SSH). If running from a PTS, a
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quick workaround is to run your app as root or add yourself to the tty group,
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then re-login to the system.
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sudo usermod -aG tty `whoami`
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The keyboard layout used by SDL is the same as the one the kernel uses.
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To configure the layout on Raspbian:
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sudo dpkg-reconfigure keyboard-configuration
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To configure the locale, which controls which keys are interpreted as letters,
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this determining the CAPS LOCK behavior:
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sudo dpkg-reconfigure locales
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OpenGL problems
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---------------
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If you have desktop OpenGL headers installed at build time in your RPi or cross
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compilation environment, support for it will be built in. However, the chipset
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does not actually have support for it, which causes issues in certain SDL apps
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since the presence of OpenGL support supersedes the ES/ES2 variants.
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The workaround is to disable OpenGL at configuration time:
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./configure --disable-video-opengl
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Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
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environment variable:
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export SDL_RENDER_DRIVER=opengles2
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Notes
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-----
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* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
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leaking into the console only if it has root privileges. Launching apps locally
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does not suffer from this issue.
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113
docs/README-visualc.md
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docs/README-visualc.md
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Using SDL with Microsoft Visual C++
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===================================
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#### by Lion Kimbro with additions by James Turk
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You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
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yourself.
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### Building SDL
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0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from
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the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web).
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_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_
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1. Open the Visual Studio solution file at `./VisualC/SDL.sln`.
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2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog,
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all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with
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the `Platform Toolset`.
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If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`.
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3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
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panel in the _FileView_ tab), and selecting `Build`.
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You may get a few warnings, but you should not get any errors.
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Later, we will refer to the following `.lib` and `.dll` files that have just been generated:
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- `./VisualC/Win32/Debug/SDL3.dll` or `./VisualC/Win32/Release/SDL3.dll`
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- `./VisualC/Win32/Debug/SDL3.lib` or `./VisualC/Win32/Release/SDL3.lib`
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_Note for the `x64` versions, just replace `Win32` in the path with `x64`_
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### Creating a Project with SDL
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- Create a project as a `Win32 Application`.
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- Create a C++ file for your project.
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- Set the C runtime to `Multi-threaded DLL` in the menu:
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`Project|Settings|C/C++ tab|Code Generation|Runtime Library `.
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- Add the SDL `include` directory to your list of includes in the menu:
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`Project|Settings|C/C++ tab|Preprocessor|Additional include directories `
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*VC7 Specific: Instead of doing this, I find it easier to add the
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include and library directories to the list that VC7 keeps. Do this by
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selecting Tools|Options|Projects|VC++ Directories and under the "Show
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Directories For:" dropbox select "Include Files", and click the "New
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Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you
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installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the
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dropbox selection to "Library Files" and add [SDLROOT]\\lib.*
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The "include directory" I am referring to is the `./include` folder.
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Now we're going to use the files that we had created earlier in the *Build SDL* step.
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Copy the following file into your Project directory:
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- `SDL3.dll`
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Add the following file to your project (It is not necessary to copy it to your project directory):
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- `SDL3.lib`
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To add them to your project, right click on your project, and select
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`Add files to project`.
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**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line
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and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration
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(e.g. Release,Debug).**
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### Hello SDL
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Here's a sample SDL snippet to verify everything is setup in your IDE:
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```c
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h> // only include this one in the source file with main()!
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int main( int argc, char* argv[] )
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{
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const int WIDTH = 640;
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const int HEIGHT = 480;
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SDL_Window* window = NULL;
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SDL_Renderer* renderer = NULL;
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SDL_Init(SDL_INIT_VIDEO);
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window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, 0);
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renderer = SDL_CreateRenderer(window, NULL);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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```
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### That's it!
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I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
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Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
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### Credits
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Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port.
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This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org).
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Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com).
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Minor Fixes and Visual C++ 7 Information (in italic) was added by [James Turk](mailto:james@conceptofzero.net)
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