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208 Commits

Author SHA1 Message Date
Sam Lantinga
ba2f78a006 Updated to version 2.30.6 for release 2024-08-01 14:16:41 -07:00
Sam Lantinga
dcbdf09709 Fixed macOS build
(cherry picked from commit 230f1debd0)
2024-08-01 14:15:16 -07:00
Sam Lantinga
a9b11980d2 Fixed building on macOS with OpenGL disabled
Fixes https://github.com/libsdl-org/SDL/issues/6226

(cherry picked from commit 0b6eff4167)
2024-08-01 14:04:27 -07:00
Sam Lantinga
906d0e9c03 Fixed crash with joystick rumble after disconnection
This prevents continuing a rumble after the first one fails, and fixes a long standing crash issue if rumble is started immediately before the controller is disconnected.

Thanks to @AntTheAlchemist for the key bug report that showed what was happening here.

Fixes https://github.com/libsdl-org/SDL/issues/10422

(cherry picked from commit 0a924b185d)
(cherry picked from commit 7fdf794377)
2024-07-29 13:51:22 -07:00
Sam Lantinga
0952ab1ab9 Fixed whitespace
(cherry picked from commit 67b973b5fa)
(cherry picked from commit 15c73f5bfe)
2024-07-29 12:52:54 -07:00
Charles Cross
7635776ca4 Updates CheckLibUDev() to match main, fixing missing HAVE_LIBUDEV
(cherry picked from commit e306cbcbee)
2024-07-29 07:22:29 -07:00
Ozkan Sezer
76a3457ad5 SDL_mslibc.c: revert PR/10303 changes
(cherry picked from commit 2cb2897e50)
2024-07-28 22:50:00 +03:00
Frank Praznik
881c4cb49e wayland: Don't fail to retrieve a system cursor if no window is focused
Doing this can leave the cursor data in a weird, corrupt state.

(cherry picked from commit 5617ce277d)
(cherry picked from commit 5d1ca1c8c7)
2024-07-27 20:32:33 -04:00
Ozkan Sezer
0406d1c316 testshader.c: include stdlib.h for exit() 2024-07-22 17:40:56 +03:00
Ozkan Sezer
1ca76a29d9 SDL_stdinc.h (SDL_COMPILE_TIME_ASSERT): Keep C++ case alone (after PR/10331)
Some versions of gcc will define __STDC_VERSION__ even when compiling in C++ mode.
Reference issue: https://github.com/libsdl-org/SDL/issues/6078 which was fixed by
f6b81125b3

(cherry picked from commit 70c1012e8c)
(cherry picked from commit 86b4d035db)
2024-07-22 16:02:50 +03:00
Anonymous Maarten
e53df5b07e stdinc: c23 deprecated _Static_assert in favor of static_assert
(cherry picked from commit 22bfbdbc02)
(cherry picked from commit 5d606eaae2)
2024-07-21 13:18:55 -07:00
Amir
e7a47e783b Fix warning for Android NDK compiler: "function declaration without a prototype is deprecated in all versions of C [-Wstrict-prototypes]"
https://stackoverflow.com/questions/42125/warning-error-function-declaration-isnt-a-prototype
In C int foo() and int foo(void) are different functions. int foo() accepts an arbitrary number of arguments, while int foo(void) accepts 0 arguments. In C++ they mean the same thing.

(cherry picked from commit ccade50587)
2024-07-17 14:48:06 -07:00
Ryan C. Gordon
279eb89ce5 README-macos: Typo fixes.
(Manually cherry-picked from 199e6929e5284b8573f02dcb655d3803ed436615.)
2024-07-16 08:32:29 -04:00
Anonymous Maarten
fe9020dcb8 pthread: timespec.tv_nsec must be less then 1000000000 ns
(cherry picked from commit 1ef041a2ca)
2024-07-14 17:29:33 +02:00
ceski
4927836b2d Add a Windows mapping for SplitFish Game Controller
(cherry picked from commit 68cf17d0d4)
(cherry picked from commit 3b7eafedb3)
2024-07-12 22:04:47 -07:00
Anonymous Maarten
5a072d38db cmake: only add SDL_LIBC=0 compile options to SDL2 libraries 2024-07-12 23:18:06 +02:00
Sam Lantinga
2d1ebf4850 Make sure SDL subsystems are initialized before starting threads
(cherry picked from commit b057159db7)
2024-07-12 09:11:38 -07:00
Sam Lantinga
44ec2027f3 Make sure timers are initialized before any threads start
This prevents race conditions and divide by zero if multiple threads start using the time functions simultaneously.

(cherry picked from commit b378bc5c83)
2024-07-12 08:02:09 -07:00
Sam Lantinga
000da98663 Fixed OS/2 build
(cherry picked from commit b13dcf24d6)
2024-07-11 13:56:11 -07:00
Sam Lantinga
87ba287f81 Added TLS initialization and shutdown functions
Fixes https://github.com/libsdl-org/SDL/issues/8576

(cherry picked from commit b517043936)
(cherry picked from commit 551164812a)
2024-07-11 13:10:40 -07:00
Ozkan Sezer
d133701a72 ci: bump FreeBSD
Reference issue: https://github.com/libsdl-org/SDL/issues/10224.

(cherry picked from commit 956a8bf6c0)
2024-07-11 18:55:56 +03:00
Substring
4635f8597d KMSDRM: fix unsupported modifiers
(cherry picked from commit 9548bba63a)
(cherry picked from commit a2215ff81c)
2024-07-10 14:43:06 -07:00
Sam Lantinga
802351be25 Fixed build
(cherry picked from commit 026dfc6305)
2024-07-08 11:39:25 -07:00
Sam Lantinga
d3765b27c2 Make sure we're actually running on Windows before using D3D renderers
(cherry picked from commit e22c89536a)
2024-07-08 11:29:29 -07:00
mariob92
7b11fff2ee wgl/glx: Fix attribute list for SDL_GL_FLOATBUFFERS
This commit fixes the attribute list in the WGL and GLX code when requesting a floating point pixel format. The name of the attribute was missing in the list.

Fixes libsdl-org#10189

(cherry picked from commit 9389712917)
(cherry picked from commit 58e179c8b5)
2024-07-06 11:57:23 -07:00
Sam Lantinga
de4573275a Improved detection of Nintendo Switch Pro controller report mode
Fixes https://github.com/libsdl-org/SDL/issues/10182

(cherry picked from commit 4ba2e9f4f4)
(cherry picked from commit 4c44450258)
2024-07-06 05:30:41 -07:00
Ozkan Sezer
275c94c900 SDL_hidapi.c: work-around watcom build error when libusb is enabled
(cherry picked from commit 6a10309568)
2024-07-05 18:56:20 +03:00
Max Maisel
c084e647ed Drain HIDAPI buffer in SDL_hidapi_steamdeck.c.
Add a loop around SDL_hid_read() in the Steam Deck HIDAPI driver as it
is done in other HIDAPI drivers. This loop reads data from the device and
processes it until the input buffer is empty which ensures that clients
always get the latest data.

This fixes an input latency issue if the application polls the events
slower than the hardware generates them.

(cherry picked from commit 22770e6496)
2024-07-05 08:29:01 -07:00
Sam Lantinga
2cdb419a21 Try to create an accelerated renderer for the window surface even if SDL_HINT_RENDER_DRIVER is "software"
This case is properly handled inside SDL_CreateWindowTexture()

Fixes https://github.com/libsdl-org/SDL/issues/10155

(cherry picked from commit c7ed78a9ef)
(cherry picked from commit a4cbba1276)
2024-07-05 08:23:39 -07:00
Sam Lantinga
2eef7ca475 Updated to version 2.30.5 for release 2024-07-03 14:21:42 -07:00
Sam Lantinga
d126e7bbba Added support for the ROG RAIKIRI
(cherry picked from commit a04596c9a7)
(cherry picked from commit 845ebbbe96)
2024-07-03 13:54:52 -07:00
Sam Lantinga
e5024fae3d If a mapping specifies a crc, don't match for controllers that don't have that CRC
The CRC is used to distinguish between different controllers that have the same VID/PID, so if the CRC doesn't match, it's probably a different controller that we don't know about.

Fixes https://github.com/libsdl-org/SDL/issues/9265

(cherry picked from commit 30e93b40c2)
(cherry picked from commit b8daf14fe5)
2024-07-03 13:25:13 -07:00
Ryan C. Gordon
eb053c7f3f SDL_JoystickEventState: Make documentation and implementation match.
This changes the `SDL_EVENTS_DISABLED` path's return value from SDL_DISABLE
to SDL_IGNORE to match expectations, but doesn't actually change the ABI,
since these two symbols are both zero.

Fixes https://github.com/libsdl-org/sdlwiki/issues/460

(cherry picked from commit 7d60ff9965)
2024-07-03 13:24:19 -07:00
Sam Lantinga
ed441c8289 Turn HIDAPI joystick support off by default on mobile platforms
On Android, HIDAPI prompts for permissions and acquires exclusive access to the device, and on Apple mobile platforms it doesn't do anything except for handling Bluetooth Steam Controllers.

Fixes https://github.com/libsdl-org/SDL/issues/9241

(cherry picked from commit e3cf2e4794)
(cherry picked from commit 66054a6515)
2024-07-03 13:23:04 -07:00
Wouter Wijsman
59b0a1dc65 PSP: send initial SDL_JOYDEVICEADDED event
(cherry picked from commit 5d80179954)
2024-07-03 13:22:03 -07:00
Sam Lantinga
80d36aba5b Only use the default gamepad mapping if an automatic mapping isn't available
Fixes https://github.com/libsdl-org/SDL/issues/10162

(cherry picked from commit 0f8054cf87)
(cherry picked from commit cd8ea5e3f1)
2024-07-03 11:47:46 -07:00
Sam Lantinga
e1e36d213b Fixed build
(cherry picked from commit 288aea3b40)
2024-06-29 11:22:48 -07:00
Sam Lantinga
5c8d92e4d0 Respect SDL_HINT_RENDER_DRIVER when creating an accelerated window surface
Fixes https://github.com/libsdl-org/SDL/issues/10061

(cherry picked from commit 2a58e7b11c)
(cherry picked from commit 0d9e54237c)
2024-06-29 11:13:50 -07:00
Sam Lantinga
8a39054b54 Clean up any renderer in SDL_DestroyWindowSurface()
Also added an automated test to verify window surface functionality.

Fixes https://github.com/libsdl-org/SDL/issues/10133

(cherry picked from commit a522bfe3f1)
(cherry picked from commit a3f0c373d3)
2024-06-29 11:13:36 -07:00
1F616EMO
c60e2704c8 Remove the inconsistent and lag-causing usleep call in SDL_fcitx.c
(cherry picked from commit 3bf2b90da0)
2024-06-29 00:09:34 -07:00
Sam Lantinga
a9fdbf7f21 Make sure we don't try to use the XInput DLL after it's unloaded
Steam ran into a crash SDL_XINPUT_JoystickDetect() with XINPUTGETCAPABILITIES being NULL. I'm not sure how that happened, and there may still be a race condition if this is a multi-threaded issue, but at least this is more correct.

(cherry picked from commit 0ae4fd0ec9)
(cherry picked from commit ee3b2b7de1)
2024-06-26 15:56:21 -07:00
Sam Lantinga
ed86b02df8 Fixed building with older libdrm headers
(cherry picked from commit 8949de3978)
(cherry picked from commit 88bbab275f)
2024-06-26 15:56:20 -07:00
Sam Lantinga
0811b4dc51 Fixed building with the steamrt/scout SDK
(cherry picked from commit 4b82bed259)
(cherry picked from commit ecde0ca6b6)
2024-06-26 15:56:20 -07:00
Sam Lantinga
d9901e0b85 Fix building with the steamrt/scout SDK
(cherry picked from commit b552f26e6a)
(cherry picked from commit 64d4baccb5)
2024-06-26 15:56:20 -07:00
Frank Praznik
0f5752b0fc video: Fix memory leak when deleting a video display
The display deletion code would not free the driver data or name if the display index was the last, or only one, in the list.

(cherry picked from commit 20f1061cc8)
2024-06-26 12:32:07 -04:00
Frank Praznik
31f77182d0 wayland: Fix double free when deleting an output display
(cherry picked from commit 3b88d4f46f)
2024-06-26 12:31:51 -04:00
Cecill Etheredge
620e875335 fix: Use drmModeAddFB2WithModifiers instead of drmModeAddFB to allow using GBM modifiers.
This fixes corrupt framebuffers on platforms that require the use of modifiers.
2024-06-25 14:20:36 -07:00
Edoardo Lolletti
c18173c260 Fix std::thread memory leak
In the stdcpp thread implementation, the allocated std::thread objects were never deleted after joining/detaching

(cherry picked from commit 20dbe90771)
(cherry picked from commit 99d7b9e626)
2024-06-24 11:51:40 -07:00
Ganael Laplanche
f08f458896 Fix joystick (/dev/input/xxx) support on FreeBSD
Backport f8ad4abe from main branch.

When switching to CMake, src/joystick/linux/SDL_sysjoystick.c file got
excluded from FreeBSD builds, losing support for /dev/input/xxx devices.

See also: https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=279907
and: https://github.com/libsdl-org/SDL/pull/10087

(cherry picked from commit ab5740bde2)
2024-06-23 00:07:35 -07:00
Blaž Tomažič
53cf48f505 android: add an option to manually pass the context when loading a native library
(cherry picked from commit b444e656cd)
2024-06-20 10:40:05 -07:00
Blaž Tomažič
c32a1a5023 android: actually use ReLinker
When loading libraries the `SDL.mContext` is still `null`. This results in
relinker code path in `SDL.loadLibrary(...)` always throwing a null exception
and fallbacking to system loader.

Fix it by passing the context explicitly.

(cherry picked from commit 6a2dd96ac7)
2024-06-20 09:35:58 -07:00
expikr
8b204815cc Add SDL_MOUSE_RELATIVE_CURSOR_VISIBLE (#7947)
(cherry picked from commit ee559d51be)
(cherry picked from commit 194d72bb29)
2024-06-20 09:32:27 -07:00
Aikawa Yataro
a9bb92b3ae Update qsort implementation
(cherry picked from commit 0fe9f5da54)
(cherry picked from commit 4800edfa0c)
2024-06-19 05:50:00 +03:00
Sam Lantinga
630272eb55 Fixed requesting USB permission on Android 14 (thanks @ikhoeyZX!)
Fixes https://github.com/libsdl-org/SDL/issues/9831

(cherry picked from commit 8ab1ffca8a)
(cherry picked from commit 5a26b26880)
2024-06-17 15:12:05 -07:00
Sam Lantinga
92fe3b19c8 Updated to version 2.30.4 for release 2024-06-17 12:32:13 -07:00
Sam Lantinga
30e2b03a65 Pass through the original name used by the Steam Virtual Gamepad
Proton uses this on Linux to determine what the XInput slot is for the gamepad. Other applications will get the real controller name and VID/PID by virtue of the code in SDL_steam_virtual_gamepad.c

(cherry picked from commit 361cae0874)
(cherry picked from commit a6fdd155fb)
2024-06-17 12:15:18 -07:00
Miku AuahDark
f8943854fd Android: Use SCREEN_ORIENTATION_FULL_USER instead of SCREEN_ORIENTATION_FULL_SENSOR for resizable window.
The former will respect user orientation lock setting while the latter does not.

(cherry picked from commit 3373667faa)
(cherry picked from commit 77285b6c3f)
2024-06-17 09:55:23 -07:00
Ozkan Sezer
325465935d SDL_events.c: remove long long casts an the override of SDL_PRIs64
(cherry picked from commit a4d240d295)
2024-06-14 21:37:24 +03:00
Ozkan Sezer
1cdd37b32c always define PRI?64 using 'I64' when targeting windows
avoids -Wformat warnings from mingw toolchains -- e.g.:
src/test/SDL_test_harness.c:581:37: warning: unknown conversion type character 'l' in format [-Wformat=]

(cherry picked from commit 49b6c24722)
(cherry picked from commit 863670c0a8)
2024-06-14 21:37:10 +03:00
Ozkan Sezer
499bff9c3a SDL_qsort.c: fix calling conventions of private functions' compare args 2024-06-14 14:50:10 +03:00
Sam Lantinga
bd06e43b87 Re-enable full controller reports for Joy-Con controllers
When they are in simple report mode, the thumbstick gets turned into a digital hat, so let's use them in full report mode.

(cherry picked from commit bf27269952)
(cherry picked from commit 169f77ed5e)
2024-06-13 00:02:52 -07:00
Sam Lantinga
72e5620202 Try to guess the type of a Nintendo Switch controller if we can't read the device info
(cherry picked from commit 6619de8f24)
(cherry picked from commit 6b9bf71133)
2024-06-13 00:02:52 -07:00
Sam Lantinga
fbb9646806 Ignore spurious reply packets when reading Nintendo Switch controller reports
(cherry picked from commit 5ee9a840b1)
(cherry picked from commit f1b19aa744)
2024-06-13 00:02:52 -07:00
Sam Lantinga
4b91f0793c Fixed build
(cherry picked from commit 2e8bd8f1f3)
2024-06-07 09:14:33 -07:00
Fabrice Desclaux
6243a80b3f Fix spurious LCtrl on RAlt key pressed
(cherry picked from commit 22c14442e2)
2024-06-07 08:46:29 -07:00
Oleg
e0b0a98c8e Added VRS DirectForce Pro wheelbase VID/PID to wheel devices list
(cherry picked from commit 7529b4bed5)
(cherry picked from commit 0f9191a643)
2024-06-06 09:55:35 -07:00
Frank Praznik
785eac863b wayland: Set the initial min/max limits on non-libdecor windows during a show operation
Libdecor windows will have this done during the first frame configure, but bare xdg-toplevel windows need it set explicitly, or a non-resizable window might be able to be resized.

(cherry picked from commit fc6bbde525)
2024-06-06 09:52:08 -04:00
Sam Lantinga
ab8659922d Fixed PlayStation detection interrupting input for the Logitech K400 keyboard
Also added the Logitech Chillstream to the list of PS3 controllers and fixed the right shoulder axis.

(cherry picked from commit b6d7adfec1)
(cherry picked from commit f520062ad1)
2024-06-05 19:30:10 -07:00
Sam Lantinga
d48f9c4af4 Added support for the Saitek Cyborg V.3 Rumble Pad in PS3 mode
(cherry picked from commit b6ca360228)
(cherry picked from commit e2f597de84)
2024-06-05 19:30:07 -07:00
Sam Lantinga
5cc0644aa0 Added support for the Razer Kitsune in PS5 mode
(cherry picked from commit e3beaa1972)
(cherry picked from commit 35d719ef25)
2024-05-31 15:19:13 -07:00
mechakotik
91accc391d android: Default to custom theme in styles.xml
Custom theme file exists in project, but is not used by app, which is kinda unintuitive. Using it by default so people who not familiar with Android development won't spend lots of time troubleshooting.

(cherry picked from commit 8f88c32ca6)
(cherry picked from commit 1568501dd6)
2024-05-31 11:33:17 -07:00
Anonymous Maarten
3ee20388c5 autotools needs to check d3d12sdklayers.h too
(cherry picked from commit 5e876db89f)
2024-05-28 17:02:49 +02:00
Ozkan Sezer
2449510673 Makefile.in: add VisualC-GDK to SRC_DIST
Fixes https://github.com/libsdl-org/SDL/issues/9913

(cherry picked from commit 0439fc6007)
2024-05-28 14:10:28 +03:00
Ozkan Sezer
2c07ed320e SDL_config_os2.h: remove duplicated HAVE_WCSL* defines.
(cherry picked from commit 6825a4aabb)
2024-05-28 08:01:04 +03:00
Sam Lantinga
607f37dafd Fixed compiling SDL_platform_defines.h on macOS with older compilers (thanks @sezero!)
Fixes #9632

(cherry picked from commit 36015ad5e5)
(cherry picked from commit 8bc47dc3f1)
2024-05-27 14:39:22 -07:00
Anonymous Maarten
acc2e040ce VC+d3d12: use __has_include to detect presence of d3d12 headers
backport of 4fa5006247

(cherry picked from commit 6c29778826)
2024-05-27 02:43:59 +02:00
Anonymous Maarten
faa9bbdc8e cmake: direct3d12 renderer needs d3d12.h and d3d12sdklayers.h
Older MinGW releases don't ship d3d12sdklayers.h

backport of 3af4f120d0

(cherry picked from commit 6c10201e58)
2024-05-27 02:43:29 +02:00
Anonymous Maarten
cf6c760cd3 d3d12: older Windows SDK headers contain wrong function prototypes
Declare correct function pointers ourselves.

Backport of:
- 98fcf112e7
- 89a4d9ae67

(cherry picked from commit c79e616806)
2024-05-25 00:43:46 +02:00
Anonymous Maarten
e49349ac0c d3d12: xbox has no DXGI_PRESENT flags
(cherry picked from commit 54c435409b)
2024-05-25 00:43:41 +02:00
Sam Lantinga
1e5db996ff Added Linux bindings for the Qanba Drone 2 Arcade Joystick
(cherry picked from commit 98a9ca5e32)
(cherry picked from commit 964e0c9b47)
2024-05-23 15:35:17 -07:00
Phena Ildanach
793a0681a9 hidapi: Use a whitelist for libusb when other backends are available
(cherry picked from commit fdf28471c0)
2024-05-17 11:18:45 -07:00
APGR22
825ffaa168 Added NULL pointer check
(cherry picked from commit 961488b0dc)
(cherry picked from commit e4fc07cad0)
2024-05-17 09:01:26 -07:00
Oleg
9ad6a36b7b Added Moza wheelbases VID/PID to wheel devices list
(cherry picked from commit 79cabeef18)
(cherry picked from commit 96e3799495)
2024-05-15 19:43:15 -07:00
Oleg
c3b53c72c7 Added Simucube wheelbases VID/PID to wheel devices list
(cherry picked from commit dc9d9dd85a)
(cherry picked from commit 1f54ee1da6)
2024-05-15 19:43:15 -07:00
Oleg
0800d81fb4 Added Cammus C5 wheelbase VID/PID to wheel devices list
(cherry picked from commit ce9177b64f)
(cherry picked from commit 0c7a83ecd5)
2024-05-15 19:43:15 -07:00
Sam Lantinga
c27219695a Don't enable enhanced report mode for Bluetooth Nintendo Switch controllers by default
This breaks applications using them in DirectInput mode, which isn't worth just getting battery status. We'll turn on enhanced mode if the application enables sensors.

(cherry picked from commit a87fa020ac)
(cherry picked from commit efaa58732a)
2024-05-10 12:19:33 -07:00
Ozkan Sezer
9dcfc308ef SDL_iconv_string: simplify recomputation of outbuf and outbytesleft
Noticed this in SDL-1.2 where gcc-13 emits a -Wuse-after-free warning.
No such warning in SDL2 and SDL3, because unlike SDL1.2, SDL_realloc()
is not a macro expanding to libc realloc(). It warns, of course, if
SDL_realloc() is replaced with plain realloc():

src/stdlib/SDL_iconv.c: In function 'SDL_iconv_string_REAL':
src/stdlib/SDL_iconv.c:824:39: warning: pointer 'oldstring' may be used after 'realloc' [-Wuse-after-free]
  824 |             outbuf = string + (outbuf - oldstring);
      |                               ~~~~~~~~^~~~~~~~~~~~
src/stdlib/SDL_iconv.c:818:30: note: call to 'realloc' here
  818 |             string = (char *)realloc(string, stringsize + sizeof(Uint32));
      |                              ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(cherry picked from commit 2205626816)
(cherry picked from commit b6899f82fb)
2024-05-10 09:10:48 -07:00
Sam Lantinga
77b3a6afaf Added a Windows mapping for the SPEEDLINK STRIKE Gamepad
Fixes https://github.com/libsdl-org/SDL/issues/9705

(cherry picked from commit 01d560df50)
(cherry picked from commit 8c92af5e54)
2024-05-06 10:11:58 -07:00
Ozkan Sezer
dd42795131 autotools, cmake, macOS: Do not use the system iconv() by default
backport from PR #9676 by @flibitijibibo

(cherry picked from commit d8fbeec096)
2024-05-03 09:52:59 -07:00
Sam Lantinga
fb1497566c Updated to version 2.30.3 for release 2024-05-01 09:14:37 -07:00
Ozkan Sezer
cc6c0fe230 test, watcom.mif: revert f9a46a319b
%copy isn't recognized by older wmake versions.
2024-05-01 17:37:10 +03:00
Ozkan Sezer
f9a46a319b test, watcom.mif: revert 48a0592a4 and use %copy instead
Ref.: https://github.com/open-watcom/open-watcom-v2/issues/1281.
2024-05-01 17:02:28 +03:00
Ozkan Sezer
48a0592a45 test, watcom makefile: change copy command to use a dos path separator
fixes copy failure with recent open watcom wmake changes. (Issue reported
mainstream as https://github.com/open-watcom/open-watcom-v2/issues/1281)
2024-05-01 11:02:04 +03:00
Sam Lantinga
1c74a8b5ae Fixed building with GDK (thanks @Romans-I-XVI!)
(cherry picked from commit 1caa427035)
2024-04-30 10:21:38 -07:00
Austin Sojka
3d18043005 Added GDK app constrained/unconstrained events (#9608)
(cherry picked from commit 7554e82ec3)
2024-04-30 10:21:32 -07:00
Tyson Whitehead
6e1e00701e Initialize udev before joystick manual scan so class lookup works
LINUX_JoystickInit does a manual scan first so devices are sorted.
If SDL_UDEV_Init hasn't run by then, then the product info cannot
be looked up by SDL_UDEV_GetProductInfo and the initial-plugged-
in-device classification falls back to heuristic guessing.

(cherry picked from commit 0963c11af8)
2024-04-26 12:15:52 -07:00
yuanhecai
5570d846ea loongarch: Delete the configuration of the compilation option "mlasx"
(cherry picked from commit 75340b827d)
2024-04-25 20:33:53 -07:00
Anonymous Maarten
f5dcb8f7ad stdinc: modify default alloca prototype
For compatibilty with TinyCC.

Backport of 06758685a5

(cherry picked from commit 9216b7a5ee)
2024-04-25 21:39:23 +03:00
Sam Lantinga
f6f1b09b69 Fixed build error (thanks @sezero!)
(cherry picked from commit ac5a61cd60)
(cherry picked from commit 67c60e0b9c)
2024-04-25 09:45:52 -07:00
Tyson Whitehead
bf540985aa Avoid opening non-joystick devices if possible to speedup scanning
Closing a device file takes 0.01 to 0.5s, which can add up to
significant startup delays. The udev classification does not
require opening the actual device files, so, use it if possible,
and only fall back to opening the device and probing otherwise.

(cherry picked from commit 45b804c158)
2024-04-25 08:48:57 -07:00
Frank Praznik
c39f86c28a x11: Fix pointer warp on XWayland
XWayland seems to require that the pointer be hidden when it is warped, so hide and show the pointer when warping, if required.

Note that XWayland still only allows warping within the window, so attempts to warp to global coordinates outside the window won't work.

(cherry picked from commit a845c7027e)
(cherry picked from commit 863d4a0f2a)
2024-04-25 08:42:04 -07:00
Sam Lantinga
b5da8ad00d Fixed Win+V handling (pasting from clipboard history) on Windows (thanks @ocornut!)
Fixes https://github.com/libsdl-org/SDL/issues/9613

(cherry picked from commit 33af02ae68)
2024-04-24 09:24:41 -07:00
Ozkan Sezer
f62b86263a CI, macOS: install autoconf.
Reference issue: https://github.com/libsdl-org/SDL/issues/9606 .

(cherry picked from commit 26e3d65ea8)
2024-04-24 00:39:00 +03:00
yassineimounachen
3449c734d5 Add USB IDs for the Thrustmaster TS-XW racing wheel
To be of use, this depends on https://github.com/berarma/oversteer/pull/200 and https://github.com/Kimplul/hid-tmff2/pull/94.

(cherry picked from commit 5ffb2f47d1)
(cherry picked from commit 8f18e2f52d)
2024-04-22 11:36:52 -07:00
Sam Lantinga
3f29d985fe Fixed compilation with C89 (thanks @d-s-a!)
Closes https://github.com/libsdl-org/SDL/pull/9564

(cherry picked from commit 4e29be814e)
2024-04-17 07:50:28 -07:00
Clownacy
2f4a7bbced Fix default Windows window icon not suiting the DPI.
For whatever reason, `ExtractIconEx` returns icons whose sizes are
inappropriate for the current DPI, resulting in terribly-blurry
window icons at higher DPIs.

To solve this, the window icon is now set to the first icon group
that is present in the executable. This behaviour should match what
Explorer does. By selecting an icon group instead of a specific icon,
Windows is free to select the icon within the group that best suits
the current DPI.

(cherry picked from commit 1fa6142903)
2024-04-02 12:05:09 -07:00
Zhuoran
a0522e4c21 Fix Caps Lock and Backspace mapping for Colemak
(cherry picked from commit 906ad64d7b)
2024-04-02 07:49:41 -07:00
Sam Lantinga
f461d91cd2 Updated to version 2.30.2 for release 2024-04-01 16:56:15 -07:00
Brian Collins
ef54e0c4f4 Workaround a macOS cursor-related bug.
This fixes an macOS bug that is only known to occur in fullscreen windows on the built-in displays of newer MacBooks with camera notches. When the mouse is moved near the top of such a window (within about 44 units) and then moved back down, the cursor rects aren't respected. This can cause the default cursor to be visible when it should not be.

(cherry picked from commit f1690e265e)
2024-04-01 16:22:03 -07:00
Ryan C. Gordon
863f39fb9f psp: Fixed building with pspdev when not using CMake.
(psp-cmake defines `__PSP__` on the command line, but the compiler itself
only defines `__psp__` and some variations.

Fixes #9378.

(cherry picked from commit 0d8ce4a761)
2024-03-28 09:48:03 -04:00
Sam Lantinga
d33b28c9fe Don't fail joystick initialization if udev isn't available
(cherry picked from commit 5fff9bc1e3)
2024-03-25 12:55:50 -07:00
Ozkan Sezer
c15a87a614 remove non-existent vulkan.hpp and vulkan_mir.h from Xcode project
(cherry picked from commit 358a80a473)
2024-03-25 22:02:40 +03:00
Anonymous Maarten
45de0635ac VisualC: remove vulkan.hpp
(cherry picked from commit eb185e8d88)
2024-03-25 22:02:20 +03:00
Alynne
bca314c339 Add Yawman Arrow flightstick controller
(cherry picked from commit 2b4c75690c)
(cherry picked from commit cbc9bd9804)
2024-03-25 06:36:09 -07:00
Tyson Whitehead
f05490d0e2 udev: Fix O(n^2) device walking issue (closes #9092)
I believe there was a O(n^2) device walking issues on startup

- MaybeAddDevice gets called for every device at startup
- MaybeAddDevice calls IsJoystick
- IsJoystick calls SDL_UDEV_GetProductInfo
- SDL_UDEV_GetProductInfo calls udev_enumerate_scan_devices
- udev_enumerate_scan_devices walks all the devices

Prior to commit 3b1e0e1 this was mostly masked as IsJoystick only
called SDL_UDEV_GetProductInfo when a JSIOCGNAME ioctl was
successful. This fixes the O(n^2) behaviour by directly getting
the device via udev_device_new_from_devnum (based on type, major,
and minor number) instead of enumerating everything via
udev_enumerate_scan_devices and matching on name.

(cherry picked from commit 6e1611cc77)
2024-03-24 11:49:50 -07:00
Sylvain
442e201705 Fix bug #9331 - SDL3 Android crash getVibrator() == null
(cherry picked from commit 1855ce68af)
(cherry picked from commit 763d768f7d)
2024-03-23 16:32:17 -07:00
Marcel Hild
9c346b2321 Add support for MadCatz Saitek Side Panel Control Deck
Signed-off-by: Marcel Hild <hild@b4mad.net>
(cherry picked from commit 67e425bcf8)
(cherry picked from commit fa18c9bf4a)
2024-03-22 09:16:39 -07:00
Frank Praznik
a6b684d05a wayland: Check the returned display pointer before dereferencing
Fixes a crash when all displays are disconnected.

(cherry picked from commit 5df737bb3c)
2024-03-20 15:45:58 -04:00
Sam Lantinga
8fb82da226 Poll for the initial controller state when using DirectInput
This fixes getting a deflected axis as the first buffered input reading on a generic USB controller (G-Shark GS-GP702)

(cherry picked from commit 70b0d33106)
(cherry picked from commit a9ac349846)
2024-03-20 10:42:39 -07:00
Pierre Wendling
0949f89028 N3DS: Fix locale name and early return.
- The name for simplified Chinese should be `zh_CN`.
- Ensure `cfguExit` is called even if `CFGU_GetSystemLanguage` failed.

(cherry picked from commit 390fff4ae0)
(cherry picked from commit 4a79fe44ff)
2024-03-19 16:54:46 -07:00
rofl0r
350a49e1cc PSP/Joystick: fix formatting
(cherry picked from commit c17d2246fb)
2024-03-17 13:24:12 -07:00
rofl0r
bc19e38728 PSP: don't block on joystick event query
using the blocking sceCtrlReadBufferPositive() effectively turns SDL_PollEvent() into WaitForVblank(), because the functions does exactly that if no input is buffered.
due to this, calling SDL_PollEvent() once per frame averaged in 7 ms delay out of the available 16ms budget to get a frame calculated and drawn to achieve 60 fps.

(cherry picked from commit 86f223d664)
2024-03-17 13:24:11 -07:00
Sam Lantinga
228a2954d7 Added a mapping for the Defender Joystick Cobra R4 (thanks @kotenok2000!)
(cherry picked from commit d972244d3a)
(cherry picked from commit 2d6c100058)
2024-03-17 12:15:38 -07:00
Sam Lantinga
3d6d4ca2cd Use the CRC as part of the unique key for mappings
(cherry picked from commit 4697153d1e)
(cherry picked from commit 07f04bb35e)
2024-03-17 12:15:31 -07:00
Frank Praznik
4c3e5cf1d1 wayland: Always use the entire buffer for the viewport source
Not doing so can result in protocol errors if the viewport source region is updated and a buffer with the old, smaller dimensions is committed.

(cherry picked from commit 24aedc1439)
2024-03-17 10:48:07 -04:00
Frank Praznik
27b1b6d4eb Add checks for memfd_create() and posix_fallocate() to the autotools build
(cherry picked from commit 59d4a39456)
2024-03-13 11:45:41 -04:00
Frank Praznik
24269007d8 Fix build (C90 declaration order)
(cherry picked from commit 88bdc028ec)
2024-03-12 21:17:29 -07:00
Frank Praznik
d849036927 wayland: Allocate the cursor shared memory buffer entirely in memory, if possible.
Use memfd_create() to allocate the temporary SHM backing file in memory, and set the size with posix_fallocate(), which will return an error on insufficient space vs ftruncate(), which will silently succeed and allow a SIGBUS error to occur if the unbacked memory is accessed.

Additionally, make the legacy path more robust by unlinking the temp file, so it won't persist after close, and unmapping the shared memory buffer.

(cherry picked from commit 9bdb992925)
(cherry picked from commit d3c89bb479)
2024-03-12 21:17:29 -07:00
Sam Lantinga
5be47255ba Removed incorrect mapping for a HORI controller
This broke support for the Hori Fighting Stick EX2, which gets a good mapping if the automatic mapping is allowed to create one.

If the original controller needs a mapping, it should be added with a crc, since that VID/PID combination is used by several HORI controllers.

(cherry picked from commit d79f865251)
(cherry picked from commit e54774faca)
2024-03-11 17:14:26 -07:00
Sam Lantinga
8f860b3698 Fixed crash if joystick functions are passed a NULL joystick
In particular this affects the doomsday game engine if no joystick or
gamepad is attached.

(cherry picked from commit 0dfdf1f3f2)
[smcv: Also included minor adjustment from https://github.com/libsdl-org/SDL/pull/9233]
(cherry picked from commit cd197be53b)
2024-03-09 08:41:16 -08:00
Sam Lantinga
35992597ae Added support for the 6-button SEGA Mega Drive Control Pad for Nintendo Online
(cherry picked from commit 528b71284f)
2024-03-08 13:08:27 -08:00
Sam Lantinga
3f0d7a2937 Fixed mapping for the Sanwa Supply JY-P76USV controller
(cherry picked from commit 57a160c9ab)
(cherry picked from commit 26054d9934)
2024-03-06 20:54:55 -08:00
Jade Macho
dae1232489 GDK: Partially revert 2670eb44af
MsgWaitForMultipleObjects is desktop-only.

(cherry picked from commit e1e5d33420)
(cherry picked from commit da9bfc43e7)
2024-03-06 21:28:24 +03:00
Ozkan Sezer
8e388843b8 SDL_RWFromFile, stdio: allow named pipes along with regular files.
Fixes https://github.com/libsdl-org/SDL/issues/9174

(cherry picked from commit 177a836653)
2024-03-06 18:50:28 +03:00
Sam Lantinga
5adbf3765a Updated to version 2.30.1 for release 2024-03-05 14:33:57 -08:00
Sam Lantinga
e910e6f13d Keep track of whether the Android on-screen keyboard was opened by the application
Fixes https://github.com/libsdl-org/SDL/issues/9202

(cherry picked from commit edbcef11ff)
(cherry picked from commit bdc7ad8f56)
2024-03-05 13:55:12 -08:00
Sam Lantinga
2f2cca8ac6 Added a mapping for the Sanwa Supply JY-P76USV controller
Fixes https://github.com/libsdl-org/SDL/issues/8644

(cherry picked from commit ccd309c433)
(cherry picked from commit d35dee76c7)
2024-03-03 12:24:15 -08:00
Sam Lantinga
a2f39399a1 SDL_GameControllerGetAppleSFSymbolsNameForAxis() returns NULL if the symbol isn't found
(cherry picked from commit 627e15871a)
2024-03-03 11:56:53 -08:00
Sam Lantinga
c1149f88b6 SDL_GameControllerGetAppleSFSymbolsNameForButton() returns NULL if the symbol isn't found
Fixes https://github.com/libsdl-org/SDL/issues/9071

(cherry picked from commit b87116ff03)
2024-03-03 11:13:04 -08:00
Sam Lantinga
54adba6a31 If the viewport changes the cliprect should be updated
The clip rectangle is defined to be viewport relative, so if the viewport changes we need to update it.

Fixes https://github.com/libsdl-org/SDL/issues/9094

(cherry picked from commit d0af01e7d4)
(cherry picked from commit 05f6709617)
2024-03-03 11:13:04 -08:00
Sam Lantinga
b48106f8a8 Don't test 10-bit pixel format conversion
We either need to explicitly test using the sRGB colorspace or update the tests for HDR10 color conversion. We'll just disable them for now, as these formats aren't commonly used in games.

(cherry picked from commit f9c57e16b0)
2024-03-03 00:01:20 +03:00
scribam
f345428367 ci: update deprecated node.js 16 actions
(cherry picked from commit 38d24778ed)
2024-02-23 23:42:56 +01:00
scribam
e4287595c1 ci: bump cross-platform-actions/action version to v0.23.0
(cherry picked from commit cbe330befd)
2024-02-23 23:21:40 +03:00
Sam Lantinga
73efbf2e14 Fixed Visual Studio warning 4459
(cherry picked from commit d135daad5b)
2024-02-21 23:33:28 +03:00
Ryan C. Gordon
ad342dfca9 audio: fix SSE conversion of Sint8 audio to Float32.
Fixes #9099.

(cherry picked from commit 4316c5ec02)
2024-02-21 15:16:46 -05:00
Sam Lantinga
f13d6d4b0f Convert mouse wheel coordinates to renderer view
Fixes https://github.com/libsdl-org/SDL/issues/9097

(cherry picked from commit 903d888cc3)
2024-02-20 15:45:04 -08:00
Frank Praznik
dfb8241317 wayland: Don't pass null string pointers to wl_cursor_theme_get_cursor
The function calls strcmp internally without checking for a null string parameter, and calling strcmp with a null parameter is undefined behavior.

(cherry picked from commit f24216c2ba)
2024-02-18 12:35:47 -05:00
Ryan C. Gordon
c67f10e43f x11: Cleaned up system cursor code to match previous Wayland change.
(cherry picked from commit df00a7dd4c)
2024-02-16 08:38:13 -05:00
Ryan C. Gordon
932eea513e wayland: Minor cleanup in new mouse cursor selection code.
- Move legacy name choice to a separate function, so we can `return` a
  string in one line instead of assign a variable and `break` for each item.
- Have the case statement cover SDL_NUM_SYSTEM_CURSORS, and not `default`, so
  compiler will (maybe) warn us if an enum value is added but not included here.
- Only choose a legacy name if necessary.

(cherry picked from commit 827917ea60)
2024-02-16 08:38:08 -05:00
Simon McVittie
5e51a37518 emscripten, wayland, x11: Share the table of CSS cursor names
As suggested in #8939.

Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit 271df2fdd8)
2024-02-16 08:12:59 -05:00
Simon McVittie
372564299e emscripten, wayland, x11: Map SIZEALL to "all-scroll" instead of "move"
These previously mapped SIZEALL to "move", but "move" is not guaranteed
to be a four-pointed arrow: according to the CSS spec, it's actually
intended to be a drag-and-drop cursor, analogous to "alias" and "copy".
Map it to "all-scroll" instead, as in Wayland: while this is *also* not
semantically guaranteed to be a four-pointed arrow, it is at least
*suggested* to make it a four-pointed arrow.

Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit aa6c390bbd)
2024-02-16 08:12:54 -05:00
Ryan C. Gordon
c397fe0c51 wayland: Prefer to use CSS names for cursors, falling back to X11
SDL3's Wayland code already uses the CSS names exclusively with no
fallback, but since SDL2 has historically used the older names, keeping
them as a fallback makes sense if the CSS names don't work out.

[smcv: Added commit message]
Tested-by: Simon McVittie <smcv@collabora.com>

(cherry picked from commit 67827c0b00)
2024-02-16 08:12:47 -05:00
Simon McVittie
95227e2732 wayland: Use CSS/freedesktop cursor name "default" as a fallback
The "left_ptr" name is an X11 thing, and there's no guarantee that
Wayland cursor themes contain it. In particular, GNOME's Adwaita theme
as of version 46.beta only contains the CSS/freedesktop names.

To test, either move one of the known cursors out of the way, or edit
the switch statement above to use a wrong name for one of them.

Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit e2535ba547)
2024-02-16 08:12:41 -05:00
Ryan C. Gordon
6f8d6da77f x11: Use XcursorLibraryLoadCursor to load system cursors when available.
Apparently this is necessary on the latest Gnome to get properly themed
cursors, vs ancient X11 standard cursors, as Gnome has dropped the old
theme names that XCreateFontCursor eventually expected to find.

Fixes #8939.

(cherry picked from commit cb9565354c)
2024-02-16 02:13:30 -05:00
Ozkan Sezer
6f15aec644 don't let SDL_render.c:render_drivers[] have an empty initializer list.
(cherry picked from commit bc30fb295d)
2024-02-15 22:51:50 +03:00
Ozkan Sezer
9bed177f10 Check the SDL_VIDEO_RENDER_??? macros with #if instead of #ifdef
Allows users to disable them by defining them as 0.

Closes https://github.com/libsdl-org/SDL/issues/8996
(cherry picked from commit d0731ab9a3)
2024-02-15 22:51:37 +03:00
Frank Praznik
7de4f16710 wayland: Don't store wl_output pointers in mode driver data
They aren't used for anything, and cause problems if the video core tries to free them.

Manual backport of f9ba0e1

(cherry picked from commit 699cec1a8d)
2024-02-14 11:53:07 -05:00
Sam Lantinga
beac43f41f Revert "wayland: Don't initialize OpenGL when the window flags didn't specify it"
This reverts commit f522c5380c.

We don't want this change for SDL2, and we're doing further investigation for SDL3.

Fixes https://github.com/libsdl-org/SDL/issues/9035

(cherry picked from commit 120b8d4189)
2024-02-12 16:03:14 -08:00
Sam Lantinga
8538d5dcf1 Fixed error: unused variable 'axes' [-Werror,-Wunused-variable]
(cherry picked from commit 814a94c349)
(cherry picked from commit 6669d04ea6)
2024-02-12 11:18:54 -08:00
Sam Lantinga
0fb294ade4 Explicitly retain and release NSObjects in C structures
Fixes https://github.com/libsdl-org/SDL/issues/9021
Fixes https://github.com/libsdl-org/SDL/issues/9042

(cherry picked from commit 42cdbf6b21)
(cherry picked from commit 971c5c2610)
2024-02-12 10:21:59 -08:00
Chris Collins
0f6a682ea6 Wayland: Avoid SEGV if a modifier notification comes before the keymap
(cherry picked from commit 0f81598e9f)
(cherry picked from commit de0cb94e72)
2024-02-10 07:05:16 -08:00
Hans-Kristian Arntzen
c4fc20a033 Fix broken use of MsgWaitForMultipleObjects.
- Timeout < 0 was not handled properly
- Return value for success is WAIT_OBJECT_0 + nCount, not positive value

(cherry picked from commit 69f2bd151e)
(cherry picked from commit 4ae87e215e)
2024-02-10 07:03:21 -08:00
Sam Lantinga
a24e2bfc76 Guarded ElementAlreadyHandled with #ifdef ENABLE_PHYSICAL_INPUT_PROFILE (thanks @Donione!)
Fixes https://github.com/libsdl-org/SDL/issues/9033

(cherry picked from commit 3ebbf0f409)
(cherry picked from commit 646cccede7)
2024-02-09 16:13:14 -08:00
Sam Lantinga
6a83588fdd Redefine XINPUT_CAPABILITIES_EX as an SDL typedef
mingw-w64 has added this from Proton (which added this from SDL), so we need to re-define it as a local symbol to avoid conflicting with mingw-w64 headers.

Fixes https://github.com/libsdl-org/SDL/issues/9031

(cherry picked from commit b7c61569f8)
(cherry picked from commit 93d7b6e50c)
2024-02-09 01:28:48 -08:00
Sam Lantinga
0092b3629e Added VIDPID for OpenFFBoard wheel (thanks @groybe!)
Closes https://github.com/libsdl-org/SDL/pull/7987

(cherry picked from commit 26e947f8ea)
(cherry picked from commit 40b61b81f1)
2024-02-07 16:36:02 -08:00
pastdue
c0eedcd4ce Emscripten_SetWindowFullscreen: Fix crash due to uninitialized EmscriptenFullscreenStrategy members
(cherry picked from commit 7b74e2eeb8)
(cherry picked from commit d2a3347c19)
2024-02-06 16:27:36 -08:00
meyraud705
d1b6d5f33d Fix memory leak in SDL_UpdateSteamVirtualGamepadInfo()
(cherry picked from commit 82d89ff4fb)
(cherry picked from commit a09b0b05eb)
2024-02-06 01:56:41 -08:00
Wohlstand
fe297fc6d8 SDL_windowsopengl.c: WGL: Fixed null-pointer dereference crash
Fixes #8968

Fixed crash after 594a79c2f9

(cherry picked from commit a29f37c14a)
2024-02-03 06:19:26 -08:00
Wohlstand
384fcea585 SDL_audiotypecvt.c: Fixed memory corruption when resampling S16 t F32
(cherry picked from commit ca01016577)
2024-02-03 06:14:37 -08:00
Joshua Root
2f2b44a1bd Fix SDL_mfijoystick build issues
Add missing guards around use of physicalInputProfile.

Add explicit import of Foundation which seems to be needed on some
systems to get the NSArray definition.

Add __unsafe_unretained to ObjC types in struct so the compiler doesn't
complain about that not being allowed with ARC.

Closes: #8979
(cherry picked from commit e0158f68e4)
(cherry picked from commit c53c351921)
2024-02-02 22:25:49 -08:00
Sam Lantinga
8386daddcb vulkan_metal.h: Make compatible with ObjC ARC (thanks @jmroot!)
(re)Fixes #6598

We need to remember to apply this again once we update from upstream headers.

(cherry picked from commit e67e0c5d55)
(cherry picked from commit fc787a41dc)
2024-02-02 18:31:27 -08:00
Simon McVittie
739a23e506 testautomation_math: Fix misleading log output
These originally checked for expected ± EPSILON as logged, but since
commit 880c6939 they check for expected ± max_err, where max_err may
need to be greater than EPSILON for very large expected results like
the ones in exp_regularCases().

Also, EPSILON is so small that the default precision of the %f format
(6 decimal places) would never actually have shown its effect, so log
it in scientific notation instead.

Fixes: 880c6939 "testautomation_math: do relative comparison + more precise correct trigonometric values"
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit 58907d2c27)
2024-02-02 07:45:57 -08:00
Simon McVittie
5a59155a05 test: Don't accept results that are much less than expected
While looking at the other tests in this file, I noticed that instead
of checking for a result in the range of expected ± FLT_EPSILON as I
would have expected, these tests would accept any result strictly less
than expected + FLT_EPSILON, for example a wrong result that is very
large and negative. This is presumably not what was intended, so add
the SDL_fabs() that I assume was meant to be here.

Fixes: 474c8d00 "testautomation: don't do float equality tests"
Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit a7bd18c0d5)
2024-02-02 07:45:57 -08:00
Simon McVittie
1ad917e2f6 testautomation: Don't expect exp to yield exact floating point results
In the Steam Runtime 1 'scout' environment, when compiling for i386
using the default gcc-4.6, Exp(34.125) matches the desired value to the
precision shown in the log (6 decimal places) but is not an exact match
for the desired value.

Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit f73abd49c3)
2024-02-02 07:45:57 -08:00
Sam Lantinga
859844eae3 Updated to version 2.30.0 for release 2024-02-01 16:02:20 -08:00
Sam Lantinga
857b9848d2 Don't use the system iconv on Apple mobile platforms
Fixes https://github.com/libsdl-org/SDL/issues/8964

(cherry picked from commit d6a48e4958)
(cherry picked from commit 8eed915dfa)
2024-02-01 15:55:20 -08:00
Sam Lantinga
5f98fcf00b Use the exact motion associated with the warp
When Windows DPI scaling is enabled, the warp coordinates will be modified, so make sure we send exactly the coordinates that the warp attempted.

Fixes https://github.com/libsdl-org/SDL/issues/8940

(cherry picked from commit 8ce6fb2513)
2024-01-30 11:13:44 -08:00
Francisco Javier Trujillo Mata
5a492e8196 Fixing viewport
(cherry picked from commit d34a7c5ed2)
2024-01-29 20:44:07 -08:00
Francisco Javier Trujillo Mata
80cb52c944 Fix scissor usage
(cherry picked from commit 36b8438280)
2024-01-29 20:44:07 -08:00
Francisco Javier Trujillo Mata
4436c09c9d Fix color
(cherry picked from commit faa8fc2917)
2024-01-29 20:44:07 -08:00
Ozkan Sezer
23cf7a2e0d autotools: a few libtool updates from mainstream
(cherry picked from commit 971508c0d7)
2024-01-28 21:50:42 +03:00
Sam Lantinga
4a62e1c0ca Updated to version 2.29.3 for RC build 2024-01-27 22:50:08 -08:00
Sam Lantinga
173afd8564 Fixed testautomation log callback calling convention
(cherry picked from commit 9f7eb6c4c1)
(cherry picked from commit c55bd24827)
2024-01-27 22:45:13 -08:00
Ryan C. Gordon
f6b9ebb838 wasapi: If GetDeviceBuf can't get a full buffer, go back to waiting.
Reference Issue #8924.

(cherry picked from commit f931b25f4c)
2024-01-28 00:23:40 -05:00
Ryan C. Gordon
f1b109005c aaudio: Backport headphone hotplugging support from SDL3.
Fixes #4985.

(cherry picked from commit ec25d6b1e8)
2024-01-28 00:20:34 -05:00
Sam Lantinga
0bd58cd727 Fixed Watcom build
(cherry picked from commit bb30a35364)
2024-01-27 20:29:06 -08:00
Sam Lantinga
de1292f8ac Fixed build
(cherry picked from commit 11c932bf1d)
2024-01-27 20:18:59 -08:00
Sam Lantinga
a6d5c1fe05 Added the environment variable SDL_LOGGING to control default log output
(cherry picked from commit 12bdb2b4d0)
(cherry picked from commit f0b8fee88f)
2024-01-27 19:46:59 -08:00
Sam Lantinga
fc5bd11dac Simplified the default log category logic
Now it's much clearer and easier to tweak the defaults

(cherry picked from commit 4fba663368)
(cherry picked from commit 6ec3f5a28e)
2024-01-27 19:46:59 -08:00
Sam Lantinga
e767840874 Document that the default log priority is error, not critical
(cherry picked from commit a7a98d8bbb)
(cherry picked from commit 2c11068569)
2024-01-27 19:46:58 -08:00
Ozkan Sezer
fd08ca3823 SDL_rwops.c (SDL_IsRegularFile): fix WinRT build failure due to S_ISREG
(cherry picked from commit fcd1c155cc)
2024-01-28 02:21:01 +03:00
Ozkan Sezer
3bf60755cb SDL_RWFromFile, stdio: reject if the file is not a regular file.
Fixes https://github.com/libsdl-org/SDL/issues/8935
(cherry picked from commit 230ae797a7)
2024-01-28 01:45:10 +03:00
Sam Lantinga
aac7d1c2ae Report out of memory instead of crashing in SDL_LoadFile_RW()
Fixes https://github.com/libsdl-org/SDL/issues/8935

(cherry picked from commit 5297596132)
2024-01-27 12:17:04 -08:00
Sam Lantinga
55caed2011 Fixed N3DS build
(cherry picked from commit 332213163c)
2024-01-27 11:56:51 -08:00
Sam Lantinga
53058af284 Enable text input on video initialization without popping up an on-screen keyboard
Fixes https://github.com/libsdl-org/SDL/issues/8561

(cherry picked from commit 4ff3b28273)
2024-01-27 11:54:50 -08:00
Ryan C. Gordon
ad1a11164c wasapi: Clamp device->spec.samples to the hardware buffer size.
Reference Issue #8924.
2024-01-26 13:58:38 -05:00
Ryan C. Gordon
5f6a4fe643 blendmode: Corrected docs for SDL_BLENDOPERATION_[REV_]SUBTRACT.
They were documented backwards.

Fixes #8910.

(cherry picked from commit ecbbef8b8d)
2024-01-25 17:49:55 -05:00
Sam Lantinga
c85ea238ca Improved timing accuracy of SDL_WaitEventTimeout() on Windows
We don't need to use the hack of setting a timer and waiting for a timer message, MsgWaitForMultipleObjects() will allow us to wait for input directly with a timeout.

Before this change, sleeping for 20 ms would actually sleep for around 30 ms, with this change the sleep time is pretty accurate at 20-21 ms.

(cherry picked from commit 2670eb44af)
(cherry picked from commit 08caafe2f1)
2024-01-25 06:37:34 -08:00
Ningyuan Li
5c0b2d04f4 mayflash adapter PS4 support
(cherry picked from commit d6ebbc2fa4)
(cherry picked from commit 138fe3d43d)
2024-01-24 19:26:44 -08:00
Sam Lantinga
76e64053c3 Make sure we include the matching copy of vk_video headers
(cherry picked from commit 1ac9602909)
(cherry picked from commit b16ef14c7c)
2024-01-24 09:42:22 -08:00
Sam Lantinga
ddfa59a52b Update to the latest version of the Khronos headers
(cherry picked from commit fc74bf8455)
(cherry picked from commit 0f5a815657)
2024-01-24 09:42:22 -08:00
Sam Lantinga
e3fb974fc7 Fixed ambiguity between std::byte and byte in rpcndr.h
Fixes https://github.com/libsdl-org/SDL/issues/8911

(cherry picked from commit a71f99c71f)
(cherry picked from commit 9196584773)
2024-01-23 09:05:29 -08:00
Ozkan Sezer
9120fbd501 make video/pandora to actually compile somehow.
no one ever maintained it for years..
(cherry picked from commit 48b62e2e57)
2024-01-23 17:50:20 +03:00
Ozkan Sezer
52181848da fixes after ShowMessageBox changes:
- SDL_video.c (SDL_ShowMessageBox): remove C99'ism.
- SDL_os2video.c (OS2DIVE_bootstrap): add OS2_ShowMessageBox
- SDL_os2video.c (OS2VMAN_bootstrap): add OS2_ShowMessageBox
- SDL_DirectFB_video.c (DirectFB_bootstrap): NULL ShowMessageBox
- SDL_naclvideo.c (NACL_bootstrap): NULL ShowMessageBox
(cherry picked from commit 9e352e61db)
2024-01-23 04:12:32 +03:00
Ryan C. Gordon
10cbe04fc5 SDL_ShowMessageBox: Remove #ifdefs and respect SDL_VIDEO_DRIVER hint.
Fixes #8892.

(cherry picked from commit c5c0b2cb34)
2024-01-22 19:46:23 -05:00
Ryan C. Gordon
8367b00e8c aaudio: Set low-latency audio mode.
Note that apparently this has caused some weird-sounding audio
on some Android devices, so we might wrap this in a hint later,
or try to check for specific devices.

Fixes #8888.

(cherry picked from commit 1e016fd5ea)
2024-01-22 18:28:10 -05:00
Ozkan Sezer
4a4f289adc testhaptic.c: include stdlib.h for exit()
(cherry picked from commit aaf426e280)
2024-01-23 01:20:40 +03:00
Frank Praznik
467f1d52e4 wayland: Always create the backing input store, even if there is no seat
Fixes a crash if no seat was available at initialization, but still allows for one to still be created later if an input device is added.

Manual backport of 84e47b4

(cherry picked from commit a8eeb181b6)
2024-01-22 13:02:58 -05:00
1190 changed files with 12305 additions and 22064 deletions

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@@ -1,82 +0,0 @@
name: 'Setup GDK (Game Development Kit) for Windows Desktop'
description: 'Download GDK and install into MSBuild'
inputs:
# Keep edition and ref in sync!
edition:
description: 'GDK edition'
default: '240601' # YYMMUU (Year Month Update)
ref:
description: 'Git reference'
default: 'June_2024_Update_1'
folder:
description: 'Folder where to create Directory.Build.props'
required: true
default: '${{ github.workspace }}'
runs:
using: 'composite'
steps:
- uses: actions/setup-python@main
with:
python-version: 3.x
- name: 'Calculate variables'
id: calc
shell: pwsh
run: |
$vs_folder=@(vswhere -latest -property installationPath)
echo "vs-folder=${vs_folder}" >> $Env:GITHUB_OUTPUT
echo "gdk-path=${{ runner.temp }}\GDK-${{ inputs.edition }}" >> $Env:GITHUB_OUTPUT
echo "cache-key=gdk-${{ inputs.ref }}-${{ inputs.edition }}" >> $Env:GITHUB_OUTPUT
- name: 'Restore cached GDK'
id: cache-restore
uses: actions/cache/restore@v4
with:
path: '${{ steps.calc.outputs.gdk-path }}'
key: ${{ steps.calc.outputs.cache-key }}
- name: 'Download GDK'
if: ${{ !steps.cache-restore.outputs.cache-hit }}
shell: pwsh
run: |
python build-scripts/setup-gdk-desktop.py `
--download `
--temp-folder "${{ runner.temp }}" `
--gdk-path="${{ steps.calc.outputs.gdk-path }}" `
--ref-edition "${{ inputs.ref }},${{ inputs.edition }}" `
--vs-folder="${{ steps.calc.outputs.vs-folder }}" `
--no-user-props
- name: 'Extract GDK'
if: ${{ !steps.cache-restore.outputs.cache-hit }}
shell: pwsh
run: |
python build-scripts/setup-gdk-desktop.py `
--extract `
--ref-edition "${{ inputs.ref }},${{ inputs.edition }}" `
--temp-folder "${{ runner.temp }}" `
--gdk-path="${{ steps.calc.outputs.gdk-path }}" `
--vs-folder="${{ steps.calc.outputs.vs-folder }}" `
--no-user-props
- name: 'Cache GDK'
if: ${{ !steps.cache-restore.outputs.cache-hit }}
uses: actions/cache/save@v4
with:
path: '${{ steps.calc.outputs.gdk-path }}'
key: ${{ steps.calc.outputs.cache-key }}
- name: 'Copy MSBuild files into GDK'
shell: pwsh
run: |
python build-scripts/setup-gdk-desktop.py `
--ref-edition "${{ inputs.ref }},${{ inputs.edition }}" `
--gdk-path="${{ steps.calc.outputs.gdk-path }}" `
--vs-folder="${{ steps.calc.outputs.vs-folder }}" `
--copy-msbuild `
--no-user-props
- name: 'Write user props'
shell: pwsh
run: |
python build-scripts/setup-gdk-desktop.py `
--ref-edition "${{ inputs.ref }},${{ inputs.edition }}" `
--temp-folder "${{ runner.temp }}" `
--vs-folder="${{ steps.calc.outputs.vs-folder }}" `
--gdk-path="${{ steps.calc.outputs.gdk-path }}" `
"--props-folder=${{ inputs.folder }}"

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@@ -1,62 +0,0 @@
name: 'Setup ninja'
description: 'Download ninja and add it to the PATH environment variable'
inputs:
version:
description: 'Ninja version'
default: '1.12.1'
runs:
using: 'composite'
steps:
- name: 'Calculate variables'
id: calc
shell: sh
run: |
case "${{ runner.os }}-${{ runner.arch }}" in
"Linux-X86" | "Linux-X64")
archive="ninja-linux.zip"
;;
"Linux-ARM64")
archive="ninja-linux-aarch64.zip"
;;
"macOS-X86" | "macOS-X64" | "macOS-ARM64")
archive="ninja-mac.zip"
;;
"Windows-X86" | "Windows-X64")
archive="ninja-win.zip"
;;
"Windows-ARM64")
archive="ninja-winarm64.zip"
;;
*)
echo "Unsupported ${{ runner.os }}-${{ runner.arch }}"
exit 1;
;;
esac
echo "archive=${archive}" >> ${GITHUB_OUTPUT}
echo "cache-key=${archive}-${{ inputs.version }}-${{ runner.os }}-${{ runner.arch }}" >> ${GITHUB_OUTPUT}
- name: 'Restore cached ${{ steps.calc.outputs.archive }}'
id: cache-restore
uses: actions/cache/restore@v4
with:
path: '${{ runner.temp }}/${{ steps.calc.outputs.archive }}'
key: ${{ steps.calc.outputs.cache-key }}
- name: 'Download ninja ${{ inputs.version }} for ${{ runner.os }} (${{ runner.arch }})'
if: ${{ !steps.cache-restore.outputs.cache-hit }}
shell: pwsh
run: |
Invoke-WebRequest "https://github.com/ninja-build/ninja/releases/download/v${{ inputs.version }}/${{ steps.calc.outputs.archive }}" -OutFile "${{ runner.temp }}/${{ steps.calc.outputs.archive }}"
- name: 'Cache ${{ steps.calc.outputs.archive }}'
if: ${{ !steps.cache-restore.outputs.cache-hit }}
uses: actions/cache/save@v4
with:
path: '${{ runner.temp }}/${{ steps.calc.outputs.archive }}'
key: ${{ steps.calc.outputs.cache-key }}
- name: 'Extract libusb'
shell: pwsh
run: |
7z "-o${{ runner.temp }}/ninja-${{ inputs.version }}-${{ runner.arch }}" x "${{ runner.temp }}/${{ steps.calc.outputs.archive }}"
- name: 'Set output variables'
id: final
shell: pwsh
run: |
echo "${{ runner.temp }}/ninja-${{ inputs.version }}-${{ runner.arch }}" >> $env:GITHUB_PATH

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@@ -1,93 +0,0 @@
name: 'Setup GLES for PlayStation Vita'
description: 'Download GLES for VITA (PVR or PIB), and copy it into the vita sdk'
inputs:
pib-version:
description: 'PIB version'
default: '1.1.4'
pvr-version:
description: 'PVR_PSP2 version'
default: '3.9'
type:
description: '"pib" or "pvr"'
default: ''
runs:
using: 'composite'
steps:
- name: 'Calculate variables'
id: calc
shell: sh
run: |
if test "x${VITASDK}" = "x"; then
echo "VITASDK must be defined"
exit 1;
fi
case "x${{ inputs.type }}" in
"xpvr")
echo "cache-key=SDL-vita-gles-pvr-${{ inputs.pvr-version}}" >> ${GITHUB_OUTPUT}
;;
"xpib")
echo "cache-key=SDL-vita-gles-pib-${{ inputs.pib-version}}" >> ${GITHUB_OUTPUT}
;;
*)
echo "Invalid type. Must be 'pib' or 'pvr'."
exit 1
;;
esac
- uses: actions/cache/restore@v4
id: restore-cache
with:
path: /vita/dependencies
key: '${{ steps.calc.outputs.cache-key }}'
- name: 'Download PVR_PSP2 (GLES)'
if: ${{ !steps.restore-cache.outputs.cache-hit && inputs.type == 'pvr' }}
shell: sh
run: |
pvr_psp2_version=${{ inputs.pvr-version }}
mkdir -p /vita/dependencies/include
mkdir -p /vita/dependencies/lib
# Configure PVR_PSP2 headers
wget https://github.com/GrapheneCt/PVR_PSP2/archive/refs/tags/v$pvr_psp2_version.zip -P/tmp
unzip /tmp/v$pvr_psp2_version.zip -d/tmp
cp -r /tmp/PVR_PSP2-$pvr_psp2_version/include/* /vita/dependencies/include
rm /tmp/v$pvr_psp2_version.zip
# include guard of PVR_PSP2's khrplatform.h does not match the usual one
sed -i -e s/__drvkhrplatform_h_/__khrplatform_h_/ /vita/dependencies/include/KHR/khrplatform.h
# Configure PVR_PSP2 stub libraries
wget https://github.com/GrapheneCt/PVR_PSP2/releases/download/v$pvr_psp2_version/vitasdk_stubs.zip -P/tmp
unzip /tmp/vitasdk_stubs.zip -d/tmp/pvr_psp2_stubs
find /tmp/pvr_psp2_stubs -type f -name "*.a" -exec cp {} /vita/dependencies/lib \;
rm /tmp/vitasdk_stubs.zip
rm -rf /tmp/pvr_psp2_stubs
- name: 'Download gl4es4vita (OpenGL)'
if: ${{ !steps.restore-cache.outputs.cache-hit && inputs.type == 'pib' }}
shell: sh
run: |
gl4es4vita_version=${{ inputs.pib-version }}
mkdir -p /vita/dependencies/include
mkdir -p /vita/dependencies/lib
# Configure gl4es4vita headers
wget https://github.com/SonicMastr/gl4es4vita/releases/download/v$gl4es4vita_version-vita/include.zip -P/tmp
unzip -o /tmp/include.zip -d/vita/dependencies/include
rm /tmp/include.zip
# Configure gl4es4vita stub libraries
wget https://github.com/SonicMastr/gl4es4vita/releases/download/v$gl4es4vita_version-vita/vitasdk_stubs.zip -P/tmp
unzip /tmp/vitasdk_stubs.zip -d/vita/dependencies/lib
- uses: actions/cache/save@v4
if: ${{ !steps.restore-cache.outputs.cache-hit }}
with:
path: /vita/dependencies
key: '${{ steps.calc.outputs.cache-key }}'
- name: Copy PVR_PSP2 (GLES) or gl4es4vita (OpenGL) to vita toolchain dir
shell: sh
run: |
cp -rv /vita/dependencies/* ${VITASDK}/arm-vita-eabi

81
.github/workflows/android.yml vendored Normal file
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@@ -0,0 +1,81 @@
name: Build (Android)
on: [push, pull_request]
jobs:
android:
name: ${{ matrix.platform.name }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: Android.mk }
- { name: CMake, cmake: 1, android_abi: "arm64-v8a", android_platform: 23, arch: "aarch64" }
steps:
- uses: actions/checkout@v4
- uses: nttld/setup-ndk@v1
id: setup_ndk
with:
ndk-version: r21e
- name: Build (Android.mk)
if: ${{ matrix.platform.name == 'Android.mk' }}
run: |
./build-scripts/androidbuildlibs.sh
- name: Setup (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
sudo apt-get update
sudo apt-get install ninja-build pkg-config
- name: Configure (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake -B build \
-DCMAKE_TOOLCHAIN_FILE=${{ steps.setup_ndk.outputs.ndk-path }}/build/cmake/android.toolchain.cmake \
-DSDL_WERROR=ON \
-DANDROID_PLATFORM=${{ matrix.platform.android_platform }} \
-DANDROID_ABI=${{ matrix.platform.android_abi }} \
-DSDL_STATIC_PIC=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_INSTALL_PREFIX=prefix \
-DCMAKE_BUILD_TYPE=Release \
-GNinja
- name: Build (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake --build build --config Release --parallel --verbose
- name: Install (CMake)
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake --install build --config Release
echo "SDL2_DIR=$(pwd)/prefix" >> $GITHUB_ENV
( cd prefix; find ) | LC_ALL=C sort -u
- name: Verify CMake configuration files
if: ${{ matrix.platform.name == 'CMake' }}
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${{ steps.setup_ndk.outputs.ndk-path }}/build/cmake/android.toolchain.cmake \
-DANDROID_PLATFORM=${{ matrix.platform.android_platform }} \
-DANDROID_ABI=${{ matrix.platform.android_abi }} \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }}
cmake --build cmake_config_build --verbose
- name: Verify sdl2-config
if: ${{ matrix.platform.name == 'CMake' }}
run: |
export CC="${{ steps.setup_ndk.outputs.ndk-path }}/toolchains/llvm/prebuilt/linux-x86_64/bin/clang --target=${{ matrix.platform.arch }}-none-linux-androideabi${{ matrix.platform.android_platform }}"
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
if: ${{ matrix.platform.name == 'CMake' }}
run: |
export CC="${{ steps.setup_ndk.outputs.ndk-path }}/toolchains/llvm/prebuilt/linux-x86_64/bin/clang --target=${{ matrix.platform.arch }}-none-linux-androideabi${{ matrix.platform.android_platform }}"
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- name: Verify Android.mk
if: ${{ matrix.platform.name == 'CMake' }}
run: |
export NDK_MODULE_PATH=${{ env.SDL2_DIR }}/share/ndk-modules
ndk-build -C ${{ github.workspace }}/cmake/test APP_PLATFORM=android-${{ matrix.platform.android_platform }} APP_ABI=${{ matrix.platform.android_abi }} NDK_OUT=$PWD NDK_LIBS_OUT=$PWD V=1

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@@ -1,48 +0,0 @@
name: 'Build (All)'
on: [push, pull_request]
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.run_id }}
cancel-in-progress: true
jobs:
controller:
name: 'Create test plan'
runs-on: 'ubuntu-latest'
outputs:
platforms-level1: ${{ steps.plan.outputs.platforms-level1 }}
platforms-others: ${{ steps.plan.outputs.platforms-others }}
steps:
- uses: actions/setup-python@main
with:
python-version: 3.x
- uses: actions/checkout@main
with:
sparse-checkout: '.github/workflows/create-test-plan.py'
- name: 'Create plan'
id: plan
run: |
# Adding [sdl-ci-filter GLOB] to the commit message will limit the jobs
# e.g. [sdl-ci-filter msvc-*]
EOF=$(openssl rand -hex 32)
cat >/tmp/commit_message.txt <<$EOF
${{ github.event.head_commit.message }}
$EOF
python .github/workflows/create-test-plan.py \
--github-variable-prefix platforms \
--github-ci \
--verbose \
${{ (github.repository_owner != 'libsdl-org' && '--no-artifact') || '' }} \
--commit-message-file /tmp/commit_message.txt
level1:
needs: [controller]
uses: './.github/workflows/generic.yml'
with:
platforms: ${{ needs.controller.outputs.platforms-level1 }}
level2:
needs: [controller, level1]
uses: './.github/workflows/generic.yml'
with:
platforms: ${{ needs.controller.outputs.platforms-others }}

51
.github/workflows/cpactions.yml vendored Normal file
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@@ -0,0 +1,51 @@
name: Build (C/P Actions)
on: [push, pull_request]
jobs:
freebsd:
runs-on: ubuntu-latest
name: FreeBSD
timeout-minutes: 30
steps:
- uses: actions/checkout@v4
- name: Build
uses: cross-platform-actions/action@v0.24.0
with:
operating_system: freebsd
version: '13.3'
shell: bash
run: |
sudo pkg update
sudo pkg install -y \
gmake \
pkgconf \
libXcursor \
libXext \
libXinerama \
libXi \
libXfixes \
libXrandr \
libXScrnSaver \
libXxf86vm \
wayland \
wayland-protocols \
libxkbcommon \
mesa-libs \
libglvnd \
evdev-proto \
libinotify \
alsa-lib \
jackit \
pipewire \
pulseaudio \
sndio \
dbus \
zh-fcitx \
ibus \
libudev-devd
mkdir build_autotools
export CPPFLAGS="-I/usr/local/include"
export LDFLAGS="-L/usr/local/lib"
(cd build_autotools && ../configure --disable-static)
gmake -C build_autotools -j`sysctl -n hw.ncpu` V=1

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@@ -1,806 +0,0 @@
#!/usr/bin/env python
import argparse
import dataclasses
import fnmatch
from enum import Enum
import json
import logging
import os
import re
from typing import Optional
logger = logging.getLogger(__name__)
class AppleArch(Enum):
ARM64 = "arm64"
X86_64 = "x86_64"
class MsvcArch(Enum):
X86 = "x86"
X64 = "x64"
Arm32 = "arm"
Arm64 = "arm64"
class JobOs(Enum):
WindowsLatest = "windows-latest"
UbuntuLatest = "ubuntu-latest"
MacosLatest = "macos-latest"
Ubuntu22_04 = "ubuntu-22.04"
Ubuntu24_04 = "ubuntu-24.04"
Macos13 = "macos-13"
class SdlPlatform(Enum):
Android = "android"
Emscripten = "emscripten"
Haiku = "haiku"
Msys2 = "msys2"
Linux = "linux"
MacOS = "macos"
Ios = "ios"
Tvos = "tvos"
Msvc = "msvc"
N3ds = "n3ds"
Ps2 = "ps2"
Psp = "psp"
Vita = "vita"
Riscos = "riscos"
FreeBSD = "freebsd"
NetBSD = "netbsd"
OpenBSD = "openbsd"
Watcom = "watcom"
class Msys2Platform(Enum):
Mingw32 = "mingw32"
Mingw64 = "mingw64"
Clang64 = "clang64"
Ucrt64 = "ucrt64"
class IntelCompiler(Enum):
Icx = "icx"
class VitaGLES(Enum):
Pib = "pib"
Pvr = "pvr"
class WatcomPlatform(Enum):
Windows = "windows"
OS2 = "OS/2"
@dataclasses.dataclass(slots=True)
class JobSpec:
name: str
os: JobOs
platform: SdlPlatform
artifact: Optional[str]
container: Optional[str] = None
autotools: bool = False
no_cmake: bool = False
xcode: bool = False
android_mk: bool = False
lean: bool = False
android_arch: Optional[str] = None
android_abi: Optional[str] = None
android_platform: Optional[int] = None
msys2_platform: Optional[Msys2Platform] = None
intel: Optional[IntelCompiler] = None
apple_archs: Optional[set[AppleArch]] = None
msvc_project: Optional[str] = None
msvc_arch: Optional[MsvcArch] = None
msvc_static_crt: bool = False
clang_cl: bool = False
gdk: bool = False
uwp: bool = False
vita_gles: Optional[VitaGLES] = None
watcom_platform: Optional[WatcomPlatform] = None
JOB_SPECS = {
"msys2-mingw32": JobSpec(name="Windows (msys2, mingw32)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw32", msys2_platform=Msys2Platform.Mingw32, ),
"msys2-mingw64": JobSpec(name="Windows (msys2, mingw64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw64", msys2_platform=Msys2Platform.Mingw64, ),
"msys2-clang64": JobSpec(name="Windows (msys2, clang64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw64-clang", msys2_platform=Msys2Platform.Clang64, ),
"msys2-ucrt64": JobSpec(name="Windows (msys2, ucrt64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msys2, artifact="SDL-mingw64-ucrt", msys2_platform=Msys2Platform.Ucrt64, ),
"msvc-x64": JobSpec(name="Windows (MSVC, x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-x64", msvc_arch=MsvcArch.X64, msvc_project="VisualC/SDL.sln", ),
"msvc-x86": JobSpec(name="Windows (MSVC, x86)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-x86", msvc_arch=MsvcArch.X86, msvc_project="VisualC/SDL.sln", ),
"msvc-static-x86": JobSpec(name="Windows (MSVC, static VCRT, x86)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-x86", msvc_arch=MsvcArch.X86, msvc_static_crt=True, ),
"msvc-static-x64": JobSpec(name="Windows (MSVC, static VCRT, x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-x64", msvc_arch=MsvcArch.X64, msvc_static_crt=True, ),
"msvc-clang-x64": JobSpec(name="Windows (MSVC, clang-cl x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-clang-cl-x64", msvc_arch=MsvcArch.X64, clang_cl=True, ),
"msvc-clang-x86": JobSpec(name="Windows (MSVC, clang-cl x86)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-clang-cl-x86", msvc_arch=MsvcArch.X86, clang_cl=True, ),
"msvc-arm32": JobSpec(name="Windows (MSVC, ARM)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-arm32", msvc_arch=MsvcArch.Arm32, ),
"msvc-arm64": JobSpec(name="Windows (MSVC, ARM64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-arm64", msvc_arch=MsvcArch.Arm64, ),
"msvc-uwp-x64": JobSpec(name="UWP (MSVC, x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-UWP", msvc_arch=MsvcArch.X64, msvc_project="VisualC-WinRT/SDL-UWP.sln", uwp=True, ),
"msvc-gdk-x64": JobSpec(name="GDK (MSVC, x64)", os=JobOs.WindowsLatest, platform=SdlPlatform.Msvc, artifact="SDL-VC-GDK", msvc_arch=MsvcArch.X64, msvc_project="VisualC-GDK/SDL.sln", gdk=True, no_cmake=True, ),
"ubuntu-22.04": JobSpec(name="Ubuntu 22.04", os=JobOs.Ubuntu22_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu22.04", autotools=True),
"steamrt-sniper": JobSpec(name="Steam Linux Runtime (Sniper)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Linux, artifact="SDL-slrsniper", container="registry.gitlab.steamos.cloud/steamrt/sniper/sdk:beta", ),
"ubuntu-intel-icx": JobSpec(name="Ubuntu 22.04 (Intel oneAPI)", os=JobOs.Ubuntu22_04, platform=SdlPlatform.Linux, artifact="SDL-ubuntu22.04-oneapi", intel=IntelCompiler.Icx, ),
"macos-gnu-arm64-x64": JobSpec(name="MacOS (GNU prefix)", os=JobOs.MacosLatest, platform=SdlPlatform.MacOS, artifact="SDL-macos-arm64-x64-gnu",autotools=True, apple_archs={AppleArch.X86_64, AppleArch.ARM64, }, ),
"ios": JobSpec(name="iOS (CMake & xcode)", os=JobOs.MacosLatest, platform=SdlPlatform.Ios, artifact="SDL-ios-arm64", xcode=True, ),
"tvos": JobSpec(name="tvOS (CMake & xcode)", os=JobOs.MacosLatest, platform=SdlPlatform.Tvos, artifact="SDL-tvos-arm64", xcode=True, ),
"android-cmake": JobSpec(name="Android (CMake)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Android, artifact="SDL-android-arm64", android_abi="arm64-v8a", android_arch="aarch64", android_platform=23, ),
"android-mk": JobSpec(name="Android (Android.mk)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Android, artifact=None, no_cmake=True, android_mk=True, ),
"emscripten": JobSpec(name="Emscripten", os=JobOs.UbuntuLatest, platform=SdlPlatform.Emscripten, artifact="SDL-emscripten", ),
"haiku": JobSpec(name="Haiku", os=JobOs.UbuntuLatest, platform=SdlPlatform.Haiku, artifact="SDL-haiku-x64", container="ghcr.io/haiku/cross-compiler:x86_64-r1beta5", ),
"n3ds": JobSpec(name="Nintendo 3DS", os=JobOs.UbuntuLatest, platform=SdlPlatform.N3ds, artifact="SDL-n3ds", container="devkitpro/devkitarm:latest", ),
"ps2": JobSpec(name="Sony PlayStation 2", os=JobOs.UbuntuLatest, platform=SdlPlatform.Ps2, artifact="SDL-ps2", container="ps2dev/ps2dev:latest", ),
"psp": JobSpec(name="Sony PlayStation Portable", os=JobOs.UbuntuLatest, platform=SdlPlatform.Psp, artifact="SDL-psp", container="pspdev/pspdev:latest", ),
"vita-pib": JobSpec(name="Sony PlayStation Vita (GLES w/ pib)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Vita, artifact="SDL-vita-pib", container="vitasdk/vitasdk:latest", vita_gles=VitaGLES.Pib, ),
"vita-pvr": JobSpec(name="Sony PlayStation Vita (GLES w/ PVR_PSP2)", os=JobOs.UbuntuLatest, platform=SdlPlatform.Vita, artifact="SDL-vita-pvr", container="vitasdk/vitasdk:latest", vita_gles=VitaGLES.Pvr, ),
"riscos": JobSpec(name="RISC OS", os=JobOs.UbuntuLatest, platform=SdlPlatform.Riscos, artifact="SDL-riscos", container="riscosdotinfo/riscos-gccsdk-4.7:latest", ),
"netbsd": JobSpec(name="NetBSD", os=JobOs.UbuntuLatest, platform=SdlPlatform.NetBSD, artifact="SDL-netbsd-x64", autotools=True, ),
"openbsd": JobSpec(name="OpenBSD", os=JobOs.UbuntuLatest, platform=SdlPlatform.OpenBSD, artifact="SDL-openbsd-x64", autotools=True, ),
"freebsd": JobSpec(name="FreeBSD", os=JobOs.UbuntuLatest, platform=SdlPlatform.FreeBSD, artifact="SDL-freebsd-x64", autotools=True, ),
"watcom-win32": JobSpec(name="Watcom (Windows)", os=JobOs.WindowsLatest, platform=SdlPlatform.Watcom, artifact="SDL-watcom-win32", no_cmake=True, watcom_platform=WatcomPlatform.Windows ),
"watcom-os2": JobSpec(name="Watcom (OS/2)", os=JobOs.WindowsLatest, platform=SdlPlatform.Watcom, artifact="SDL-watcom-win32", no_cmake=True, watcom_platform=WatcomPlatform.OS2 ),
# "watcom-win32"
# "watcom-os2"
}
class StaticLibType(Enum):
MSVC = "SDL2-static.lib"
A = "libSDL2.a"
class SharedLibType(Enum):
WIN32 = "SDL2.dll"
SO_0 = "libSDL2-2.0.so.0"
SO = "libSDL2.so"
DYLIB = "libSDL2-2.0.0.dylib"
FRAMEWORK = "SDL2.framework/Versions/A/SDL2"
@dataclasses.dataclass(slots=True)
class JobDetails:
name: str
key: str
os: str
platform: str
artifact: str
no_autotools: bool
no_cmake: bool
build_autotools_tests: bool = True
build_tests: bool = True
container: str = ""
cmake_build_type: str = "RelWithDebInfo"
shell: str = "sh"
sudo: str = "sudo"
cmake_config_emulator: str = ""
apk_packages: list[str] = dataclasses.field(default_factory=list)
apt_packages: list[str] = dataclasses.field(default_factory=list)
brew_packages: list[str] = dataclasses.field(default_factory=list)
cmake_toolchain_file: str = ""
cmake_arguments: list[str] = dataclasses.field(default_factory=list)
cmake_generator: str = "Ninja"
cmake_build_arguments: list[str] = dataclasses.field(default_factory=list)
cppflags: list[str] = dataclasses.field(default_factory=list)
cc: str = ""
cxx: str = ""
cflags: list[str] = dataclasses.field(default_factory=list)
cxxflags: list[str] = dataclasses.field(default_factory=list)
ldflags: list[str] = dataclasses.field(default_factory=list)
pollute_directories: list[str] = dataclasses.field(default_factory=list)
use_cmake: bool = True
shared: bool = True
static: bool = True
shared_lib: Optional[SharedLibType] = None
static_lib: Optional[StaticLibType] = None
run_tests: bool = True
test_pkg_config: bool = True
cc_from_cmake: bool = False
source_cmd: str = ""
pretest_cmd: str = ""
android_apks: list[str] = dataclasses.field(default_factory=list)
android_ndk: bool = False
android_mk: bool = False
minidump: bool = False
intel: bool = False
msys2_msystem: str = ""
msys2_env: str = ""
msys2_no_perl: bool = False
werror: bool = True
msvc_vcvars_arch: str = ""
msvc_vcvars_sdk: str = ""
msvc_project: str = ""
msvc_project_flags: list[str] = dataclasses.field(default_factory=list)
setup_ninja: bool = False
setup_libusb_arch: str = ""
xcode_sdk: str = ""
xcode_target: str = ""
setup_gdk_folder: str = ""
cpactions: bool = False
cpactions_os: str = ""
cpactions_version: str = ""
cpactions_arch: str = ""
cpactions_setup_cmd: str = ""
cpactions_install_cmd: str = ""
setup_vita_gles_type: str = ""
check_sources: bool = False
watcom_makefile: str = ""
binutils_strings: str = "strings"
def to_workflow(self, enable_artifacts: bool) -> dict[str, str|bool]:
data = {
"name": self.name,
"key": self.key,
"os": self.os,
"container": self.container if self.container else "",
"platform": self.platform,
"artifact": self.artifact,
"enable-artifacts": enable_artifacts,
"shell": self.shell,
"msys2-msystem": self.msys2_msystem,
"msys2-env": self.msys2_env,
"msys2-no-perl": self.msys2_no_perl,
"android-ndk": self.android_ndk,
"intel": self.intel,
"apk-packages": my_shlex_join(self.apk_packages),
"apt-packages": my_shlex_join(self.apt_packages),
"test-pkg-config": self.test_pkg_config,
"brew-packages": my_shlex_join(self.brew_packages),
"pollute-directories": my_shlex_join(self.pollute_directories),
"no-autotools": self.no_autotools,
"no-cmake": self.no_cmake,
"build-autotools-tests": self.build_autotools_tests,
"build-tests": self.build_tests,
"source-cmd": self.source_cmd,
"pretest-cmd": self.pretest_cmd,
"cmake-config-emulator": self.cmake_config_emulator,
"cc": self.cc,
"cxx": self.cxx,
"cflags": my_shlex_join(self.cppflags + self.cflags),
"cxxflags": my_shlex_join(self.cppflags + self.cxxflags),
"ldflags": my_shlex_join(self.ldflags),
"cmake-generator": self.cmake_generator,
"cmake-toolchain-file": self.cmake_toolchain_file,
"cmake-arguments": my_shlex_join(self.cmake_arguments),
"cmake-build-arguments": my_shlex_join(self.cmake_build_arguments),
"shared": self.shared,
"static": self.static,
"shared-lib": self.shared_lib.value if self.shared_lib else None,
"static-lib": self.static_lib.value if self.static_lib else None,
"cmake-build-type": self.cmake_build_type,
"run-tests": self.run_tests,
"android-apks": my_shlex_join(self.android_apks),
"android-mk": self.android_mk,
"werror": self.werror,
"sudo": self.sudo,
"msvc-vcvars-arch": self.msvc_vcvars_arch,
"msvc-vcvars-sdk": self.msvc_vcvars_sdk,
"msvc-project": self.msvc_project,
"msvc-project-flags": my_shlex_join(self.msvc_project_flags),
"setup-ninja": self.setup_ninja,
"setup-libusb-arch": self.setup_libusb_arch,
"cc-from-cmake": self.cc_from_cmake,
"xcode-sdk": self.xcode_sdk,
"xcode-target": self.xcode_target,
"cpactions": self.cpactions,
"cpactions-os": self.cpactions_os,
"cpactions-version": self.cpactions_version,
"cpactions-arch": self.cpactions_arch,
"cpactions-setup-cmd": self.cpactions_setup_cmd,
"cpactions-install-cmd": self.cpactions_install_cmd,
"setup-vita-gles-type": self.setup_vita_gles_type,
"setup-gdk-folder": self.setup_gdk_folder,
"check-sources": self.check_sources,
"watcom-makefile": self.watcom_makefile,
"binutils-strings": self.binutils_strings,
}
return {k: v for k, v in data.items() if v != ""}
def my_shlex_join(s):
def escape(s):
if s[:1] == "'" and s[-1:] == "'":
return s
if set(s).intersection(set("; \t")):
s = s.replace("\\", "\\\\").replace("\"", "\\\"")
return f'"{s}"'
return s
return " ".join(escape(e) for e in s)
def spec_to_job(spec: JobSpec, key: str, trackmem_symbol_names: bool) -> JobDetails:
job = JobDetails(
name=spec.name,
key=key,
os=spec.os.value,
artifact=spec.artifact or "",
container=spec.container or "",
platform=spec.platform.value,
sudo="sudo",
no_autotools=not spec.autotools,
no_cmake=spec.no_cmake,
)
if job.os.startswith("ubuntu"):
job.apt_packages.extend([
"ninja-build",
"pkg-config",
])
if spec.msvc_static_crt:
job.cmake_arguments.append("-DSDL_FORCE_STATIC_VCRT=ON")
pretest_cmd = []
if trackmem_symbol_names:
pretest_cmd.append("export SDL_TRACKMEM_SYMBOL_NAMES=1")
else:
pretest_cmd.append("export SDL_TRACKMEM_SYMBOL_NAMES=0")
win32 = spec.platform in (SdlPlatform.Msys2, SdlPlatform.Msvc)
fpic = None
build_parallel = True
if spec.lean:
job.cppflags.append("-DSDL_LEAN_AND_MEAN=1")
if win32:
job.cmake_arguments.append("-DSDLTEST_PROCDUMP=ON")
job.minidump = True
if spec.intel is not None:
match spec.intel:
case IntelCompiler.Icx:
job.cc = "icx"
job.cxx = "icpx"
case _:
raise ValueError(f"Invalid intel={spec.intel}")
job.source_cmd = f"source /opt/intel/oneapi/setvars.sh;"
job.intel = True
job.shell = "bash"
job.cmake_arguments.extend((
f"-DCMAKE_C_COMPILER={job.cc}",
f"-DCMAKE_CXX_COMPILER={job.cxx}",
"-DCMAKE_SYSTEM_NAME=Linux",
))
match spec.platform:
case SdlPlatform.Msvc:
job.setup_ninja = not spec.gdk
job.msvc_project = spec.msvc_project if spec.msvc_project else ""
job.msvc_project_flags.append("-p:TreatWarningsAsError=true")
job.test_pkg_config = False
job.shared_lib = SharedLibType.WIN32
job.static_lib = StaticLibType.MSVC
job.cmake_arguments.extend((
"-DCMAKE_MSVC_DEBUG_INFORMATION_FORMAT=ProgramDatabase",
"-DCMAKE_EXE_LINKER_FLAGS=-DEBUG",
"-DCMAKE_SHARED_LINKER_FLAGS=-DEBUG",
))
if spec.uwp:
job.cmake_arguments.append("'-DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded$<$<CONFIG:Debug>:Debug>DLL'")
else:
job.cmake_arguments.append("'-DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded$<$<CONFIG:Debug>:Debug>'")
if spec.clang_cl:
job.cmake_arguments.extend((
"-DCMAKE_C_COMPILER=clang-cl",
"-DCMAKE_CXX_COMPILER=clang-cl",
))
match spec.msvc_arch:
case MsvcArch.X86:
job.cflags.append("/clang:-m32")
job.ldflags.append("/MACHINE:X86")
case MsvcArch.X64:
job.cflags.append("/clang:-m64")
job.ldflags.append("/MACHINE:X64")
case _:
raise ValueError(f"Unsupported clang-cl architecture (arch={spec.msvc_arch})")
if spec.msvc_project:
match spec.msvc_arch:
case MsvcArch.X86:
msvc_platform = "Win32"
case MsvcArch.X64:
msvc_platform = "x64"
case _:
raise ValueError(f"Unsupported vcxproj architecture (arch={spec.msvc_arch})")
if spec.gdk:
msvc_platform = f"Gaming.Desktop.{msvc_platform}"
job.msvc_project_flags.append(f"-p:Platform={msvc_platform}")
match spec.msvc_arch:
case MsvcArch.X86:
job.msvc_vcvars_arch = "x64_x86"
case MsvcArch.X64:
job.msvc_vcvars_arch = "x64"
case MsvcArch.Arm32:
job.msvc_vcvars_arch = "x64_arm"
job.msvc_vcvars_sdk = "10.0.22621.0" # 10.0.26100.0 dropped ARM32 um and ucrt libraries
job.run_tests = False
case MsvcArch.Arm64:
job.msvc_vcvars_arch = "x64_arm64"
job.run_tests = False
if spec.uwp:
job.build_tests = False
job.cmake_arguments.extend((
"-DCMAKE_SYSTEM_NAME=WindowsStore",
"-DCMAKE_SYSTEM_VERSION=10.0",
))
job.msvc_project_flags.append("-p:WindowsTargetPlatformVersion=10.0.17763.0")
elif spec.gdk:
job.setup_gdk_folder = "VisualC-GDK"
else:
match spec.msvc_arch:
case MsvcArch.X86:
job.setup_libusb_arch = "x86"
case MsvcArch.X64:
job.setup_libusb_arch = "x64"
case SdlPlatform.Linux:
if spec.name.startswith("Ubuntu"):
assert spec.os.value.startswith("ubuntu-")
job.apt_packages.extend((
"gnome-desktop-testing",
"libasound2-dev",
"libpulse-dev",
"libaudio-dev",
"libjack-dev",
"libsndio-dev",
"libusb-1.0-0-dev",
"libx11-dev",
"libxext-dev",
"libxrandr-dev",
"libxcursor-dev",
"libxfixes-dev",
"libxi-dev",
"libxss-dev",
"libwayland-dev",
"libxkbcommon-dev",
"libdrm-dev",
"libgbm-dev",
"libgl1-mesa-dev",
"libgles2-mesa-dev",
"libegl1-mesa-dev",
"libdbus-1-dev",
"libibus-1.0-dev",
"libudev-dev",
"fcitx-libs-dev",
))
ubuntu_year, ubuntu_month = [int(v) for v in spec.os.value.removeprefix("ubuntu-").split(".", 1)]
if ubuntu_year >= 22:
job.apt_packages.extend(("libpipewire-0.3-dev", "libdecor-0-dev"))
job.apt_packages.extend((
"libunwind-dev", # For SDL_test memory tracking
))
if trackmem_symbol_names:
# older libunwind is slow
job.cmake_arguments.append("-DSDLTEST_TIMEOUT_MULTIPLIER=2")
job.shared_lib = SharedLibType.SO_0
job.static_lib = StaticLibType.A
fpic = True
case SdlPlatform.Ios | SdlPlatform.Tvos:
job.brew_packages.extend([
"ninja",
])
job.run_tests = False
job.test_pkg_config = False
job.shared_lib = SharedLibType.DYLIB
job.static_lib = StaticLibType.A
match spec.platform:
case SdlPlatform.Ios:
if spec.xcode:
job.xcode_sdk = "iphoneos"
job.xcode_target = "Static Library-iOS"
job.cmake_arguments.extend([
"-DCMAKE_SYSTEM_NAME=iOS",
"-DCMAKE_OSX_ARCHITECTURES=\"arm64\"",
"-DCMAKE_OSX_DEPLOYMENT_TARGET=9.0",
])
case SdlPlatform.Tvos:
if spec.xcode:
job.xcode_sdk = "appletvos"
job.xcode_target = "Static Library-tvOS"
job.cmake_arguments.extend([
"-DCMAKE_SYSTEM_NAME=tvOS",
"-DCMAKE_OSX_ARCHITECTURES=\"arm64\"",
"-DCMAKE_OSX_DEPLOYMENT_TARGET=9.0",
])
case SdlPlatform.MacOS:
osx_arch = ";".join(e.value for e in spec.apple_archs) if spec.apple_archs else "arm64"
job.cmake_arguments.extend((
f"'-DCMAKE_OSX_ARCHITECTURES={osx_arch}'",
"-DCMAKE_OSX_DEPLOYMENT_TARGET=10.11",
))
job.build_autotools_tests = False
job.shared_lib = SharedLibType.DYLIB
job.static_lib = StaticLibType.A
job.apt_packages = []
job.brew_packages.extend((
"autoconf",
"ninja",
))
if spec.xcode:
job.xcode_sdk = "macosx"
case SdlPlatform.Android:
job.android_mk = spec.android_mk
job.run_tests = False
job.shared_lib = SharedLibType.SO
job.static_lib = StaticLibType.A
if spec.android_mk or not spec.no_cmake:
job.android_ndk = True
if spec.android_mk:
job.apt_packages = []
if not spec.no_cmake:
job.cmake_arguments.extend((
f"-DANDROID_PLATFORM={spec.android_platform}",
f"-DANDROID_ABI={spec.android_abi}",
))
job.cmake_toolchain_file = "${ANDROID_NDK_HOME}/build/cmake/android.toolchain.cmake"
job.cc = f"${{ANDROID_NDK_HOME}}/toolchains/llvm/prebuilt/linux-x86_64/bin/clang --target={spec.android_arch}-none-linux-androideabi{spec.android_platform}"
job.android_apks = [
"testaudiorecording-apk",
"testautomation-apk",
"testcontroller-apk",
"testmultiaudio-apk",
"testsprite-apk",
]
case SdlPlatform.Emscripten:
job.run_tests = False
job.shared = False
job.cmake_config_emulator = "emcmake"
job.cmake_build_type = "Debug"
job.test_pkg_config = False
job.cmake_arguments.extend((
"-DSDLTEST_BROWSER=chrome",
"-DSDLTEST_TIMEOUT_MULTIPLIER=4",
"-DSDLTEST_CHROME_BINARY=${CHROME_BINARY}",
))
job.static_lib = StaticLibType.A
case SdlPlatform.Ps2:
build_parallel = False
job.shared = False
job.sudo = ""
job.apt_packages = []
job.apk_packages = ["cmake", "gmp", "mpc1", "mpfr4", "ninja", "pkgconf", "git", ]
job.cmake_toolchain_file = "${PS2DEV}/ps2sdk/ps2dev.cmake"
job.run_tests = False
job.shared = False
job.cc = "mips64r5900el-ps2-elf-gcc"
job.ldflags = ["-L${PS2DEV}/ps2sdk/ee/lib", "-L${PS2DEV}/gsKit/lib", "-L${PS2DEV}/ps2sdk/ports/lib", ]
job.static_lib = StaticLibType.A
case SdlPlatform.Psp:
build_parallel = False
job.sudo = ""
job.apt_packages = []
job.apk_packages = ["cmake", "gmp", "mpc1", "mpfr4", "ninja", "pkgconf", ]
job.cmake_toolchain_file = "${PSPDEV}/psp/share/pspdev.cmake"
job.run_tests = False
job.shared = False
job.cc = "psp-gcc"
job.ldflags = ["-L${PSPDEV}/lib", "-L${PSPDEV}/psp/lib", "-L${PSPDEV}/psp/sdk/lib", ]
job.pollute_directories = ["${PSPDEV}/include", "${PSPDEV}/psp/include", "${PSPDEV}/psp/sdk/include", ]
job.static_lib = StaticLibType.A
case SdlPlatform.Vita:
job.sudo = ""
job.apt_packages = []
job.apk_packages = ["cmake", "ninja", "pkgconf", "bash", "tar"]
job.cmake_toolchain_file = "${VITASDK}/share/vita.toolchain.cmake"
assert spec.vita_gles is not None
job.setup_vita_gles_type = {
VitaGLES.Pib: "pib",
VitaGLES.Pvr: "pvr",
}[spec.vita_gles]
job.cmake_arguments.extend((
f"-DVIDEO_VITA_PIB={ 'true' if spec.vita_gles == VitaGLES.Pib else 'false' }",
f"-DVIDEO_VITA_PVR={ 'true' if spec.vita_gles == VitaGLES.Pvr else 'false' }",
"-DSDL_ARMNEON=ON",
"-DSDL_ARMSIMD=ON",
))
# Fix vita.toolchain.cmake (https://github.com/vitasdk/vita-toolchain/pull/253)
job.source_cmd = r"""sed -i -E "s#set\\( PKG_CONFIG_EXECUTABLE \"\\$\\{VITASDK}/bin/arm-vita-eabi-pkg-config\" \\)#set\\( PKG_CONFIG_EXECUTABLE \"${VITASDK}/bin/arm-vita-eabi-pkg-config\" CACHE PATH \"Path of pkg-config executable\" \\)#" ${VITASDK}/share/vita.toolchain.cmake"""
job.run_tests = False
job.shared = False
job.cc = "arm-vita-eabi-gcc"
job.static_lib = StaticLibType.A
case SdlPlatform.Haiku:
fpic = False
job.build_autotools_tests = False
job.run_tests = False
job.cc = "x86_64-unknown-haiku-gcc"
job.cxx = "x86_64-unknown-haiku-g++"
job.sudo = ""
job.cmake_arguments.extend((
f"-DCMAKE_C_COMPILER={job.cc}",
f"-DCMAKE_CXX_COMPILER={job.cxx}",
"-DSDL_UNIX_CONSOLE_BUILD=ON",
))
job.shared_lib = SharedLibType.SO_0
job.static_lib = StaticLibType.A
case SdlPlatform.N3ds:
job.cmake_generator = "Unix Makefiles"
job.cmake_build_arguments.append("-j$(nproc)")
job.shared = False
job.apt_packages = []
job.run_tests = False
job.cc_from_cmake = True
job.cmake_toolchain_file = "${DEVKITPRO}/cmake/3DS.cmake"
job.binutils_strings = "/opt/devkitpro/devkitARM/bin/arm-none-eabi-strings"
job.static_lib = StaticLibType.A
case SdlPlatform.Msys2:
job.shell = "msys2 {0}"
assert spec.msys2_platform
job.msys2_msystem = spec.msys2_platform.value
job.msys2_env = {
"mingw32": "mingw-w64-i686",
"mingw64": "mingw-w64-x86_64",
"clang32": "mingw-w64-clang-i686",
"clang64": "mingw-w64-clang-x86_64",
"ucrt64": "mingw-w64-ucrt-x86_64",
}[spec.msys2_platform.value]
job.msys2_no_perl = spec.msys2_platform in (Msys2Platform.Mingw32, )
job.shared_lib = SharedLibType.WIN32
job.static_lib = StaticLibType.A
case SdlPlatform.Riscos:
# FIXME: Enable SDL_WERROR
job.werror = False
job.build_autotools_tests = False
job.apt_packages = ["cmake", "ninja-build"]
job.test_pkg_config = False
job.shared = False
job.run_tests = False
job.sudo = ""
job.cmake_arguments.extend((
"-DRISCOS:BOOL=ON",
"-DCMAKE_DISABLE_PRECOMPILE_HEADERS:BOOL=ON",
"-DSDL_GCC_ATOMICS:BOOL=OFF",
))
job.cmake_toolchain_file = "/home/riscos/env/toolchain-riscos.cmake"
job.static_lib = StaticLibType.A
case SdlPlatform.FreeBSD | SdlPlatform.NetBSD | SdlPlatform.OpenBSD:
job.build_autotools_tests = False
job.cpactions = True
job.no_cmake = True
job.run_tests = False
job.apt_packages = []
job.shared_lib = SharedLibType.SO_0
job.static_lib = StaticLibType.A
match spec.platform:
case SdlPlatform.FreeBSD:
job.cpactions_os = "freebsd"
job.cpactions_version = "14.2"
job.cpactions_arch = "x86-64"
job.cpactions_setup_cmd = "sudo pkg update"
job.cpactions_install_cmd = "sudo pkg install -y cmake ninja pkgconf libXcursor libXext libXinerama libXi libXfixes libXrandr libXScrnSaver libXxf86vm wayland wayland-protocols libxkbcommon mesa-libs libglvnd evdev-proto libinotify alsa-lib jackit pipewire pulseaudio sndio dbus zh-fcitx ibus libudev-devd"
job.cmake_arguments.extend((
"-DSDL_CHECK_REQUIRED_INCLUDES=/usr/local/include",
"-DSDL_CHECK_REQUIRED_LINK_OPTIONS=-L/usr/local/lib",
))
case SdlPlatform.NetBSD:
job.cpactions_os = "netbsd"
job.cpactions_version = "10.1"
job.cpactions_arch = "x86-64"
job.cpactions_setup_cmd = "export PATH=\"/usr/pkg/sbin:/usr/pkg/bin:/sbin:$PATH\"; export PKG_CONFIG_PATH=\"/usr/pkg/lib/pkgconfig\";export PKG_PATH=\"https://cdn.netBSD.org/pub/pkgsrc/packages/NetBSD/$(uname -p)/$(uname -r|cut -f \"1 2\" -d.)/All/\";echo \"PKG_PATH=$PKG_PATH\";echo \"uname -a -> \"$(uname -a)\"\";sudo -E sysctl -w security.pax.aslr.enabled=0;sudo -E sysctl -w security.pax.aslr.global=0;sudo -E pkgin clean;sudo -E pkgin update"
job.cpactions_install_cmd = "sudo -E pkgin -y install cmake dbus pkgconf ninja-build pulseaudio libxkbcommon wayland wayland-protocols libinotify libusb1"
case SdlPlatform.OpenBSD:
job.cpactions_os = "openbsd"
job.cpactions_version = "7.4"
job.cpactions_arch = "x86-64"
job.cpactions_setup_cmd = "sudo pkg_add -u"
job.cpactions_install_cmd = "sudo pkg_add cmake ninja pkgconf wayland wayland-protocols xwayland libxkbcommon libinotify pulseaudio dbus ibus"
case SdlPlatform.Watcom:
match spec.watcom_platform:
case WatcomPlatform.OS2:
job.watcom_makefile = "Makefile.os2"
job.run_tests = False
case WatcomPlatform.Windows:
job.watcom_makefile = "Makefile.w32"
job.run_tests = True
case _:
raise ValueError(f"Unsupported watcom_platform=${spec.watcom_platform}")
case _:
raise ValueError(f"Unsupported platform={spec.platform}")
if "ubuntu" in spec.name.lower():
job.check_sources = True
if not build_parallel:
job.cmake_build_arguments.append("-j1")
if job.cflags:
job.cmake_arguments.append(f"-DCMAKE_C_FLAGS={my_shlex_join(job.cflags)}")
if job.cxxflags:
job.cmake_arguments.append(f"-DCMAKE_CXX_FLAGS={my_shlex_join(job.cxxflags)}")
if job.ldflags:
job.cmake_arguments.append(f"-DCMAKE_SHARED_LINKER_FLAGS={my_shlex_join(job.ldflags)}")
job.cmake_arguments.append(f"-DCMAKE_EXE_LINKER_FLAGS={my_shlex_join(job.ldflags)}")
job.pretest_cmd = "\n".join(pretest_cmd)
def tf(b):
return "ON" if b else "OFF"
if fpic is not None:
job.cmake_arguments.append(f"-DCMAKE_POSITION_INDEPENDENT_CODE={tf(fpic)}")
if job.no_cmake:
job.cmake_arguments = []
return job
def spec_to_platform(spec: JobSpec, key: str, enable_artifacts: bool, trackmem_symbol_names: bool) -> dict[str, str|bool]:
logger.info("spec=%r", spec)
job = spec_to_job(spec, key=key, trackmem_symbol_names=trackmem_symbol_names)
logger.info("job=%r", job)
platform = job.to_workflow(enable_artifacts=enable_artifacts)
logger.info("platform=%r", platform)
return platform
def main():
parser = argparse.ArgumentParser(allow_abbrev=False)
parser.add_argument("--github-variable-prefix", default="platforms")
parser.add_argument("--github-ci", action="store_true")
parser.add_argument("--verbose", action="store_true")
parser.add_argument("--commit-message-file")
parser.add_argument("--no-artifact", dest="enable_artifacts", action="store_false")
parser.add_argument("--trackmem-symbol-names", dest="trackmem_symbol_names", action="store_true")
args = parser.parse_args()
logging.basicConfig(level=logging.INFO if args.verbose else logging.WARNING)
remaining_keys = set(JOB_SPECS.keys())
all_level_keys = (
# Level 1
(
"haiku",
),
)
filters = []
if args.commit_message_file:
with open(args.commit_message_file, "r") as f:
commit_message = f.read()
for m in re.finditer(r"\[sdl-ci-filter (.*)]", commit_message, flags=re.M):
filters.append(m.group(1).strip(" \t\n\r\t'\""))
if re.search(r"\[sdl-ci-artifacts?]", commit_message, flags=re.M):
args.enable_artifacts = True
if re.search(r"\[sdl-ci-(full-)?trackmem(-symbol-names)?]", commit_message, flags=re.M):
args.trackmem_symbol_names = True
if not filters:
filters.append("*")
logger.info("filters: %r", filters)
all_level_platforms = {}
all_platforms = {key: spec_to_platform(spec, key=key, enable_artifacts=args.enable_artifacts, trackmem_symbol_names=args.trackmem_symbol_names) for key, spec in JOB_SPECS.items()}
for level_i, level_keys in enumerate(all_level_keys, 1):
level_key = f"level{level_i}"
logger.info("Level %d: keys=%r", level_i, level_keys)
assert all(k in remaining_keys for k in level_keys)
level_platforms = tuple(all_platforms[key] for key in level_keys)
remaining_keys.difference_update(level_keys)
all_level_platforms[level_key] = level_platforms
logger.info("=" * 80)
logger.info("Keys before filter: %r", remaining_keys)
filtered_remaining_keys = set()
for filter in filters:
filtered_remaining_keys.update(fnmatch.filter(remaining_keys, filter))
logger.info("Keys after filter: %r", filtered_remaining_keys)
remaining_keys = filtered_remaining_keys
logger.info("Remaining: %r", remaining_keys)
all_level_platforms["others"] = tuple(all_platforms[key] for key in remaining_keys)
if args.github_ci:
for level, platforms in all_level_platforms.items():
platforms_json = json.dumps(platforms)
txt = f"{args.github_variable_prefix}-{level}={platforms_json}"
logger.info("%s", txt)
if "GITHUB_OUTPUT" in os.environ:
with open(os.environ["GITHUB_OUTPUT"], "a") as f:
f.write(txt)
f.write("\n")
else:
logger.warning("GITHUB_OUTPUT not defined")
return 0
if __name__ == "__main__":
raise SystemExit(main())

45
.github/workflows/emscripten.yml vendored Normal file
View File

@@ -0,0 +1,45 @@
name: Build (Emscripten)
on: [push, pull_request]
jobs:
emscripten:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: mymindstorm/setup-emsdk@v14
with:
version: 3.1.35
- name: Install ninja
run: |
sudo apt-get -y update
sudo apt-get install -y ninja-build
- name: Configure CMake
run: |
emcmake cmake -S . -B build \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix \
-GNinja
- name: Build
run: cmake --build build/ --verbose
- name: Run build-time tests
run: |
set -eu
export SDL_TESTS_QUICK=1
# FIXME: enable Emscripten build time tests
# ctest -VV --test-dir build/
- name: Install
run: |
echo "SDL2_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build/
- name: Verify CMake configuration files
run: |
emcmake cmake -S cmake/test -B cmake_config_build \
-DCMAKE_BUILD_TYPE=Release \
-DSDL_VENDOR_INFO="Github Workflow" \
-DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }}
cmake --build cmake_config_build --verbose

View File

@@ -1,352 +0,0 @@
name: 'Build'
run-name: 'Configure, Build and Test SDL'
on:
workflow_call:
inputs:
platforms:
description: 'JSON-encoded test properties'
type: string
required: true
jobs:
build:
name: ${{ matrix.platform.name }}
runs-on: ${{ matrix.platform.os }}
container: ${{ matrix.platform.container }}
defaults:
run:
shell: ${{ matrix.platform.shell }}
strategy:
fail-fast: false
matrix:
platform: ${{ fromJSON(inputs.platforms) }}
steps:
- name: 'Set up MSYS2'
if: ${{ matrix.platform.platform == 'msys2' }}
uses: msys2/setup-msys2@v2
with:
msystem: ${{ matrix.platform.msys2-msystem }}
install: >-
${{ matrix.platform.msys2-env }}-cc
${{ matrix.platform.msys2-env }}-cmake
${{ matrix.platform.msys2-env }}-ninja
${{ (!matrix.platform.msys2-no-perl && format('{0}-perl', matrix.platform.msys2-env)) || '' }}
${{ matrix.platform.msys2-env }}-pkg-config
${{ matrix.platform.msys2-env }}-clang-tools-extra
- name: 'About this job'
run: |
echo "key=${{ matrix.platform.key }}"
echo "name=${{ matrix.platform.name }}"
echo "os=${{ matrix.platform.os }}"
echo ""
echo "Add [sdl-ci-filter ${{ matrix.platform.key }}] to your commit message to reduce the number of jobs."
- uses: actions/checkout@v4
- name: 'Set up ninja'
if: ${{ matrix.platform.setup-ninja }}
uses: ./.github/actions/setup-ninja
- uses: mymindstorm/setup-emsdk@v14
if: ${{ matrix.platform.platform == 'emscripten' }}
with:
version: 3.1.35
- uses: nttld/setup-ndk@v1
if: ${{ matrix.platform.android-ndk }}
id: setup-ndk
with:
local-cache: true
ndk-version: r21e
- uses: ilammy/msvc-dev-cmd@v1
if: ${{ matrix.platform.platform == 'msvc' }}
with:
arch: ${{ matrix.platform.msvc-vcvars-arch }}
sdk: ${{ matrix.platform.msvc-vcvars-sdk }}
- name: 'Set up Windows GDK Desktop'
uses: ./.github/actions/setup-gdk-desktop
if: ${{ matrix.platform.setup-gdk-folder != '' }}
with:
folder: '${{ matrix.platform.setup-gdk-folder }}'
- name: 'Setup Intel oneAPI toolchain'
id: intel
if: ${{ matrix.platform.intel }}
run: |
# Download the key to system keyring
wget -O- https://apt.repos.intel.com/intel-gpg-keys/GPG-PUB-KEY-INTEL-SW-PRODUCTS.PUB \
| gpg --dearmor | sudo tee /usr/share/keyrings/oneapi-archive-keyring.gpg > /dev/null
# Add signed entry to apt sources and configure the APT client to use Intel repository:
echo "deb [signed-by=/usr/share/keyrings/oneapi-archive-keyring.gpg] https://apt.repos.intel.com/oneapi all main" | sudo tee /etc/apt/sources.list.d/oneAPI.list
# Update package list
sudo apt-get update -y
# Install oneAPI
sudo apt-get install -y intel-oneapi-compiler-dpcpp-cpp-and-cpp-classic
- name: 'Install apk packages'
if: ${{ matrix.platform.apk-packages != '' }}
run: |
${{ matrix.platform.sudo }} apk update
${{ matrix.platform.sudo }} apk add ${{ matrix.platform.apk-packages }}
- name: 'Install apt packages'
if: ${{ matrix.platform.apt-packages != '' }}
run: |
${{ matrix.platform.sudo }} apt-get update
${{ matrix.platform.sudo }} apt-get install -y ${{ matrix.platform.apt-packages }}
- name: 'Install brew packages'
if: ${{ matrix.platform.brew-packages != '' }}
run: |
export HOMEBREW_NO_INSTALLED_DEPENDENTS_CHECK=1
brew update
brew install ${{ matrix.platform.brew-packages }}
- name: 'Set up GLES for VITA' # Must be after apk
if: ${{ matrix.platform.setup-vita-gles-type != '' }}
uses: ./.github/actions/setup-vita-gles
with:
type: ${{ matrix.platform.setup-vita-gles-type }}
- name: 'Configure (Autotools)'
if: ${{ !matrix.platform.no-autotools }}
run: |
${{ matrix.platform.source_cmd }}
set -eu
rm -rf build-autotools
mkdir build-autotools
./autogen.sh
(
cd build-autotools
../configure \
--enable-vendor-info="Github Workflow" \
--enable-werror \
--prefix=${{ github.workspace }}/autotools_prefix \
)
if test "x${{ (matrix.platform.build-autotools-tests && 'yes') || 'no' }}" = "xyes" ; then
curdir="$(pwd)"
multiarch="$(dpkg-architecture -qDEB_HOST_MULTIARCH)"
(
mkdir -p build-autotools/test
cd build-autotools/test
../../test/configure \
--enable-werror \
--x-includes=/usr/include \
--x-libraries="/usr/lib/${multiarch}" \
--prefix=${{ github.workspace }}/autotools_prefix \
SDL_CFLAGS="-I${curdir}/include" \
SDL_LIBS="-L${curdir}/build-autotools/build/.libs -lSDL2" \
ac_cv_lib_SDL2_ttf_TTF_Init=no \
${NULL+}
)
fi
- name: 'Build (Autotools)'
if: ${{ !matrix.platform.no-autotools }}
run: |
${{ matrix.platform.source_cmd }}
set -eu
parallel="$(getconf _NPROCESSORS_ONLN)"
make -j"${parallel}" -C build-autotools V=1
if test "x${{ (matrix.platform.build-autotools-tests && 'yes') || 'no' }}" = "xyes" ; then
make -j"${parallel}" -C build-autotools/test V=1
fi
- name: 'Run build-time tests (Autotools)'
if: ${{ !matrix.platform.no-autotools && matrix.platform.build-autotools-tests && matrix.platform.run-tests }}
run: |
${{ matrix.platform.source_cmd }}
set -eu
curdir="$(pwd)"
parallel="$(getconf _NPROCESSORS_ONLN)"
export SDL_TESTS_QUICK=1
make -j"${parallel}" -C build-autotools/test check LD_LIBRARY_PATH="${curdir}/build-autotools/build/.libs"
if test "${{ runner.os }}" = "Linux"; then
# This should show us the SDL_REVISION
strings "${curdir}/build-autotools/build/.libs/libSDL2-2.0.so.0" | grep SDL-
fi
- name: 'Install (Autotools)'
if: ${{ !matrix.platform.no-autotools }}
run: |
${{ matrix.platform.source_cmd }}
set -eu
curdir="$(pwd)"
parallel="$(getconf _NPROCESSORS_ONLN)"
make -j"${parallel}" -C build-autotools install V=1
if test "x${{ (matrix.platform.build-autotools-tests && 'yes') || 'no' }}" = "xyes" ; then
make -j"${parallel}" -C build-autotools/test install V=1
fi
( cd autotools_prefix; find . ) | LC_ALL=C sort -u
echo "prefix=$(pwd)/autotools_prefix" >> $GITHUB_OUTPUT
- name: 'Configure (CMake)'
if: ${{ !matrix.platform.no-cmake }}
#shell: ${{ matrix.platform.shell }}
run: |
${{ matrix.platform.source-cmd }}
${{ matrix.platform.cmake-config-emulator }} cmake -S . -B build -G "${{ matrix.platform.cmake-generator }}" \
-Wdeprecated -Wdev -Werror \
${{ matrix.platform.cmake-toolchain-file != '' && format('-DCMAKE_TOOLCHAIN_FILE={0}', matrix.platform.cmake-toolchain-file) || '' }} \
-DSDL_WERROR=${{ matrix.platform.werror }} \
-DSDL_TESTS=${{ matrix.platform.build-tests }} \
-DSDLTEST_TRACKMEM=OFF \
-DSDL_INSTALL_TESTS=${{ matrix.platform.build-tests }} \
-DSDL_DISABLE_INSTALL_DOCS=OFF \
-DSDL_DISABLE_INSTALL_DOCS=OFF \
${{ matrix.platform.cmake-arguments }} \
-DSDL_SHARED=${{ matrix.platform.shared }} \
-DSDL_STATIC=${{ matrix.platform.static }} \
-DSDL_TEST=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_INSTALL_PREFIX=prefix \
-DCMAKE_INSTALL_LIBDIR=lib \
-DSDL_CMAKE_DEBUG_POSTFIX="" \
-DCMAKE_BUILD_TYPE=${{ matrix.platform.cmake-build-type }}
- name: 'Build (CMake)'
id: cmake-build
if: ${{ !matrix.platform.no-cmake }}
# shell: ${{ matrix.platform.shell }}
run: |
${{ matrix.platform.source-cmd }}
cmake --build build --config ${{ matrix.platform.cmake-build-type }} --verbose -- ${{ matrix.platform.cmake-build-arguments }}
- name: 'Verify SDL_REVISION'
if: ${{ !matrix.platform.no-cmake }}
run: |
echo "This should show us the SDL_REVISION"
echo "Shared library:"
${{ (matrix.platform.shared-lib && format('{0} build/{1} | grep "Github Workflow"', matrix.platform.binutils-strings, matrix.platform.shared-lib)) || 'echo "<Shared library not supported by platform>"' }}
echo "Static library:"
${{ (matrix.platform.static-lib && format('{0} build/{1} | grep "Github Workflow"', matrix.platform.binutils-strings, matrix.platform.static-lib)) || 'echo "<Static library not supported by platform>"' }}
- name: 'Run build-time tests (CMake)'
id: cmake-tests
if: ${{ !matrix.platform.no-cmake && matrix.platform.run-tests }}
# shell: ${{ matrix.platform.shell }}
run: |
${{ matrix.platform.source-cmd }}
${{ matrix.platform.pretest-cmd }}
set -eu
export SDL_TESTS_QUICK=1
ctest -VV --test-dir build/ -j2
- name: 'Install (CMake)'
id: cmake-install
if: ${{ steps.build.outcome == 'success' }}
# shell: ${{ matrix.platform.shell }}
run: |
${{ matrix.platform.source-cmd }}
cmake --install build --config ${{ matrix.platform.cmake-build-type }}
echo "prefix=$(pwd)/prefix" >> $GITHUB_OUTPUT
( cd prefix; find . ) | LC_ALL=C sort -u
- name: 'Verify CMake configuration files (CMake)'
if: ${{ steps.cmake-install.outcome == 'success' }}
# shell: ${{ matrix.platform.shell }}
run: |
${{ matrix.platform.source-cmd }}
${{ matrix.platform.cmake-config-emulator }} cmake -S cmake/test -B cmake_test_build -GNinja \
${{ matrix.platform.cmake-toolchain-file != '' && format('-DCMAKE_TOOLCHAIN_FILE={0}', matrix.platform.cmake-toolchain-file) || '' }} \
-DTEST_SHARED=${{ matrix.platform.shared }} \
-DTEST_STATIC=${{ matrix.platform.static }} \
${{ matrix.platform.cmake-arguments }} \
-DCMAKE_BUILD_TYPE=${{ matrix.platform.cmake-build-type }} \
-DCMAKE_PREFIX_PATH="${{ steps.cmake-install.outputs.prefix }}"
cmake --build cmake_test_build --verbose --config ${{ matrix.platform.cmake-build-type }} -- ${{ matrix.platform.cmake-build-arguments }}
- name: 'Extract CC/CXX/CFLAGS/CXXFLAGS from CMake toolchain'
if: ${{ steps.cmake-install.outcome == 'success' && matrix.platform.cc-from-cmake }}
# shell: ${{ matrix.platform.shell }}
run: |
cmake -S .github/cmake -B /tmp/cmake_extract \
${{ matrix.platform.cmake-toolchain-file != '' && format('-DCMAKE_TOOLCHAIN_FILE={0}', matrix.platform.cmake-toolchain-file) || '' }} \
-DCMAKE_BUILD_TYPE=${{ matrix.platform.cmake-build-type }} \
-DVAR_PATH=/tmp/env.txt
cat /tmp/env.txt >> $GITHUB_ENV
- name: 'Verify sdl2.pc (CMake)'
# shell: ${{ matrix.platform.shell }}
if: ${{ steps.cmake-install.outcome == 'success' && matrix.platform.test-pkg-config }}
run: |
${{ matrix.platform.source-cmd }}
${{ matrix.platform.cc && format('export CC="{0}"', matrix.platform.cc) || '' }}
${{ matrix.platform.cflags && format('export CFLAGS="{0}"', matrix.platform.cflags) || '' }}
${{ matrix.platform.ldflags && format('export LDFLAGS="{0}"', matrix.platform.ldflags) || '' }}
export PKG_CONFIG_PATH=${{ steps.cmake-install.outputs.prefix }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- name: 'Build (cross-platform-actions, BSD)'
id: cpactions
if: ${{ matrix.platform.cpactions }}
uses: cross-platform-actions/action@v0.27.0
with:
operating_system: '${{ matrix.platform.cpactions-os }}'
architecture: '${{ matrix.platform.cpactions-arch }}'
version: '${{ matrix.platform.cpactions-version }}'
run: |
${{ matrix.platform.cpactions-setup-cmd }}
${{ matrix.platform.cpactions-install-cmd }}
cmake -S . -B build -GNinja \
${{ matrix.platform.cmake-toolchain-file != '' && format('-DCMAKE_TOOLCHAIN_FILE={0}', matrix.platform.cmake-toolchain-file) || '' }} \
-Wdeprecated -Wdev -Werror \
-DSDL_WERROR=${{ matrix.platform.werror }} \
-DSDL_DISABLE_INSTALL_DOCS=OFF \
${{ matrix.platform.cmake-arguments }} \
-DSDL_SHARED=${{ matrix.platform.shared }} \
-DSDL_STATIC=${{ matrix.platform.static }} \
-DSDL_TEST=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_INSTALL_PREFIX=prefix \
-DCMAKE_INSTALL_LIBDIR=lib \
-DCMAKE_BUILD_TYPE=${{ matrix.platform.cmake-build-type }}
cmake --build build/ --config ${{ matrix.platform.cmake-build-type }} --verbose
cmake --build build/ --config ${{ matrix.platform.cmake-build-type }} --target clean
rm -rf build/CMakeFiles
rm -rf build/docs
- name: 'Set up Watcom'
uses: open-watcom/setup-watcom@v0
if: ${{ matrix.platform.watcom-makefile != '' }}
- name: 'Build (Watcom)'
if: ${{ matrix.platform.watcom-makefile != '' }}
run: |
wmake -f ${{ matrix.platform.watcom-makefile }} ENABLE_WERROR=1
- name: 'Build tests (Watcom)'
if: ${{ matrix.platform.watcom-makefile != '' }}
run: |
cd test
wmake -f ${{ matrix.platform.watcom-makefile }} ENABLE_WERROR=1
- name: 'Run tests (Watcom)'
if: ${{ matrix.platform.watcom-makefile != '' && matrix.platform.run-tests }}
run: |
cd test
wmake -f ${{ matrix.platform.watcom-makefile }} check-quick
- name: 'Distclean (Watcom)'
if: ${{ matrix.platform.watcom-makefile != '' }}
run: |
wmake -f ${{ matrix.platform.watcom-makefile }} distclean
cd test
wmake -f ${{ matrix.platform.watcom-makefile }} distclean
- name: 'Add msbuild to PATH'
id: setup-msbuild
if: ${{ matrix.platform.msvc-project != '' }}
uses: microsoft/setup-msbuild@v2
- name: Build msbuild
if: ${{ matrix.platform.msvc-project != '' }}
run: |
"$(cygpath -u '${{ steps.setup-msbuild.outputs.msbuildPath }}\msbuild.exe')" ${{ matrix.platform.msvc-project }} -m -p:BuildInParallel=true -p:Configuration=Release ${{ matrix.platform.msvc-project-flags }}
- name: 'Build (Android.mk)'
if: ${{ matrix.platform.android-mk }}
run: |
./build-scripts/androidbuildlibs.sh
- name: 'Build (xcode)'
if: ${{ matrix.platform.xcode-sdk != '' }}
run: |
xcodebuild -project Xcode/SDL/SDL.xcodeproj -target "${{ matrix.platform.xcode-target }}" -configuration Release -sdk ${{ matrix.platform.xcode-sdk }} clean build
- name: 'Setup Python'
uses: 'actions/setup-python@main'
if: ${{ matrix.platform.check-sources }}
with:
python-version: '3.x'
- name: 'Check Sources'
if: ${{ matrix.platform.check-sources }}
run: |
set -e
build-scripts/test-versioning.sh
- name: 'Upload binary package'
uses: actions/upload-artifact@v4
if: ${{ always() && steps.cmake-tests.outcome == 'failure' }}
with:
if-no-files-found: ignore
name: '${{ matrix.platform.artifact }}-minidumps'
path: |
build/**/*.dmp
build/**/*.exe
build/**/*.dll
build/**/*.pdb

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name: Build (iOS/tvOS)
on: [push, pull_request]
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: macos-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: iOS, target: Static Library-iOS, sdk: iphoneos }
- { name: tvOS, target: Static Library-tvOS, sdk: appletvos }
steps:
- uses: actions/checkout@v4
- name: Build
run: xcodebuild -project Xcode/SDL/SDL.xcodeproj -target '${{ matrix.platform.target }}' -configuration Release -sdk ${{ matrix.platform.sdk }} clean build

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name: Build
on: [push, pull_request]
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: ${{ matrix.platform.os }}
defaults:
run:
shell: ${{ matrix.platform.shell }}
strategy:
fail-fast: false
matrix:
platform:
- { name: Windows (mingw32), os: windows-latest, shell: 'msys2 {0}', msystem: mingw32, msys-env: mingw-w64-i686 }
- { name: Windows (mingw64), os: windows-latest, shell: 'msys2 {0}', msystem: mingw64, msys-env: mingw-w64-x86_64 }
- { name: Windows (clang32), os: windows-latest, shell: 'msys2 {0}', msystem: clang32, msys-env: mingw-w64-clang-i686 }
- { name: Windows (clang64), os: windows-latest, shell: 'msys2 {0}', msystem: clang64, msys-env: mingw-w64-clang-x86_64 }
- { name: Windows (ucrt64), os: windows-latest, shell: 'msys2 {0}', msystem: ucrt64, msys-env: mingw-w64-ucrt-x86_64 }
- { name: Ubuntu 20.04 (CMake), os: ubuntu-20.04, shell: sh }
- { name: Ubuntu 20.04 (autotools), os: ubuntu-20.04, shell: sh, autotools: true }
- { name: Intel oneAPI (Ubuntu 20.04), os: ubuntu-20.04, shell: bash, artifact: 'SDL-ubuntu20.04-oneapi', intel: true,
source_cmd: 'source /opt/intel/oneapi/setvars.sh; export CC=icx; export CXX=icx;'}
- { name: Intel Compiler (Ubuntu 20.04), os: ubuntu-20.04, shell: bash, artifact: 'SDL-ubuntu20.04-icc', intel: true, cmake: '-DSDL_CLANG_TIDY=OFF',
source_cmd: 'source /opt/intel/oneapi/setvars.sh; export CC=icc; export CXX=icpc; export CFLAGS=-diag-disable=10441; export CXXFLAGS=-diag-disable=10441; '}
- { name: Ubuntu 22.04 (CMake), os: ubuntu-22.04, shell: sh }
- { name: Ubuntu 22.04 (autotools), os: ubuntu-22.04, shell: sh, autotools: true }
- { name: MacOS (CMake), os: macos-latest, shell: sh, cmake: '-DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"' }
- { name: MacOS (autotools), os: macos-latest, shell: sh, autotools: true }
steps:
- name: Set up MSYS2
if: matrix.platform.shell == 'msys2 {0}'
uses: msys2/setup-msys2@v2
with:
msystem: ${{ matrix.platform.msystem }}
install: >-
${{ matrix.platform.msys-env }}-cc
${{ matrix.platform.msys-env }}-cmake
${{ matrix.platform.msys-env }}-ninja
${{ matrix.platform.msys-env }}-pkg-config
- name: Setup Linux dependencies
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install build-essential git make autoconf automake libtool \
pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \
libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \
libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
- name: Setup extra Ubuntu 22.04 dependencies
if: matrix.platform.os == 'ubuntu-22.04'
run: |
sudo apt-get install libpipewire-0.3-dev libdecor-0-dev
- name: Setup Macos dependencies
if: runner.os == 'macOS'
run: |
brew install \
autoconf \
ninja \
pkg-config
- name: Setup Intel oneAPI
if: matrix.platform.intel
run: |
# Download the key to system keyring
wget -O- https://apt.repos.intel.com/intel-gpg-keys/GPG-PUB-KEY-INTEL-SW-PRODUCTS.PUB \
| gpg --dearmor | sudo tee /usr/share/keyrings/oneapi-archive-keyring.gpg > /dev/null
# Add signed entry to apt sources and configure the APT client to use Intel repository:
echo "deb [signed-by=/usr/share/keyrings/oneapi-archive-keyring.gpg] https://apt.repos.intel.com/oneapi all main" | sudo tee /etc/apt/sources.list.d/oneAPI.list
# Update package list
sudo apt-get update -y
# Install oneAPI
sudo apt-get install -y intel-oneapi-compiler-dpcpp-cpp-and-cpp-classic
- uses: actions/checkout@v4
- name: Check that versioning is consistent
# We only need to run this once: arbitrarily use the Linux/CMake build
if: "runner.os == 'Linux' && ! matrix.platform.autotools"
run: ./build-scripts/test-versioning.sh
- name: Configure (CMake)
if: "! matrix.platform.autotools"
run: |
${{ matrix.platform.source_cmd }}
cmake -S . -B build -G Ninja \
-DSDL_TESTS=ON \
-DSDL_WERROR=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_INSTALL_PREFIX=cmake_prefix \
-DCMAKE_BUILD_TYPE=Release \
${{ matrix.platform.cmake }}
- name: Build (CMake)
if: "! matrix.platform.autotools"
run: |
${{ matrix.platform.source_cmd }}
cmake --build build/ --config Release --verbose --parallel
- name: Run build-time tests (CMake)
if: "! matrix.platform.autotools"
run: |
${{ matrix.platform.source_cmd }}
set -eu
export SDL_TESTS_QUICK=1
ctest -VV --test-dir build/ -j2
if test "${{ runner.os }}" = "Linux"; then
# This should show us the SDL_REVISION
strings build/libSDL2-2.0.so.0 | grep SDL-
fi
- name: Install (CMake)
if: "! matrix.platform.autotools"
run: |
set -eu
cmake --install build/ --config Release
echo "SDL2_DIR=$(pwd)/cmake_prefix" >> $GITHUB_ENV
( cd cmake_prefix; find ) | LC_ALL=C sort -u
- name: Configure (Autotools)
if: matrix.platform.autotools
run: |
${{ matrix.platform.source_cmd }}
set -eu
rm -fr build-autotools
mkdir build-autotools
./autogen.sh
(
cd build-autotools
${{ github.workspace }}/configure \
--enable-vendor-info="Github Workflow" \
--enable-werror \
--prefix=${{ github.workspace }}/autotools_prefix \
)
if test "${{ runner.os }}" != "macOS" ; then
curdir="$(pwd)"
multiarch="$(dpkg-architecture -qDEB_HOST_MULTIARCH)"
(
mkdir -p build-autotools/test
cd build-autotools/test
${{ github.workspace }}/test/configure \
--enable-werror \
--x-includes=/usr/include \
--x-libraries="/usr/lib/${multiarch}" \
--prefix=${{ github.workspace }}/autotools_prefix \
SDL_CFLAGS="-I${curdir}/include" \
SDL_LIBS="-L${curdir}/build-autotools/build/.libs -lSDL2" \
ac_cv_lib_SDL2_ttf_TTF_Init=no \
${NULL+}
)
fi
- name: Build (Autotools)
if: matrix.platform.autotools
run: |
${{ matrix.platform.source_cmd }}
set -eu
parallel="$(getconf _NPROCESSORS_ONLN)"
make -j"${parallel}" -C build-autotools V=1
if test "${{ runner.os }}" != "macOS" ; then
make -j"${parallel}" -C build-autotools/test V=1
fi
- name: Run build-time tests (Autotools)
if: ${{ matrix.platform.autotools && (runner.os != 'macOS') }}
run: |
${{ matrix.platform.source_cmd }}
set -eu
curdir="$(pwd)"
parallel="$(getconf _NPROCESSORS_ONLN)"
export SDL_TESTS_QUICK=1
make -j"${parallel}" -C build-autotools/test check LD_LIBRARY_PATH="${curdir}/build-autotools/build/.libs"
if test "${{ runner.os }}" = "Linux"; then
# This should show us the SDL_REVISION
strings "${curdir}/build-autotools/build/.libs/libSDL2-2.0.so.0" | grep SDL-
fi
- name: Install (Autotools)
if: matrix.platform.autotools
run: |
${{ matrix.platform.source_cmd }}
set -eu
curdir="$(pwd)"
parallel="$(getconf _NPROCESSORS_ONLN)"
make -j"${parallel}" -C build-autotools install V=1
if test "${{ runner.os }}" != "macOS" ; then
make -j"${parallel}" -C build-autotools/test install V=1
fi
( cd autotools_prefix; find . ) | LC_ALL=C sort -u
echo "SDL2_DIR=$(pwd)/autotools_prefix" >> $GITHUB_ENV
- name: Verify CMake configuration files
run: |
${{ matrix.platform.source_cmd }}
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }}
cmake --build cmake_config_build --verbose
- name: Verify sdl2-config
run: |
${{ matrix.platform.source_cmd }}
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
${{ matrix.platform.source_cmd }}
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- name: Distcheck (Autotools)
if: matrix.platform.autotools
run: |
set -eu
parallel="$(getconf _NPROCESSORS_ONLN)"
make -j"${parallel}" -C build-autotools dist V=1
# Similar to Automake `make distcheck`: check that the tarball
# release is sufficient to do a new build
mkdir distcheck
tar -C distcheck -zxf build-autotools/SDL2-*.tar.gz
( cd distcheck/SDL2-* && ./configure )
make -j"${parallel}" -C distcheck/SDL2-*
- name: Run installed-tests (Autotools)
if: "runner.os == 'Linux' && matrix.platform.autotools"
run: |
${{ matrix.platform.source_cmd }}
set -eu
parallel="$(getconf _NPROCESSORS_ONLN)"
sudo make -j"${parallel}" -C build-autotools install
sudo make -j"${parallel}" -C build-autotools/test install
export SDL_TESTS_QUICK=1
# We need to set LD_LIBRARY_PATH because it isn't in the default
# linker search path. We don't need to set XDG_DATA_DIRS for
# ginsttest-runner, because /usr/local/share *is* in the default
# search path for that.
env --chdir=/ \
LD_LIBRARY_PATH=/usr/local/lib \
SDL_AUDIODRIVER=dummy \
SDL_VIDEODRIVER=dummy \
ginsttest-runner --tap SDL2

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name: Build (MSVC)
on: [push, pull_request]
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: windows-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: Windows (x64), flags: -A x64, project: VisualC/SDL.sln, projectflags: '/p:Platform=x64' }
- { name: Windows (x86), flags: -A Win32, project: VisualC/SDL.sln, projectflags: '/p:Platform=Win32' }
- { name: Windows static VCRT (x64), flags: -A x64 -DSDL_FORCE_STATIC_VCRT=ON }
- { name: Windows static VCRT (x86), flags: -A Win32 -DSDL_FORCE_STATIC_VCRT=ON }
- { name: Windows (clang-cl x64), flags: -T ClangCL -A x64 }
- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32 }
- { name: Windows (ARM), flags: -A ARM }
- { name: Windows (ARM64), flags: -A ARM64 }
- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0" -DSDL_TESTS=OFF, nowerror: true,
project: VisualC-WinRT/SDL-UWP.sln, projectflags: '/p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17763.0' }
steps:
- uses: actions/checkout@v4
- name: Create CMake project using SDL as a subproject
shell: python
run: |
import os
import textwrap
srcdir = r"${{ github.workspace }}".replace("\\", "/")
builddir = f"{ srcdir }/build"
os.makedirs(builddir)
with open(f"{ builddir }/CMakeLists.txt", "w") as f:
f.write(textwrap.dedent(f"""\
# Always build .PDB symbol file
set(CMAKE_POLICY_DEFAULT_CMP0141 "NEW" CACHE STRING "MSVC debug information format flags are selected by an abstraction")
set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT "ProgramDatabase" CACHE STRING "MSVC debug information format")
set(CMAKE_EXE_LINKER_FLAGS "-DEBUG" CACHE STRING "Linker flags for executables")
set(CMAKE_SHARED_LINKER_FLAGS "-DEBUG" CACHE STRING "Linker flag for shared libraries")
cmake_minimum_required(VERSION 3.0...3.25)
project(sdl_user)
enable_testing()
add_subdirectory("{ srcdir }" SDL)
"""))
- name: Configure (CMake)
run: cmake -S build -B build `
-DSDL_WERROR=${{ !matrix.platform.nowerror }} `
-DSDL_TESTS=ON `
-DSDL_INSTALL_TESTS=ON `
-DSDL_VENDOR_INFO="Github Workflow" `
-DSDL2_DISABLE_INSTALL=OFF `
${{ matrix.platform.flags }} `
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build (CMake)
run: cmake --build build/ --config Release --parallel
- name: Run build-time tests
if: "! contains(matrix.platform.name, 'ARM')"
run: |
$env:SDL_TESTS_QUICK=1
ctest -VV --test-dir build/ -C Release -j2
- name: Install (CMake)
run: |
echo "SDL2_DIR=$Env:GITHUB_WORKSPACE/prefix" >> $Env:GITHUB_ENV
cmake --install build/
- name: Verify CMake configuration files
if: ${{ !contains(matrix.platform.name, 'UWP') }} # FIXME: cmake/test/CMakeLists.txt should support UWP
run: |
cmake -S cmake/test -B cmake_config_build `
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }} `
${{ matrix.platform.flags }}
cmake --build cmake_config_build --config Release
- name: Add msbuild to PATH
if: ${{ matrix.platform.project != '' }}
uses: microsoft/setup-msbuild@v2
- name: Build msbuild
if: ${{ matrix.platform.project != '' }}
run: msbuild ${{ matrix.platform.project }} /m /p:BuildInParallel=true /p:Configuration=Release ${{ matrix.platform.projectflags }}

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name: Build (Nintendo 3DS)
on: [push, pull_request]
jobs:
n3ds:
runs-on: ubuntu-latest
container:
image: devkitpro/devkitarm:latest
steps:
- uses: actions/checkout@v4
- name: Install build requirements
run: |
apt update
apt install ninja-build
- name: Configure CMake
run: |
cmake -S . -B build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${DEVKITPRO}/cmake/3DS.cmake \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build
run: cmake --build build --verbose
- name: Install CMake
run: |
echo "SDL2_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build/
( cd prefix; find ) | LC_ALL=C sort -u
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${DEVKITPRO}/cmake/3DS.cmake \
-DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Extract CC/CXX/CFLAGS/CXXFLAGS from CMake toolchain
run: |
cmake -S .github/cmake -B /tmp/cmake_extract \
-DCMAKE_TOOLCHAIN_FILE=${DEVKITPRO}/cmake/3DS.cmake \
-DCMAKE_BUILD_TYPE=Release \
-DVAR_PATH=/tmp/n3ds_env.txt
cat /tmp/n3ds_env.txt >> $GITHUB_ENV
- name: Verify sdl2-config
run: |
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh

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name: Build (Sony Playstation 2)
on: [push, pull_request]
jobs:
ps2:
runs-on: ubuntu-latest
container: ps2dev/ps2dev:latest
steps:
- uses: actions/checkout@v4
- name: Setup dependencies
run: |
apk update
apk add cmake gmp mpc1 mpfr4 ninja pkgconf make git
# To be removed once ps2_drivers is part of PS2DEV
- name: Install ps2_drivers lib
run: |
git clone https://github.com/fjtrujy/ps2_drivers.git
cd ps2_drivers
make -j $(getconf _NPROCESSORS_ONLN) clean
make -j $(getconf _NPROCESSORS_ONLN)
make -j $(getconf _NPROCESSORS_ONLN) install
- name: Configure (CMake)
run: |
cmake -S . -B build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DCMAKE_INSTALL_PREFIX=cmake_prefix \
-DCMAKE_BUILD_TYPE=Release
- name: Build
run: cmake --build build --config Release --verbose --parallel
- name: Install (CMake)
run: |
set -eu
cmake --install build/ --config Release
echo "SDL2_DIR=$(pwd)/cmake_prefix" >> $GITHUB_ENV
( cd cmake_prefix; find ) | LC_ALL=C sort -u
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake \
-DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Verify sdl2-config
run: |
export CC=mips64r5900el-ps2-elf-gcc
export LDFLAGS="-L$PS2DEV/ps2sdk/ee/lib -L$PS2DEV/gsKit/lib -L$PS2DEV/ps2sdk/ports/lib"
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
export CC=mips64r5900el-ps2-elf-gcc
export LDFLAGS="-L$PS2DEV/ps2sdk/ee/lib -L$PS2DEV/gsKit/lib -L$PS2DEV/ps2sdk/ports/lib"
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh
- name: Get short SHA
id: slug
run: echo "::set-output name=sha8::$(echo ${GITHUB_SHA} | cut -c1-8)"
- name: Upload artifacts
if: ${{ success() }}
uses: actions/upload-artifact@v3
with:
name: tests-${{ steps.slug.outputs.sha8 }}
path: |
build/test

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name: Build (Sony Playstation Portable)
on: [push, pull_request]
jobs:
psp:
runs-on: ubuntu-latest
container: pspdev/pspdev:latest
steps:
- uses: actions/checkout@v4
- name: Setup dependencies
run: |
apk update
apk add cmake gmp mpc1 mpfr4 make pkgconf
- name: Configure CMake
run: |
cmake -S . -B build \
-DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build
run: cmake --build build --config Release
- name: Install
run: |
echo "SDL2_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build --config Release
( cd prefix; find ) | LC_ALL=C sort -u
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build \
-DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }} \
-DTEST_SHARED=FALSE \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Verify sdl2-config
run: |
export CC=psp-gcc
export LDFLAGS="-L$PSPDEV/lib -L$PSPDEV/psp/lib -L$PSPDEV/psp/sdk/lib"
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
export CC=psp-gcc
export LDFLAGS="-L$PSPDEV/lib -L$PSPDEV/psp/lib -L$PSPDEV/psp/sdk/lib"
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh

View File

@@ -1,403 +0,0 @@
name: 'release'
run-name: 'Create SDL release artifacts for ${{ inputs.commit }}'
on:
workflow_dispatch:
inputs:
commit:
description: 'Commit of SDL'
required: true
jobs:
src:
runs-on: ubuntu-latest
outputs:
project: ${{ steps.releaser.outputs.project }}
version: ${{ steps.releaser.outputs.version }}
src-tar-gz: ${{ steps.releaser.outputs.src-tar-gz }}
src-tar-xz: ${{ steps.releaser.outputs.src-tar-xz }}
src-zip: ${{ steps.releaser.outputs.src-zip }}
steps:
- name: 'Set up Python'
uses: actions/setup-python@v5
with:
python-version: '3.11'
- name: 'Fetch build-release.py'
uses: actions/checkout@v4
with:
sparse-checkout: 'build-scripts/build-release.py'
- name: 'Set up SDL sources'
uses: actions/checkout@v4
with:
path: 'SDL'
fetch-depth: 0
- name: 'Build Source archive'
id: releaser
shell: bash
run: |
python build-scripts/build-release.py \
--actions source \
--commit ${{ inputs.commit }} \
--root "${{ github.workspace }}/SDL" \
--github \
--debug
- name: 'Store source archives'
uses: actions/upload-artifact@v4
with:
name: sources
path: '${{ github.workspace}}/dist'
linux-verify:
needs: [src]
runs-on: ubuntu-latest
steps:
- name: 'Download source archives'
uses: actions/download-artifact@v4
with:
name: sources
path: '${{ github.workspace }}'
- name: 'Unzip ${{ needs.src.outputs.src-zip }}'
id: zip
run: |
mkdir /tmp/zipdir
cd /tmp/zipdir
unzip "${{ github.workspace }}/${{ needs.src.outputs.src-zip }}"
echo "path=/tmp/zipdir/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$GITHUB_OUTPUT
- name: 'Untar ${{ needs.src.outputs.src-tar-gz }}'
id: tar
run: |
mkdir -p /tmp/tardir
tar -C /tmp/tardir -v -x -f "${{ github.workspace }}/${{ needs.src.outputs.src-tar-gz }}"
echo "path=/tmp/tardir/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$GITHUB_OUTPUT
- name: 'Compare contents of ${{ needs.src.outputs.src-zip }} and ${{ needs.src.outputs.src-tar-gz }}'
run: |
diff /tmp/zipdir /tmp/tardir
- name: 'Test versioning'
shell: bash
run: |
${{ steps.tar.outputs.path }}/build-scripts/test-versioning.sh
- name: 'CMake (configure + build + tests + examples)'
run: |
cmake -S ${{ steps.tar.outputs.path }} -B /tmp/build -DSDL_TEST_LIBRARY=TRUE -DSDL_TESTS=TRUE -DSDL_EXAMPLES=TRUE
cmake --build /tmp/build --verbose
ctest --test-dir /tmp/build --no-tests=error --output-on-failure
dmg:
needs: [src]
runs-on: macos-latest
outputs:
dmg: ${{ steps.releaser.outputs.dmg }}
steps:
- name: 'Set up Python'
uses: actions/setup-python@v5
with:
python-version: '3.11'
- name: 'Fetch build-release.py'
uses: actions/checkout@v4
with:
sparse-checkout: 'build-scripts/build-release.py'
- name: 'Download source archives'
uses: actions/download-artifact@v4
with:
name: sources
path: '${{ github.workspace }}'
- name: 'Untar ${{ needs.src.outputs.src-tar-gz }}'
id: tar
run: |
mkdir -p "${{ github.workspace }}/tardir"
tar -C "${{ github.workspace }}/tardir" -v -x -f "${{ github.workspace }}/${{ needs.src.outputs.src-tar-gz }}"
echo "path=${{ github.workspace }}/tardir/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$GITHUB_OUTPUT
- name: 'Build SDL2.dmg'
id: releaser
shell: bash
run: |
python build-scripts/build-release.py \
--actions dmg \
--commit ${{ inputs.commit }} \
--root "${{ steps.tar.outputs.path }}" \
--github \
--debug
- name: 'Store DMG image file'
uses: actions/upload-artifact@v4
with:
name: dmg
path: '${{ github.workspace }}/dist'
dmg-verify:
needs: [dmg, src]
runs-on: macos-latest
steps:
- name: 'Download source archives'
uses: actions/download-artifact@v4
with:
name: sources
path: '${{ github.workspace }}'
- name: 'Download ${{ needs.dmg.outputs.dmg }}'
uses: actions/download-artifact@v4
with:
name: dmg
path: '${{ github.workspace }}'
- name: 'Untar ${{ needs.src.outputs.src-tar-gz }}'
id: src
run: |
mkdir -p /tmp/tardir
tar -C /tmp/tardir -v -x -f "${{ github.workspace }}/${{ needs.src.outputs.src-tar-gz }}"
echo "path=/tmp/tardir/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$GITHUB_OUTPUT
- name: 'Mount ${{ needs.dmg.outputs.dmg }}'
id: mount
run: |
hdiutil attach '${{ github.workspace }}/${{ needs.dmg.outputs.dmg }}'
mount_point="/Volumes/${{ needs.src.outputs.project }}"
if [ ! -d "$mount_point/${{ needs.src.outputs.project }}.framework" ]; then
echo "Cannot find ${{ needs.src.outputs.project }}.framework!"
exit 1
fi
echo "mount_point=$mount_point">>$GITHUB_OUTPUT
- name: 'CMake (configure + build) Darwin'
run: |
set -e
cmake -S "${{ steps.src.outputs.path }}/cmake/test" \
-DTEST_FULL=FALSE \
-DTEST_STATIC=FALSE \
-DTEST_TEST=FALSE \
-DCMAKE_PREFIX_PATH="${{ steps.mount.outputs.mount_point }}" \
-DCMAKE_SYSTEM_NAME=Darwin \
-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64" \
-Werror=dev \
-B build_darwin
cmake --build build_darwin --config Release --verbose
cmake -S "${{ steps.src.outputs.path }}/cmake/test" \
-DTEST_FULL=FALSE \
-DTEST_STATIC=FALSE \
-DTEST_TEST=FALSE \
-DCMAKE_PREFIX_PATH="${{ steps.mount.outputs.mount_point }}" \
-DCMAKE_SYSTEM_NAME=Darwin \
-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64" \
-Werror=dev \
-B build_darwin_2
cmake --build build_darwin --config Release --verbose
msvc:
needs: [src]
runs-on: windows-2025
outputs:
VC-x86: ${{ steps.releaser.outputs.VC-x86 }}
VC-x64: ${{ steps.releaser.outputs.VC-x64 }}
VC-devel: ${{ steps.releaser.outputs.VC-devel }}
steps:
- name: 'Set up Python'
uses: actions/setup-python@v5
with:
python-version: '3.11'
- name: 'Fetch build-release.py'
uses: actions/checkout@v4
with:
sparse-checkout: 'build-scripts/build-release.py'
- name: 'Download source archives'
uses: actions/download-artifact@v4
with:
name: sources
path: '${{ github.workspace }}'
- name: 'Unzip ${{ needs.src.outputs.src-zip }}'
id: zip
run: |
New-Item C:\temp -ItemType Directory -ErrorAction SilentlyContinue
cd C:\temp
unzip "${{ github.workspace }}/${{ needs.src.outputs.src-zip }}"
echo "path=C:\temp\${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$Env:GITHUB_OUTPUT
- name: 'Build MSVC binary archives'
id: releaser
run: |
python build-scripts/build-release.py `
--actions msvc `
--commit ${{ inputs.commit }} `
--root "${{ steps.zip.outputs.path }}" `
--github `
--debug
- name: 'Store MSVC archives'
uses: actions/upload-artifact@v4
with:
name: win32
path: '${{ github.workspace }}/dist'
msvc-verify:
needs: [msvc, src]
runs-on: windows-latest
steps:
- name: 'Fetch .github/actions/setup-ninja/action.yml'
uses: actions/checkout@v4
with:
sparse-checkout: '.github/actions/setup-ninja/action.yml'
- name: 'Download source archives'
uses: actions/download-artifact@v4
with:
name: sources
path: '${{ github.workspace }}'
- name: 'Download MSVC binaries'
uses: actions/download-artifact@v4
with:
name: win32
path: '${{ github.workspace }}'
- name: 'Unzip ${{ needs.src.outputs.src-zip }}'
id: src
run: |
mkdir '${{ github.workspace }}/sources'
cd '${{ github.workspace }}/sources'
unzip "${{ github.workspace }}/${{ needs.src.outputs.src-zip }}"
echo "path=${{ github.workspace }}/sources/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$env:GITHUB_OUTPUT
- name: 'Unzip ${{ needs.msvc.outputs.VC-devel }}'
id: bin
run: |
mkdir '${{ github.workspace }}/vc'
cd '${{ github.workspace }}/vc'
unzip "${{ github.workspace }}/${{ needs.msvc.outputs.VC-devel }}"
echo "path=${{ github.workspace }}/vc/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$env:GITHUB_OUTPUT
- name: Set up ninja
uses: ./.github/actions/setup-ninja
- name: 'Configure vcvars x86'
uses: ilammy/msvc-dev-cmd@v1
with:
arch: x64_x86
- name: 'CMake (configure + build + tests) x86'
run: |
cmake -S "${{ steps.src.outputs.path }}/cmake/test" `
-B build_x86 `
-GNinja `
-DCMAKE_BUILD_TYPE=Debug `
-Werror=dev `
-DTEST_FULL=FALSE `
-DTEST_STATIC=FALSE `
-DTEST_SHARED=TRUE `
-DTEST_TEST=TRUE `
-DCMAKE_SUPPRESS_REGENERATION=TRUE `
-DCMAKE_PREFIX_PATH="${{ steps.bin.outputs.path }}"
Start-Sleep -Seconds 2
cmake --build build_x86 --config Release --verbose
#ctest --test-dir build_x86 --no-tests=error -C Release --output-on-failure
- name: 'Configure vcvars x64'
uses: ilammy/msvc-dev-cmd@v1
with:
arch: x64
- name: 'CMake (configure + build + tests) x64'
run: |
cmake -S "${{ steps.src.outputs.path }}/cmake/test" `
-B build_x64 `
-GNinja `
-DCMAKE_BUILD_TYPE=Debug `
-Werror=dev `
-DTEST_FULL=FALSE `
-DTEST_STATIC=FALSE `
-DTEST_SHARED=TRUE `
-DTEST_TEST=TRUE `
-DCMAKE_SUPPRESS_REGENERATION=TRUE `
-DCMAKE_PREFIX_PATH="${{ steps.bin.outputs.path }}"
Start-Sleep -Seconds 2
cmake --build build_x64 --config Release --verbose
#ctest --test-dir build_x64 --no-tests=error -C Release --output-on-failure
mingw:
needs: [src]
runs-on: ubuntu-24.04 # FIXME: current ubuntu-latest ships an outdated mingw, replace with ubuntu-latest once 24.04 becomes the new default
outputs:
mingw-devel-tar-gz: ${{ steps.releaser.outputs.mingw-devel-tar-gz }}
mingw-devel-tar-xz: ${{ steps.releaser.outputs.mingw-devel-tar-xz }}
steps:
- name: 'Set up Python'
uses: actions/setup-python@v5
with:
python-version: '3.11'
- name: 'Fetch build-release.py'
uses: actions/checkout@v4
with:
sparse-checkout: 'build-scripts/build-release.py'
- name: 'Install Mingw toolchain'
run: |
sudo apt-get update -y
sudo apt-get install -y gcc-mingw-w64 g++-mingw-w64 ninja-build
- name: 'Download source archives'
uses: actions/download-artifact@v4
with:
name: sources
path: '${{ github.workspace }}'
- name: 'Untar ${{ needs.src.outputs.src-tar-gz }}'
id: tar
run: |
mkdir -p /tmp/tardir
tar -C /tmp/tardir -v -x -f "${{ github.workspace }}/${{ needs.src.outputs.src-tar-gz }}"
echo "path=/tmp/tardir/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$GITHUB_OUTPUT
- name: 'Build MinGW binary archives'
id: releaser
run: |
python build-scripts/build-release.py \
--actions mingw \
--commit ${{ inputs.commit }} \
--root "${{ steps.tar.outputs.path }}" \
--github \
--debug
- name: 'Store MinGW archives'
uses: actions/upload-artifact@v4
with:
name: mingw
path: '${{ github.workspace }}/dist'
mingw-verify:
needs: [mingw, src]
runs-on: ubuntu-latest
steps:
- name: 'Install Mingw toolchain'
run: |
sudo apt-get update -y
sudo apt-get install -y gcc-mingw-w64 g++-mingw-w64 ninja-build
- name: 'Download source archives'
uses: actions/download-artifact@v4
with:
name: sources
path: '${{ github.workspace }}'
- name: 'Download MinGW binaries'
uses: actions/download-artifact@v4
with:
name: mingw
path: '${{ github.workspace }}'
- name: 'Untar ${{ needs.src.outputs.src-tar-gz }}'
id: src
run: |
mkdir -p /tmp/tardir
tar -C /tmp/tardir -v -x -f "${{ github.workspace }}/${{ needs.src.outputs.src-tar-gz }}"
echo "path=/tmp/tardir/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }}" >>$GITHUB_OUTPUT
- name: 'Untar and install ${{ needs.mingw.outputs.mingw-devel-tar-gz }}'
id: bin
run: |
mkdir -p /tmp/mingw-tardir
tar -C /tmp/mingw-tardir -v -x -f "${{ github.workspace }}/${{ needs.mingw.outputs.mingw-devel-tar-gz }}"
make -C /tmp/mingw-tardir/${{ needs.src.outputs.project }}-${{ needs.src.outputs.version }} cross CROSS_PATH=/tmp/deps-mingw
echo "path=/tmp/deps-mingw" >>$GITHUB_OUTPUT
- name: 'CMake (configure + build) i686'
run: |
set -e
cmake -S "${{ steps.src.outputs.path }}/cmake/test" \
-DCMAKE_BUILD_TYPE="Release" \
-DTEST_FULL=FALSE \
-DTEST_STATIC=TRUE \
-DTEST_TEST=TRUE \
-DCMAKE_PREFIX_PATH="${{ steps.bin.outputs.path }}" \
-DCMAKE_TOOLCHAIN_FILE="${{ steps.src.outputs.path }}/build-scripts/cmake-toolchain-mingw64-i686.cmake" \
-DCMAKE_C_FLAGS="-DSDL_DISABLE_SSE4_2" \
-Werror=dev \
-B build_x86
cmake --build build_x86 --config Release --verbose
- name: 'CMake (configure + build) x86_64'
run: |
set -e
cmake -S "${{ steps.src.outputs.path }}/cmake/test" \
-DCMAKE_BUILD_TYPE="Release" \
-DTEST_FULL=FALSE \
-DTEST_STATIC=TRUE \
-DTEST_TEST=TRUE \
-DCMAKE_PREFIX_PATH="${{ steps.bin.outputs.path }}" \
-DCMAKE_TOOLCHAIN_FILE="${{ steps.src.outputs.path }}/build-scripts/cmake-toolchain-mingw64-x86_64.cmake" \
-DCMAKE_C_FLAGS="-DSDL_DISABLE_SSE4_2" \
-Werror=dev \
-B build_x64
cmake --build build_x64 --config Release --verbose

68
.github/workflows/riscos.yml vendored Normal file
View File

@@ -0,0 +1,68 @@
name: Build (RISC OS)
on: [push, pull_request]
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: ubuntu-latest
container: riscosdotinfo/riscos-gccsdk-4.7:latest
strategy:
fail-fast: false
matrix:
platform:
- { name: autotools, test_args: '-DTEST_SHARED=FALSE' } # FIXME: autotools should build and install shared libraries
- { name: CMake }
steps:
- name: Setup dependencies
run: apt-get update && apt-get install -y cmake ninja-build
- uses: actions/checkout@v4
- name: Configure (autotools)
if: ${{ contains(matrix.platform.name, 'autotools') }}
run: |
mkdir build_autotools
cd build_autotools
../configure \
--host=arm-unknown-riscos \
--disable-gcc-atomics \
--prefix=${{ github.workspace }}/prefix_autotools
- name: Build (autotools)
if: ${{ contains(matrix.platform.name, 'autotools') }}
run: make -C build_autotools -j`nproc` V=1
- name: Install (autotools)
if: ${{ contains(matrix.platform.name, 'autotools') }}
run: |
echo "SDL2_DIR=${{ github.workspace }}/prefix_autotools" >> $GITHUB_ENV
make -C build_autotools install
( cd ${{ github.workspace }}/prefix_autotools; find ) | LC_ALL=C sort -u
- name: Configure (CMake)
if: ${{ contains(matrix.platform.name, 'CMake') }}
run: |
cmake -S . -B build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=/home/riscos/env/toolchain-riscos.cmake \
-DRISCOS=ON \
-DSDL_GCC_ATOMICS=OFF \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DSDL_VENDOR_INFO="Github Workflow" \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=${{ github.workspace }}/prefix_cmake
- name: Build (CMake)
if: ${{ contains(matrix.platform.name, 'CMake') }}
run: cmake --build build --verbose
- name: Install (CMake)
if: ${{ contains(matrix.platform.name, 'CMake') }}
run: |
echo "SDL2_DIR=${{ github.workspace }}/prefix_cmake" >> $GITHUB_ENV
cmake --install build/
( cd ${{ github.workspace }}/prefix_cmake; find ) | LC_ALL=C sort -u
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=/home/riscos/env/toolchain-riscos.cmake \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }} \
-DCMAKE_BUILD_TYPE=Release \
${{ matrix.platform.test_args }}
cmake --build cmake_config_build --verbose

95
.github/workflows/vita.yaml vendored Normal file
View File

@@ -0,0 +1,95 @@
name: Build (Sony Playstation Vita)
on: [push, pull_request]
defaults:
run:
shell: sh
jobs:
vita:
name: ${{ matrix.platform.name }}
runs-on: ubuntu-latest
container:
image: vitasdk/vitasdk:latest
strategy:
fail-fast: false
matrix:
platform:
- { name: GLES (pib), os: windows-latest, pib: true }
- { name: GLES (PVR_PSP2 + gl4es4vita), os: windows-latest, pvr: true }
steps:
- uses: actions/checkout@v4
- name: Install build requirements
run: |
apk update
apk add cmake ninja pkgconf bash
- name: Configure PVR_PSP2 (GLES)
if: ${{ !!matrix.platform.pvr }}
run: |
pvr_psp2_version=3.9
# Configure PVR_PSP2 headers
wget https://github.com/GrapheneCt/PVR_PSP2/archive/refs/tags/v$pvr_psp2_version.zip -P/tmp
unzip /tmp/v$pvr_psp2_version.zip -d/tmp
cp -r /tmp/PVR_PSP2-$pvr_psp2_version/include/* ${VITASDK}/arm-vita-eabi/include
rm /tmp/v$pvr_psp2_version.zip
# Configure PVR_PSP2 stub libraries
wget https://github.com/GrapheneCt/PVR_PSP2/releases/download/v$pvr_psp2_version/vitasdk_stubs.zip -P/tmp
unzip /tmp/vitasdk_stubs.zip -d/tmp/pvr_psp2_stubs
find /tmp/pvr_psp2_stubs -type f -name "*.a" -exec cp {} ${VITASDK}/arm-vita-eabi/lib \;
rm /tmp/vitasdk_stubs.zip
rm -rf /tmp/pvr_psp2_stubs
- name: Configure gl4es4vita (OpenGL)
if: ${{ !!matrix.platform.pvr }}
run: |
gl4es4vita_version=1.1.4
# Configure gl4es4vita headers
wget https://github.com/SonicMastr/gl4es4vita/releases/download/v$gl4es4vita_version-vita/include.zip -P/tmp
unzip -o /tmp/include.zip -d${VITASDK}/arm-vita-eabi/include
rm /tmp/include.zip
# Configure gl4es4vita stub libraries
wget https://github.com/SonicMastr/gl4es4vita/releases/download/v$gl4es4vita_version-vita/vitasdk_stubs.zip -P/tmp
unzip /tmp/vitasdk_stubs.zip -d${VITASDK}/arm-vita-eabi/lib
- name: Configure CMake
run: |
cmake -S . -B build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake \
-DVIDEO_VITA_PIB=${{ !!matrix.platform.pib }} \
-DVIDEO_VITA_PVR=${{ !!matrix.platform.pvr }} \
-DSDL_WERROR=ON \
-DSDL_TESTS=ON \
-DSDL_INSTALL_TESTS=ON \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_INSTALL_PREFIX=prefix
- name: Build
run: cmake --build build --verbose
- name: Install CMake
run: |
echo "SDL2_DIR=$(pwd)/prefix" >> $GITHUB_ENV
cmake --install build/
( cd prefix; find ) | LC_ALL=C sort -u
- name: Verify CMake configuration files
run: |
cmake -S cmake/test -B cmake_config_build -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=${VITASDK}/share/vita.toolchain.cmake \
-DTEST_SHARED=FALSE \
-DCMAKE_PREFIX_PATH=${{ env.SDL2_DIR }} \
-DCMAKE_BUILD_TYPE=Release
cmake --build cmake_config_build --verbose
- name: Verify sdl2-config
run: |
export CC=arm-vita-eabi-gcc
export PATH=${{ env.SDL2_DIR }}/bin:$PATH
cmake/test/test_sdlconfig.sh
- name: Verify sdl2.pc
run: |
export CC=arm-vita-eabi-gcc
export PKG_CONFIG_PATH=${{ env.SDL2_DIR }}/lib/pkgconfig
cmake/test/test_pkgconfig.sh

35
.github/workflows/watcom.yml vendored Normal file
View File

@@ -0,0 +1,35 @@
name: Build (OpenWatcom)
on: [push, pull_request]
jobs:
os2:
name: ${{ matrix.platform.name }}
runs-on: windows-latest
strategy:
matrix:
platform:
- { name: Windows, makefile: Makefile.w32 }
- { name: OS/2, makefile: Makefile.os2 }
steps:
- uses: actions/checkout@v4
- uses: open-watcom/setup-watcom@v0
- name: Build SDL2
run: |
wmake -f ${{ matrix.platform.makefile }} ENABLE_WERROR=1
- name: Build tests
run: |
cd test && wmake -f ${{ matrix.platform.makefile }} ENABLE_WERROR=1
cd ..
- name: Run tests
if: "matrix.platform.makefile == 'Makefile.w32'"
run: |
cd test && wmake -f ${{ matrix.platform.makefile }} check-quick
cd ..
- name: distclean
run: |
wmake -f ${{ matrix.platform.makefile }} distclean
cd test && wmake -f ${{ matrix.platform.makefile }} distclean
cd ..

3
.gitignore vendored
View File

@@ -15,8 +15,7 @@ build
gen gen
Build Build
buildbot buildbot
/REVISION.txt /VERSION.txt
dist
*.so *.so
*.so.* *.so.*

View File

@@ -1,9 +1,9 @@
projectfullname = Simple Directmedia Layer projectfullname = SDL2
projectshortname = SDL projectshortname = SDL2
incsubdir = include incsubdir = include
wikisubdir = SDL2 wikisubdir = SDL2
readmesubdir = docs readmesubdir = docs
apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_|[US]int\d+) apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_)
mainincludefname = SDL.h mainincludefname = SDL.h
versionfname = include/SDL_version.h versionfname = include/SDL_version.h
versionmajorregex = \A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z versionmajorregex = \A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z
@@ -14,19 +14,4 @@ projecturl = https://libsdl.org/
wikiurl = https://wiki.libsdl.org/SDL2 wikiurl = https://wiki.libsdl.org/SDL2
bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new
warn_about_missing = 0 warn_about_missing = 0
#wikipreamble = (This is the legacy documentation for SDL2, the previous stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current stable version.) wikipreamble = (This is the legacy documentation for stable SDL2, the current stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current development version.)
wikiheaderfiletext = Defined in [%fname%](https://github.com/libsdl-org/SDL/blob/SDL2/include/%fname%)
manpageheaderfiletext = Defined in %fname%
# All SDL_config_*.h headers are uncategorized, in case something slips in from them.
# All SDL_test_* headers become uncategorized, everything else just converts like SDL_audio.h -> Audio
# A handful of others we fix up in the header itself with /* WIKI CATEGORY: x */ comments.
headercategoryeval = s/\ASDL_config_.*?\.h\Z//; s/\ASDL_test_.*?\.h\Z//; s/\ASDL_?(.*?)\.h\Z/$1/; ucfirst();
# !!! FIXME: maybe later, but there are probably documentation gaps to fix first.
quickrefenabled = 0
quickrefcategoryorder = Init,Hints,Error,Version,Properties,Log,Video,Events,Keyboard,Mouse,Touch,Gesture,GameController,Joystick,Haptic,Audio,Timer,Render,LoadSO,Thread,Mutex,Atomic,Filesystem,RWOPS,Pixels,Surface,Blendmode,Rect,Clipboard,Messagebox,Vulkan,Metal,Platform,Power,Sensor,Bits,Endian,Assert,CPUInfo,Locale,System,Misc,GUID,Main,Stdinc
quickreftitle = SDL2 API Quick Reference
quickrefurl = https://libsdl.org/
quickrefdesc = The latest version of this document can be found at https://wiki.libsdl.org/SDL2/QuickReference
quickrefmacroregex = \A(SDL_Atomic...Ref|SDL_assert.*?|SDL_arraysize|SDL_Swap[BL]E\d\d|SDL_[a-z]+_cast|SDL_Load...)\Z

View File

@@ -35,7 +35,6 @@ LOCAL_SRC_FILES := \
$(wildcard $(LOCAL_PATH)/src/hidapi/android/*.cpp) \ $(wildcard $(LOCAL_PATH)/src/hidapi/android/*.cpp) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \ $(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \ $(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \ $(wildcard $(LOCAL_PATH)/src/joystick/hidapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/virtual/*.c) \ $(wildcard $(LOCAL_PATH)/src/joystick/virtual/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \ $(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \

View File

@@ -5,8 +5,8 @@ endif()
# MSVC runtime library flags are selected by an abstraction. # MSVC runtime library flags are selected by an abstraction.
set(CMAKE_POLICY_DEFAULT_CMP0091 NEW) set(CMAKE_POLICY_DEFAULT_CMP0091 NEW)
cmake_minimum_required(VERSION 3.0.0...3.10) cmake_minimum_required(VERSION 3.0.0...3.5)
project(SDL2 C) project(SDL2 C CXX)
if(CMAKE_SOURCE_DIR STREQUAL PROJECT_SOURCE_DIR) if(CMAKE_SOURCE_DIR STREQUAL PROJECT_SOURCE_DIR)
set(SDL2_SUBPROJECT OFF) set(SDL2_SUBPROJECT OFF)
@@ -15,15 +15,13 @@ else()
endif() endif()
if (HAIKU) if (HAIKU)
enable_language(CXX)
set(LINKER_LANGUAGE CXX) set(LINKER_LANGUAGE CXX)
endif() endif()
set(EXTRA_LIBS) set(EXTRA_LIBS)
set(EXTRA_LDFLAGS) set(EXTRA_LDFLAGS)
set(CMAKE_LIBS) set(CMAKE_DEPENDS)
set(PKGCONFIG_LDFLAGS)
set(PKGCONFIG_DEPENDS) set(PKGCONFIG_DEPENDS)
# This is a virtual "library" that just exists to collect up compiler and # This is a virtual "library" that just exists to collect up compiler and
@@ -35,8 +33,8 @@ set(PKGCONFIG_DEPENDS)
add_library(sdl-build-options INTERFACE) add_library(sdl-build-options INTERFACE)
if(WINDOWS_STORE) if(WINDOWS_STORE)
target_compile_definitions(sdl-build-options INTERFACE "-DSDL_BUILDING_WINRT=1" "WINAPI_FAMILY=WINAPI_FAMILY_APP") target_compile_definitions(sdl-build-options INTERFACE "-DSDL_BUILDING_WINRT=1")
target_compile_options(sdl-build-options INTERFACE "$<$<COMPILE_LANGUAGE:CXX>:-ZW>" "$<$<COMPILE_LANGUAGE:CXX>:-EHsc>") target_compile_options(sdl-build-options INTERFACE "-ZW")
endif() endif()
# CMake 3.0 expands the "if(${A})" in "set(OFF 1);set(A OFF);if(${A})" to "if(1)" # CMake 3.0 expands the "if(${A})" in "set(OFF 1);set(A OFF);if(${A})" to "if(1)"
@@ -88,8 +86,8 @@ endif()
# See docs/release_checklist.md # See docs/release_checklist.md
set(SDL_MAJOR_VERSION 2) set(SDL_MAJOR_VERSION 2)
set(SDL_MINOR_VERSION 33) set(SDL_MINOR_VERSION 30)
set(SDL_MICRO_VERSION 0) set(SDL_MICRO_VERSION 6)
set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}") set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
# Set defaults preventing destination file conflicts # Set defaults preventing destination file conflicts
@@ -142,7 +140,6 @@ check_cpu_architecture(x86 SDL_CPU_X86)
check_cpu_architecture(x64 SDL_CPU_X64) check_cpu_architecture(x64 SDL_CPU_X64)
check_cpu_architecture(arm32 SDL_CPU_ARM32) check_cpu_architecture(arm32 SDL_CPU_ARM32)
check_cpu_architecture(arm64 SDL_CPU_ARM64) check_cpu_architecture(arm64 SDL_CPU_ARM64)
check_cpu_architecture(arm64ec SDL_CPU_ARM64EC)
check_cpu_architecture(loongarch64 SDL_CPU_LOONGARCH64) check_cpu_architecture(loongarch64 SDL_CPU_LOONGARCH64)
# Check for 64 or 32 bit # Check for 64 or 32 bit
@@ -198,7 +195,7 @@ endif()
# so we'll just use libusb when it's available. libusb does not support iOS, # so we'll just use libusb when it's available. libusb does not support iOS,
# so we default to yes on iOS. # so we default to yes on iOS.
# TODO: Windows can support libusb, the hid.c file just depends on Unix APIs # TODO: Windows can support libusb, the hid.c file just depends on Unix APIs
if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR VISIONOS OR WATCHOS OR ANDROID) if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR ANDROID)
set(HIDAPI_SKIP_LIBUSB TRUE) set(HIDAPI_SKIP_LIBUSB TRUE)
else() else()
set(HIDAPI_SKIP_LIBUSB FALSE) set(HIDAPI_SKIP_LIBUSB FALSE)
@@ -241,10 +238,10 @@ if(USE_GCC OR USE_CLANG OR USE_INTELCC OR USE_QCC)
endif() endif()
# Default option knobs # Default option knobs
if(UNIX OR MINGW OR MSYS OR (USE_CLANG AND NOT WINDOWS) OR VITA OR PSP OR PS2 OR N3DS OR SDL_CPU_ARM64EC) if(UNIX OR MINGW OR MSYS OR (USE_CLANG AND NOT WINDOWS) OR VITA OR PSP OR PS2 OR N3DS)
set(OPT_DEF_LIBC ON) set(OPT_DEF_LIBC ON)
endif() endif()
if(WINDOWS OR MACOS OR IOS OR TVOS OR VISIONOS OR WATCHOS) if(WINDOWS OR DARWIN OR MACOSX OR IOS OR TVOS)
set(SDL_SYSTEM_ICONV_DEFAULT OFF) set(SDL_SYSTEM_ICONV_DEFAULT OFF)
else() else()
set(SDL_SYSTEM_ICONV_DEFAULT ON) set(SDL_SYSTEM_ICONV_DEFAULT ON)
@@ -363,11 +360,6 @@ if(VITA OR PSP OR PS2 OR N3DS)
set(SDL_LOADSO_ENABLED_BY_DEFAULT OFF) set(SDL_LOADSO_ENABLED_BY_DEFAULT OFF)
endif() endif()
set(SDL_X11_XRANDR_DEFAULT ON)
if(SOLARIS)
set(SDL_X11_XRANDR_DEFAULT OFF)
endif()
# When defined, respect CMake's BUILD_SHARED_LIBS setting: # When defined, respect CMake's BUILD_SHARED_LIBS setting:
set(SDL_STATIC_ENABLED_BY_DEFAULT ON) set(SDL_STATIC_ENABLED_BY_DEFAULT ON)
if (NOT DEFINED SDL_SHARED_ENABLED_BY_DEFAULT) if (NOT DEFINED SDL_SHARED_ENABLED_BY_DEFAULT)
@@ -417,7 +409,7 @@ dep_option(SDL_SSE "Use SSE assembly routines" ON "SDL_ASSEMBLY;
dep_option(SDL_SSE2 "Use SSE2 assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF) dep_option(SDL_SSE2 "Use SSE2 assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_SSE3 "Use SSE3 assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF) dep_option(SDL_SSE3 "Use SSE3 assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_MMX "Use MMX assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF) dep_option(SDL_MMX "Use MMX assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_3DNOW "Use 3Dnow! MMX assembly routines" OFF "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF) dep_option(SDL_3DNOW "Use 3Dnow! MMX assembly routines" ON "SDL_ASSEMBLY;SDL_CPU_X86 OR SDL_CPU_X64" OFF)
dep_option(SDL_ALTIVEC "Use Altivec assembly routines" ON "SDL_ASSEMBLY" OFF) dep_option(SDL_ALTIVEC "Use Altivec assembly routines" ON "SDL_ASSEMBLY" OFF)
dep_option(SDL_ARMSIMD "Use SIMD assembly blitters on ARM" OFF "SDL_ASSEMBLY;SDL_CPU_ARM32" OFF) dep_option(SDL_ARMSIMD "Use SIMD assembly blitters on ARM" OFF "SDL_ASSEMBLY;SDL_CPU_ARM32" OFF)
dep_option(SDL_ARMNEON "Use NEON assembly blitters on ARM" OFF "SDL_ASSEMBLY;SDL_CPU_ARM32" OFF) dep_option(SDL_ARMNEON "Use NEON assembly blitters on ARM" OFF "SDL_ASSEMBLY;SDL_CPU_ARM32" OFF)
@@ -464,19 +456,17 @@ set_option(SDL_RPATH "Use an rpath when linking SDL" ${UNIX_SYS})
set_option(SDL_CLOCK_GETTIME "Use clock_gettime() instead of gettimeofday()" ${SDL_CLOCK_GETTIME_ENABLED_BY_DEFAULT}) set_option(SDL_CLOCK_GETTIME "Use clock_gettime() instead of gettimeofday()" ${SDL_CLOCK_GETTIME_ENABLED_BY_DEFAULT})
set_option(SDL_X11 "Use X11 video driver" ${UNIX_SYS}) set_option(SDL_X11 "Use X11 video driver" ${UNIX_SYS})
dep_option(SDL_X11_SHARED "Dynamically load X11 support" ON "SDL_X11" OFF) dep_option(SDL_X11_SHARED "Dynamically load X11 support" ON "SDL_X11" OFF)
dep_option(SDL_X11_XCURSOR "Enable Xcursor support" ON SDL_X11 OFF) set(SDL_X11_OPTIONS Xcursor Xdbe XInput Xfixes Xrandr Xscrnsaver XShape)
dep_option(SDL_X11_XDBE "Enable Xdbe support" ON SDL_X11 OFF) foreach(_SUB ${SDL_X11_OPTIONS})
dep_option(SDL_X11_XINPUT "Enable XInput support" ON SDL_X11 OFF) string(TOUPPER "SDL_X11_${_SUB}" _OPT)
dep_option(SDL_X11_XFIXES "Enable Xfixes support" ON SDL_X11 OFF) dep_option(${_OPT} "Enable ${_SUB} support" ON "SDL_X11" OFF)
dep_option(SDL_X11_XRANDR "Enable Xrandr support" "${SDL_X11_XRANDR_DEFAULT}" SDL_X11 OFF) endforeach()
dep_option(SDL_X11_XSCRNSAVER "Enable Xscrnsaver support" ON SDL_X11 OFF)
dep_option(SDL_X11_XSHAPE "Enable XShape support" ON SDL_X11 OFF)
set_option(SDL_WAYLAND "Use Wayland video driver" ${UNIX_SYS}) set_option(SDL_WAYLAND "Use Wayland video driver" ${UNIX_SYS})
dep_option(SDL_WAYLAND_SHARED "Dynamically load Wayland support" ON "SDL_WAYLAND" OFF) dep_option(SDL_WAYLAND_SHARED "Dynamically load Wayland support" ON "SDL_WAYLAND" OFF)
dep_option(SDL_WAYLAND_LIBDECOR "Use client-side window decorations on Wayland" ON "SDL_WAYLAND" OFF) dep_option(SDL_WAYLAND_LIBDECOR "Use client-side window decorations on Wayland" ON "SDL_WAYLAND" OFF)
dep_option(SDL_WAYLAND_LIBDECOR_SHARED "Dynamically load libdecor support" ON "SDL_WAYLAND_LIBDECOR;SDL_WAYLAND_SHARED" OFF) dep_option(SDL_WAYLAND_LIBDECOR_SHARED "Dynamically load libdecor support" ON "SDL_WAYLAND_LIBDECOR;SDL_WAYLAND_SHARED" OFF)
dep_option(SDL_WAYLAND_QT_TOUCH "QtWayland server support for Wayland video driver" ON "SDL_WAYLAND" OFF) dep_option(SDL_WAYLAND_QT_TOUCH "QtWayland server support for Wayland video driver" ON "SDL_WAYLAND" OFF)
set_option(SDL_RPI "Use Raspberry Pi 0-3 video driver" ${UNIX_SYS}) set_option(SDL_RPI "Use Raspberry Pi video driver" ${UNIX_SYS})
set_option(SDL_COCOA "Use Cocoa video driver" ${APPLE}) set_option(SDL_COCOA "Use Cocoa video driver" ${APPLE})
set_option(SDL_DIRECTX "Use DirectX for Windows audio/video" ${WINDOWS}) set_option(SDL_DIRECTX "Use DirectX for Windows audio/video" ${WINDOWS})
set_option(SDL_XINPUT "Use Xinput for Windows" ${WINDOWS}) set_option(SDL_XINPUT "Use Xinput for Windows" ${WINDOWS})
@@ -755,11 +745,6 @@ if(MSVC)
if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64") if(MSVC_VERSION GREATER 1926 AND CMAKE_GENERATOR_PLATFORM MATCHES "Win32|x64")
list(APPEND EXTRA_LDFLAGS_BUILD "-CETCOMPAT") list(APPEND EXTRA_LDFLAGS_BUILD "-CETCOMPAT")
endif() endif()
# for VS >= 17.14 targeting ARM64: inline the Interlocked funcs
if(MSVC_VERSION GREATER 1943 AND SDL_CPU_ARM64 AND NOT SDL_LIBC)
list(APPEND EXTRA_CFLAGS /forceInterlockedFunctions-)
endif()
endif() endif()
if(CMAKE_C_COMPILER_ID STREQUAL "MSVC") if(CMAKE_C_COMPILER_ID STREQUAL "MSVC")
@@ -1099,7 +1084,6 @@ if(SDL_LIBC)
endforeach() endforeach()
check_symbol_exists(sigaction "signal.h" HAVE_SIGACTION) check_symbol_exists(sigaction "signal.h" HAVE_SIGACTION)
check_symbol_exists(sigtimedwait "signal.h" HAVE_SIGTIMEDWAIT)
check_symbol_exists(setjmp "setjmp.h" HAVE_SETJMP) check_symbol_exists(setjmp "setjmp.h" HAVE_SETJMP)
check_symbol_exists(nanosleep "time.h" HAVE_NANOSLEEP) check_symbol_exists(nanosleep "time.h" HAVE_NANOSLEEP)
check_symbol_exists(sysconf "unistd.h" HAVE_SYSCONF) check_symbol_exists(sysconf "unistd.h" HAVE_SYSCONF)
@@ -1471,14 +1455,10 @@ elseif(EMSCRIPTEN)
elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU) elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
if(SDL_AUDIO) if(SDL_AUDIO)
if(SYSV5 OR SOLARIS OR HPUX) if(SYSV5 OR SOLARIS OR HPUX)
# Newer Solaris-based systems, like OpenIndiana, don't have this interface anymore. Check for the header first. set(SDL_AUDIO_DRIVER_SUNAUDIO 1)
check_include_file(sys/audioio.h HAVE_SYS_AUDIOIO_H) file(GLOB SUN_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/sun/*.c)
if(HAVE_SYS_AUDIOIO_H) list(APPEND SOURCE_FILES ${SUN_AUDIO_SOURCES})
set(SDL_AUDIO_DRIVER_SUNAUDIO 1) set(HAVE_SDL_AUDIO TRUE)
file(GLOB SUN_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/sun/*.c)
list(APPEND SOURCE_FILES ${SUN_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
endif()
elseif(NETBSD) elseif(NETBSD)
set(SDL_AUDIO_DRIVER_NETBSD 1) set(SDL_AUDIO_DRIVER_NETBSD 1)
file(GLOB NETBSD_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/netbsd/*.c) file(GLOB NETBSD_AUDIO_SOURCES ${SDL2_SOURCE_DIR}/src/audio/netbsd/*.c)
@@ -1793,7 +1773,6 @@ elseif(WINDOWS)
list(APPEND SOURCE_FILES ${CORE_SOURCES}) list(APPEND SOURCE_FILES ${CORE_SOURCES})
if(WINDOWS_STORE) if(WINDOWS_STORE)
enable_language(CXX)
file(GLOB WINRT_SOURCE_FILES ${SDL2_SOURCE_DIR}/src/core/winrt/*.c ${SDL2_SOURCE_DIR}/src/core/winrt/*.cpp) file(GLOB WINRT_SOURCE_FILES ${SDL2_SOURCE_DIR}/src/core/winrt/*.c ${SDL2_SOURCE_DIR}/src/core/winrt/*.cpp)
list(APPEND SOURCE_FILES ${WINRT_SOURCE_FILES}) list(APPEND SOURCE_FILES ${WINRT_SOURCE_FILES})
endif() endif()
@@ -1839,10 +1818,8 @@ elseif(WINDOWS)
set(HAVE_DIRECTX TRUE) set(HAVE_DIRECTX TRUE)
if(NOT MINGW AND NOT USE_WINSDK_DIRECTX) if(NOT MINGW AND NOT USE_WINSDK_DIRECTX)
# TODO: change $ENV{DXSDL_DIR} to get the path from the include checks # TODO: change $ENV{DXSDL_DIR} to get the path from the include checks
file(TO_CMAKE_PATH "$ENV{DXSDK_DIR}\\lib\\${PROCESSOR_ARCH}" SDL2_TMP_DXSDK_LIB_DIR) target_link_directories(sdl-build-options INTERFACE "$$ENV{DXSDK_DIR}\\lib\\${PROCESSOR_ARCH}")
target_link_directories(sdl-build-options INTERFACE "${SDL2_TMP_DXSDK_LIB_DIR}") target_include_directories(sdl-build-options INTERFACE "$ENV{DXSDK_DIR}\\Include")
file(TO_CMAKE_PATH "$ENV{DXSDK_DIR}\\Include" SDL2_TMP_DXSDK_INCLUDE_DIR)
target_include_directories(sdl-build-options INTERFACE "${SDL2_TMP_DXSDK_INCLUDE_DIR}")
endif() endif()
endif() endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS}) set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
@@ -2077,7 +2054,6 @@ elseif(WINDOWS)
endif() endif()
endif() endif()
enable_language(RC)
file(GLOB VERSION_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.rc) file(GLOB VERSION_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.rc)
file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.c) file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.c)
if(MINGW OR CYGWIN) if(MINGW OR CYGWIN)
@@ -2095,7 +2071,7 @@ elseif(APPLE)
# !!! FIXME: we need Carbon for some very old API calls in # !!! FIXME: we need Carbon for some very old API calls in
# !!! FIXME: src/video/cocoa/SDL_cocoakeyboard.c, but we should figure out # !!! FIXME: src/video/cocoa/SDL_cocoakeyboard.c, but we should figure out
# !!! FIXME: how to dump those. # !!! FIXME: how to dump those.
if(MACOS) if(DARWIN OR MACOSX)
set(SDL_FRAMEWORK_COCOA 1) set(SDL_FRAMEWORK_COCOA 1)
set(SDL_FRAMEWORK_CARBON 1) set(SDL_FRAMEWORK_CARBON 1)
endif() endif()
@@ -2109,12 +2085,12 @@ elseif(APPLE)
set(HAVE_SDL_FILE TRUE) set(HAVE_SDL_FILE TRUE)
endif() endif()
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if(IOS OR TVOS)
file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c) file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c)
endif() endif()
if(SDL_MISC) if(SDL_MISC)
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if(IOS OR TVOS)
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/ios/*.m) file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/ios/*.m)
else() else()
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/macosx/*.m) file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/macosx/*.m)
@@ -2139,10 +2115,10 @@ elseif(APPLE)
if(SDL_JOYSTICK) if(SDL_JOYSTICK)
file(GLOB MFI_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m) file(GLOB MFI_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m)
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if(IOS OR TVOS)
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c) file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c)
set(SDL_JOYSTICK_MFI 1) set(SDL_JOYSTICK_MFI 1)
if(IOS OR VISIONOS OR WATCHOS) if(IOS)
set(SDL_FRAMEWORK_COREMOTION 1) set(SDL_FRAMEWORK_COREMOTION 1)
endif() endif()
set(SDL_FRAMEWORK_GAMECONTROLLER 1) set(SDL_FRAMEWORK_GAMECONTROLLER 1)
@@ -2183,7 +2159,7 @@ elseif(APPLE)
endif() endif()
if(SDL_HAPTIC) if(SDL_HAPTIC)
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if (IOS OR TVOS)
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c) file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c)
set(SDL_HAPTIC_DUMMY 1) set(SDL_HAPTIC_DUMMY 1)
else() else()
@@ -2197,7 +2173,7 @@ elseif(APPLE)
endif() endif()
if(SDL_POWER) if(SDL_POWER)
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if (IOS OR TVOS)
file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/uikit/*.m) file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/uikit/*.m)
set(SDL_POWER_UIKIT 1) set(SDL_POWER_UIKIT 1)
else() else()
@@ -2230,7 +2206,7 @@ elseif(APPLE)
endif() endif()
if(SDL_SENSOR) if(SDL_SENSOR)
if(IOS OR VISIONOS OR WATCHOS) if(IOS)
set(SDL_SENSOR_COREMOTION 1) set(SDL_SENSOR_COREMOTION 1)
set(HAVE_SDL_SENSORS TRUE) set(HAVE_SDL_SENSORS TRUE)
file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/coremotion/*.m) file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/coremotion/*.m)
@@ -2240,7 +2216,7 @@ elseif(APPLE)
# iOS hack needed - http://code.google.com/p/ios-cmake/ ? # iOS hack needed - http://code.google.com/p/ios-cmake/ ?
if(SDL_VIDEO) if(SDL_VIDEO)
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if (IOS OR TVOS)
set(SDL_VIDEO_DRIVER_UIKIT 1) set(SDL_VIDEO_DRIVER_UIKIT 1)
set(SDL_FRAMEWORK_COREGRAPHICS 1) set(SDL_FRAMEWORK_COREGRAPHICS 1)
set(SDL_FRAMEWORK_QUARTZCORE 1) set(SDL_FRAMEWORK_QUARTZCORE 1)
@@ -2261,7 +2237,7 @@ elseif(APPLE)
endif() endif()
if(SDL_OPENGLES) if(SDL_OPENGLES)
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if(IOS OR TVOS)
set(SDL_FRAMEWORK_OPENGLES 1) set(SDL_FRAMEWORK_OPENGLES 1)
set(SDL_VIDEO_OPENGL_ES 1) set(SDL_VIDEO_OPENGL_ES 1)
set(SDL_VIDEO_RENDER_OGL_ES 1) set(SDL_VIDEO_RENDER_OGL_ES 1)
@@ -2304,96 +2280,73 @@ elseif(APPLE)
endif() endif()
endif() endif()
# Minimum version for $<LINK_LIBRARY:feature,library-list>
cmake_minimum_required(VERSION 3.24)
# Actually load the frameworks at the end so we don't duplicate include. # Actually load the frameworks at the end so we don't duplicate include.
if(SDL_FRAMEWORK_COREVIDEO) if(SDL_FRAMEWORK_COREVIDEO)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreVideo") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreVideo")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,CoreVideo>")
endif() endif()
if(SDL_FRAMEWORK_COCOA) if(SDL_FRAMEWORK_COCOA)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Cocoa") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Cocoa")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Cocoa>")
endif() endif()
if(SDL_FRAMEWORK_IOKIT) if(SDL_FRAMEWORK_IOKIT)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,IOKit") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,IOKit")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,IOKit>")
endif() endif()
if(SDL_FRAMEWORK_FF) if(SDL_FRAMEWORK_FF)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,ForceFeedback") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,ForceFeedback")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,ForceFeedback>")
endif() endif()
if(SDL_FRAMEWORK_CARBON) if(SDL_FRAMEWORK_CARBON)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Carbon") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Carbon")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Carbon>")
endif() endif()
if(SDL_FRAMEWORK_COREAUDIO) if(SDL_FRAMEWORK_COREAUDIO)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreAudio") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreAudio")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,CoreAudio>")
endif() endif()
if(SDL_FRAMEWORK_AUDIOTOOLBOX) if(SDL_FRAMEWORK_AUDIOTOOLBOX)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,AudioToolbox") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,AudioToolbox")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,AudioToolbox>")
endif() endif()
if(SDL_FRAMEWORK_AVFOUNDATION) if(SDL_FRAMEWORK_AVFOUNDATION)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,AVFoundation") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,AVFoundation")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,AVFoundation>")
endif() endif()
if(SDL_FRAMEWORK_COREBLUETOOTH) if(SDL_FRAMEWORK_COREBLUETOOTH)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreBluetooth") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreBluetooth")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,CoreBluetooth>")
endif() endif()
if(SDL_FRAMEWORK_COREGRAPHICS) if(SDL_FRAMEWORK_COREGRAPHICS)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreGraphics") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreGraphics")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,CoreGraphics>")
endif() endif()
if(SDL_FRAMEWORK_COREMOTION) if(SDL_FRAMEWORK_COREMOTION)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreMotion") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreMotion")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Coremotion>")
endif() endif()
if(SDL_FRAMEWORK_FOUNDATION) if(SDL_FRAMEWORK_FOUNDATION)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Foundation") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Foundation")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Foundation>")
endif() endif()
if(SDL_FRAMEWORK_GAMECONTROLLER) if(SDL_FRAMEWORK_GAMECONTROLLER)
find_library(GAMECONTROLLER GameController) find_library(GAMECONTROLLER GameController)
if(GAMECONTROLLER) if(GAMECONTROLLER)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,GameController") list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,GameController")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:WEAK_FRAMEWORK,GameController>")
endif() endif()
endif() endif()
if(SDL_FRAMEWORK_METAL) if(SDL_FRAMEWORK_METAL)
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if(IOS OR TVOS)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Metal") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Metal")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Metal>")
else() else()
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,Metal") list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,Metal")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:WEAK_FRAMEWORK,Metal>")
endif() endif()
endif() endif()
if(SDL_FRAMEWORK_OPENGLES) if(SDL_FRAMEWORK_OPENGLES)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,OpenGLES") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,OpenGLES")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,OpenGLES>")
endif() endif()
if(SDL_FRAMEWORK_QUARTZCORE) if(SDL_FRAMEWORK_QUARTZCORE)
if(IOS OR TVOS OR VISIONOS OR WATCHOS) if(IOS OR TVOS)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,QuartzCore") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,QuartzCore")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,QuartzCore>")
else() else()
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,QuartzCore") list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,QuartzCore")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:WEAK_FRAMEWORK,QuartzCore>")
endif() endif()
endif() endif()
if(SDL_FRAMEWORK_UIKIT) if(SDL_FRAMEWORK_UIKIT)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,UIKit") list(APPEND EXTRA_LDFLAGS "-Wl,-framework,UIKit")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,UIKit>")
endif() endif()
if(SDL_FRAMEWORK_COREHAPTICS) if(SDL_FRAMEWORK_COREHAPTICS)
find_library(COREHAPTICS CoreHaptics) find_library(COREHAPTICS CoreHaptics)
if(COREHAPTICS) if(COREHAPTICS)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,CoreHaptics") list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,CoreHaptics")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:WEAK_FRAMEWORK,CoreHaptics>")
endif() endif()
endif() endif()
@@ -2712,11 +2665,6 @@ elseif(PSP)
list(APPEND SOURCE_FILES ${PSP_THREAD_SOURCES}) list(APPEND SOURCE_FILES ${PSP_THREAD_SOURCES})
set(HAVE_SDL_THREADS TRUE) set(HAVE_SDL_THREADS TRUE)
endif() endif()
if(SDL_LOCALE)
file(GLOB PSP_LOCALE_SOURCES ${SDL2_SOURCE_DIR}/src/locale/psp/*.c)
list(APPEND SOURCE_FILES ${PSP_LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_TIMERS) if(SDL_TIMERS)
set(SDL_TIMER_PSP 1) set(SDL_TIMER_PSP 1)
file(GLOB PSP_TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/psp/*.c) file(GLOB PSP_TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/psp/*.c)
@@ -2749,6 +2697,7 @@ elseif(PSP)
endif() endif()
elseif(PS2) elseif(PS2)
list(APPEND EXTRA_CFLAGS "-DPS2" "-D__PS2__" "-I$ENV{PS2SDK}/ports/include" "-I$ENV{PS2DEV}/gsKit/include")
file(GLOB PS2_MAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/ps2/*.c) file(GLOB PS2_MAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/ps2/*.c)
set(SDLMAIN_SOURCES ${SDLMAIN_SOURCES} ${PS2_MAIN_SOURCES}) set(SDLMAIN_SOURCES ${SDLMAIN_SOURCES} ${PS2_MAIN_SOURCES})
@@ -3104,8 +3053,8 @@ endif()
# Compat helpers for the configuration files # Compat helpers for the configuration files
if(EXISTS "${PROJECT_SOURCE_DIR}/REVISION.txt") if(EXISTS "${PROJECT_SOURCE_DIR}/VERSION.txt")
file(READ "${PROJECT_SOURCE_DIR}/REVISION.txt" SDL_SOURCE_VERSION) file(READ "${PROJECT_SOURCE_DIR}/VERSION.txt" SDL_SOURCE_VERSION)
string(STRIP "${SDL_SOURCE_VERSION}" SDL_SOURCE_VERSION) string(STRIP "${SDL_SOURCE_VERSION}" SDL_SOURCE_VERSION)
endif() endif()
@@ -3199,7 +3148,7 @@ endif()
# Clean up the different lists # Clean up the different lists
listtostr(EXTRA_LIBS _EXTRA_LIBS "-l") listtostr(EXTRA_LIBS _EXTRA_LIBS "-l")
set(SDL_STATIC_LIBS ${EXTRA_LDFLAGS} ${_EXTRA_LIBS} ${PKGCONFIG_LDFLAGS}) set(SDL_STATIC_LIBS ${SDL_LIBS} ${EXTRA_LDFLAGS} ${_EXTRA_LIBS})
list(REMOVE_DUPLICATES SDL_STATIC_LIBS) list(REMOVE_DUPLICATES SDL_STATIC_LIBS)
listtostr(SDL_STATIC_LIBS _SDL_STATIC_LIBS) listtostr(SDL_STATIC_LIBS _SDL_STATIC_LIBS)
set(SDL_STATIC_LIBS ${_SDL_STATIC_LIBS}) set(SDL_STATIC_LIBS ${_SDL_STATIC_LIBS})
@@ -3233,11 +3182,9 @@ macro(check_add_debug_flag FLAG SUFFIX)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAG}") set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAG}")
endif() endif()
if(CMAKE_CXX_COMPILER) check_cxx_compiler_flag(${FLAG} HAS_CXX_${SUFFIX})
check_cxx_compiler_flag(${FLAG} HAS_CXX_${SUFFIX}) if (HAS_CXX_${SUFFIX})
if (HAS_CXX_${SUFFIX}) set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}")
endif()
endif() endif()
endmacro() endmacro()
@@ -3256,20 +3203,18 @@ macro(asan_check_add_debug_flag2 ASAN_FLAG)
set (STORED_REQLIBS ${CMAKE_REQUIRED_LIBRARIES}) set (STORED_REQLIBS ${CMAKE_REQUIRED_LIBRARIES})
set (CMAKE_REQUIRED_LIBRARIES "${FLAG};asan") set (CMAKE_REQUIRED_LIBRARIES "${FLAG};asan")
check_c_compiler_flag (${FLAG} HAS_C_FLAG_${ASAN_FLAG}) check_c_compiler_flag (${FLAG} HAS_C_FLAG_${ASAN_FLAG})
check_cxx_compiler_flag (${FLAG} HAS_CXX_FLAG_${ASAN_FLAG})
set (CMAKE_REQUIRED_LIBRARIES ${STORED_REQLIBS})
if (HAS_C_FLAG_${ASAN_FLAG}) if (HAS_C_FLAG_${ASAN_FLAG})
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAG}") set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAG}")
endif() endif()
if(CMAKE_CXX_COMPILER) if (HAS_CXX_${ASAN_FLAG})
check_cxx_compiler_flag (${FLAG} HAS_CXX_FLAG_${ASAN_FLAG}) set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}")
if (HAS_CXX_${ASAN_FLAG})
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}")
endif()
endif() endif()
set (CMAKE_REQUIRED_LIBRARIES ${STORED_REQLIBS})
if(HAS_C_${ASAN_FLAG} OR HAS_CXX_${ASAN_FLAG}) if(HAS_C_${ASAN_FLAG} OR HAS_CXX_${ASAN_FLAG})
set(HAVE_ASAN ON) set(HAVE_ASAN ON)
endif() endif()
@@ -3493,7 +3438,7 @@ if(SDL_SHARED)
set_property(TARGET SDL2 APPEND_STRING PROPERTY STATIC_LIBRARY_FLAGS " /NODEFAULTLIB") set_property(TARGET SDL2 APPEND_STRING PROPERTY STATIC_LIBRARY_FLAGS " /NODEFAULTLIB")
endif() endif()
# FIXME: if CMAKE_VERSION >= 3.13, use target_link_options for EXTRA_LDFLAGS # FIXME: if CMAKE_VERSION >= 3.13, use target_link_options for EXTRA_LDFLAGS
target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${EXTRA_LDFLAGS_BUILD} ${CMAKE_LIBS}) target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${EXTRA_LDFLAGS_BUILD} ${CMAKE_DEPENDS})
target_include_directories(SDL2 PUBLIC target_include_directories(SDL2 PUBLIC
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>" "$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>" "$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>"
@@ -3529,7 +3474,7 @@ if(SDL_STATIC)
target_compile_definitions(SDL2-static PRIVATE SDL_STATIC_LIB) target_compile_definitions(SDL2-static PRIVATE SDL_STATIC_LIB)
# TODO: Win32 platforms keep the same suffix .lib for import and static # TODO: Win32 platforms keep the same suffix .lib for import and static
# libraries - do we need to consider this? # libraries - do we need to consider this?
target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${CMAKE_LIBS}) target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${CMAKE_DEPENDS})
target_include_directories(SDL2-static PUBLIC target_include_directories(SDL2-static PUBLIC
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>" "$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>" "$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>"
@@ -3575,10 +3520,7 @@ if(SDL_TEST)
endif() endif()
if(MSVC AND NOT SDL_LIBC) if(MSVC AND NOT SDL_LIBC)
set(targets ) set(targets SDL2)
if(TARGET SDL2)
list(APPEND targets SDL2)
endif()
if(TARGET SDL2-static) if(TARGET SDL2-static)
list(APPEND targets SDL2-static) list(APPEND targets SDL2-static)
endif() endif()

View File

@@ -1,4 +1,4 @@
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View File

@@ -14,8 +14,8 @@
LIBNAME = SDL2 LIBNAME = SDL2
MAJOR_VERSION = 2 MAJOR_VERSION = 2
MINOR_VERSION = 33 MINOR_VERSION = 30
MICRO_VERSION = 0 MICRO_VERSION = 6
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION) VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)
DESCRIPTION = Simple DirectMedia Layer 2 DESCRIPTION = Simple DirectMedia Layer 2

View File

@@ -5,8 +5,8 @@
LIBNAME = SDL2 LIBNAME = SDL2
MAJOR_VERSION = 2 MAJOR_VERSION = 2
MINOR_VERSION = 33 MINOR_VERSION = 30
MICRO_VERSION = 0 MICRO_VERSION = 6
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION) VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)
LIBHOME = . LIBHOME = .

View File

@@ -174,7 +174,7 @@
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link> </Link>
<PreBuildEvent> <PreBuildEvent>
<Command>$(ProjectDir)..\shaders\buildshaders.bat $(ProjectDir)..\</Command> <Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir)</Command>
</PreBuildEvent> </PreBuildEvent>
<PreBuildEvent> <PreBuildEvent>
<Message>Building shader blobs (Xbox Series)</Message> <Message>Building shader blobs (Xbox Series)</Message>
@@ -208,7 +208,7 @@
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link> </Link>
<PreBuildEvent> <PreBuildEvent>
<Command>$(ProjectDir)..\shaders\buildshaders.bat $(ProjectDir)..\ one</Command> <Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) one</Command>
</PreBuildEvent> </PreBuildEvent>
<PreBuildEvent> <PreBuildEvent>
<Message>Building shader blobs (Xbox One)</Message> <Message>Building shader blobs (Xbox One)</Message>
@@ -272,7 +272,7 @@
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link> </Link>
<PreBuildEvent> <PreBuildEvent>
<Command>$(ProjectDir)..\shaders\buildshaders.bat $(ProjectDir)..\</Command> <Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir)</Command>
</PreBuildEvent> </PreBuildEvent>
<PreBuildEvent> <PreBuildEvent>
<Message>Building shader blobs (Xbox Series)</Message> <Message>Building shader blobs (Xbox Series)</Message>
@@ -307,7 +307,7 @@
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries> <IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link> </Link>
<PreBuildEvent> <PreBuildEvent>
<Command>$(ProjectDir)..\shaders\buildshaders.bat $(ProjectDir)..\ one</Command> <Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) one</Command>
</PreBuildEvent> </PreBuildEvent>
<PreBuildEvent> <PreBuildEvent>
<Message>Building shader blobs (Xbox One)</Message> <Message>Building shader blobs (Xbox One)</Message>

View File

@@ -21,7 +21,7 @@
<CopyFileToFolders Include="..\..\logos\Logo480x480.png"> <CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll"> <CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
<Filter>wingdk</Filter> <Filter>wingdk</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="wingdk\MicrosoftGame.config"> <CopyFileToFolders Include="wingdk\MicrosoftGame.config">

View File

@@ -1,5 +1,5 @@
/* /*
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

View File

@@ -139,7 +139,7 @@
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<PostBuildEvent> <PostBuildEvent>
<Command> <Command>
@@ -223,7 +223,7 @@
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<PostBuildEvent> <PostBuildEvent>
<Command> <Command>
@@ -352,7 +352,7 @@ copy "%(FullPath)" "$(OutDir)\"</Command>
</CopyFileToFolders> </CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll"> <CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
<FileType>Document</FileType> <FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>

View File

@@ -18,7 +18,7 @@
<CopyFileToFolders Include="..\..\logos\Logo480x480.png"> <CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll"> <CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
<Filter>wingdk</Filter> <Filter>wingdk</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="wingdk\MicrosoftGame.config"> <CopyFileToFolders Include="wingdk\MicrosoftGame.config">

View File

@@ -139,7 +139,7 @@
</ResourceCompile> </ResourceCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<PostBuildEvent> <PostBuildEvent>
<Command> <Command>
@@ -223,7 +223,7 @@
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
<PostBuildEvent> <PostBuildEvent>
<Command> <Command>
@@ -352,7 +352,7 @@ copy "%(FullPath)" "$(OutDir)\"</Command>
</CopyFileToFolders> </CopyFileToFolders>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll"> <CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
<FileType>Document</FileType> <FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>

View File

@@ -18,7 +18,7 @@
<CopyFileToFolders Include="..\..\logos\Logo480x480.png"> <CopyFileToFolders Include="..\..\logos\Logo480x480.png">
<Filter>logos</Filter> <Filter>logos</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll"> <CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
<Filter>wingdk</Filter> <Filter>wingdk</Filter>
</CopyFileToFolders> </CopyFileToFolders>
<CopyFileToFolders Include="xboxseries\MicrosoftGame.config"> <CopyFileToFolders Include="xboxseries\MicrosoftGame.config">

View File

@@ -371,7 +371,6 @@
<TargetPlatformVersion>10.0.16299.0</TargetPlatformVersion> <TargetPlatformVersion>10.0.16299.0</TargetPlatformVersion>
<TargetPlatformMinVersion>10.0.16299.0</TargetPlatformMinVersion> <TargetPlatformMinVersion>10.0.16299.0</TargetPlatformMinVersion>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformMinVersion>10.0.0.0</WindowsTargetPlatformMinVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@@ -392,7 +391,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset> <PlatformToolset>v142</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
@@ -604,4 +603,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
</Project> </Project>

View File

@@ -44,6 +44,22 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
</ImportGroup> </ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC70.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup> <PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion> <_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>

View File

@@ -1,7 +1,7 @@
# SDL2 CMake configuration file: # SDL2 CMake configuration file:
# This file is meant to be placed in a cmake subfolder of SDL2-devel-2.x.y-VC # This file is meant to be placed in a cmake subfolder of SDL2-devel-2.x.y-VC
cmake_minimum_required(VERSION 3.0...3.28) cmake_minimum_required(VERSION 3.0...3.5)
include(FeatureSummary) include(FeatureSummary)
set_package_properties(SDL2 PROPERTIES set_package_properties(SDL2 PROPERTIES
@@ -79,8 +79,6 @@ endif()
unset(_sdl2_library) unset(_sdl2_library)
unset(_sdl2_dll_library) unset(_sdl2_dll_library)
set(SDL2_SDL2-static_FOUND FALSE)
set(_sdl2main_library "${SDL2_LIBDIR}/SDL2main.lib") set(_sdl2main_library "${SDL2_LIBDIR}/SDL2main.lib")
if(EXISTS "${_sdl2main_library}") if(EXISTS "${_sdl2main_library}")
if(NOT TARGET SDL2::SDL2main) if(NOT TARGET SDL2::SDL2main)
@@ -94,7 +92,7 @@ if(EXISTS "${_sdl2main_library}")
endif() endif()
set(SDL2_SDL2main_FOUND TRUE) set(SDL2_SDL2main_FOUND TRUE)
else() else()
set(SDL2_SDL2main_FOUND FALSE) set(SDL2_SDL2_FOUND FALSE)
endif() endif()
unset(_sdl2main_library) unset(_sdl2main_library)
@@ -112,7 +110,7 @@ if(EXISTS "${_sdl2test_library}")
endif() endif()
set(SDL2_SDL2test_FOUND TRUE) set(SDL2_SDL2test_FOUND TRUE)
else() else()
set(SDL2_SDL2test_FOUND FALSE) set(SDL2_SDL2_FOUND FALSE)
endif() endif()
unset(_sdl2test_library) unset(_sdl2test_library)

View File

@@ -188,12 +188,6 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj"> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private> <Private>false</Private>

View File

@@ -216,12 +216,6 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj"> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private> <Private>false</Private>

View File

@@ -188,12 +188,6 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj"> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private> <Private>false</Private>

View File

@@ -194,12 +194,6 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies> <CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly> <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference> </ProjectReference>
<ProjectReference Include="..\..\SDLtest\SDLtest.vcxproj">
<Project>{da956fd3-e143-46f2-9fe5-c77bebc56b1a}</Project>
<Private>false</Private>
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj"> <ProjectReference Include="..\..\SDLmain\SDLmain.vcxproj">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project> <Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private> <Private>false</Private>

View File

@@ -456,10 +456,7 @@ main(int argc, char *argv[])
while (!done) { while (!done) {
SDL_Event event; SDL_Event event;
double deltaTime = updateDeltaTime(); double deltaTime = updateDeltaTime();
SDL_bool hasEvents = SDL_FALSE;
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
hasEvents = SDL_TRUE;
if (event.type == SDL_QUIT) { if (event.type == SDL_QUIT) {
done = 1; done = 1;
} }
@@ -469,17 +466,10 @@ main(int argc, char *argv[])
spawnEmitterParticle(x, y); spawnEmitterParticle(x, y);
} }
} }
stepParticles(deltaTime);
/* Only update and render if we have active particles or just received events */ drawParticles();
if (num_active_particles > 0 || hasEvents) { SDL_GL_SwapWindow(window);
stepParticles(deltaTime); SDL_Delay(1);
drawParticles();
SDL_GL_SwapWindow(window);
SDL_Delay(16); // Target 60 FPS when active
} else {
/* Idle state - wait for events with longer delay to save CPU */
SDL_Delay(100); // Much longer delay when idle
}
} }
/* delete textures */ /* delete textures */

View File

@@ -19,10 +19,10 @@
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>FMWK</string> <string>FMWK</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
<string>2.33.0</string> <string>2.30.6</string>
<key>CFBundleSignature</key> <key>CFBundleSignature</key>
<string>SDLX</string> <string>SDLX</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>2.33.0</string> <string>2.30.6</string>
</dict> </dict>
</plist> </plist>

View File

@@ -9728,8 +9728,8 @@
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES; CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym"; DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
DEPLOYMENT_POSTPROCESSING = YES; DEPLOYMENT_POSTPROCESSING = YES;
DYLIB_COMPATIBILITY_VERSION = 3301.0.0; DYLIB_COMPATIBILITY_VERSION = 3001.0.0;
DYLIB_CURRENT_VERSION = 3301.0.0; DYLIB_CURRENT_VERSION = 3001.6.0;
DYLIB_INSTALL_NAME_BASE = "@rpath"; DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_STRICT_OBJC_MSGSEND = YES; ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_ALTIVEC_EXTENSIONS = YES; GCC_ALTIVEC_EXTENSIONS = YES;
@@ -9770,7 +9770,7 @@
isa = XCBuildConfiguration; isa = XCBuildConfiguration;
buildSettings = { buildSettings = {
CLANG_LINK_OBJC_RUNTIME = NO; CLANG_LINK_OBJC_RUNTIME = NO;
MARKETING_VERSION = 2.33.0; MARKETING_VERSION = 2.30.6;
OTHER_LDFLAGS = "-liconv"; OTHER_LDFLAGS = "-liconv";
}; };
name = Release; name = Release;
@@ -9813,8 +9813,8 @@
CLANG_WARN_UNREACHABLE_CODE = YES; CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES; CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
DEBUG_INFORMATION_FORMAT = dwarf; DEBUG_INFORMATION_FORMAT = dwarf;
DYLIB_COMPATIBILITY_VERSION = 3301.0.0; DYLIB_COMPATIBILITY_VERSION = 3001.0.0;
DYLIB_CURRENT_VERSION = 3301.0.0; DYLIB_CURRENT_VERSION = 3001.6.0;
DYLIB_INSTALL_NAME_BASE = "@rpath"; DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_STRICT_OBJC_MSGSEND = YES; ENABLE_STRICT_OBJC_MSGSEND = YES;
ENABLE_TESTABILITY = YES; ENABLE_TESTABILITY = YES;
@@ -9856,7 +9856,7 @@
isa = XCBuildConfiguration; isa = XCBuildConfiguration;
buildSettings = { buildSettings = {
CLANG_LINK_OBJC_RUNTIME = NO; CLANG_LINK_OBJC_RUNTIME = NO;
MARKETING_VERSION = 2.33.0; MARKETING_VERSION = 2.30.6;
OTHER_LDFLAGS = "-liconv"; OTHER_LDFLAGS = "-liconv";
}; };
name = Debug; name = Debug;
@@ -10062,8 +10062,8 @@
CURRENT_PROJECT_VERSION = 1; CURRENT_PROJECT_VERSION = 1;
DEFINES_MODULE = YES; DEFINES_MODULE = YES;
DEVELOPMENT_TEAM = ""; DEVELOPMENT_TEAM = "";
DYLIB_COMPATIBILITY_VERSION = 3301.0.0; DYLIB_COMPATIBILITY_VERSION = 3001.0.0;
DYLIB_CURRENT_VERSION = 3301.0.0; DYLIB_CURRENT_VERSION = 3001.6.0;
DYLIB_INSTALL_NAME_BASE = "@rpath"; DYLIB_INSTALL_NAME_BASE = "@rpath";
GCC_C_LANGUAGE_STANDARD = gnu11; GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_DYNAMIC_NO_PIC = NO; GCC_DYNAMIC_NO_PIC = NO;
@@ -10114,8 +10114,8 @@
CURRENT_PROJECT_VERSION = 1; CURRENT_PROJECT_VERSION = 1;
DEFINES_MODULE = YES; DEFINES_MODULE = YES;
DEVELOPMENT_TEAM = ""; DEVELOPMENT_TEAM = "";
DYLIB_COMPATIBILITY_VERSION = 3301.0.0; DYLIB_COMPATIBILITY_VERSION = 3001.0.0;
DYLIB_CURRENT_VERSION = 3301.0.0; DYLIB_CURRENT_VERSION = 3001.6.0;
DYLIB_INSTALL_NAME_BASE = "@rpath"; DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_NS_ASSERTIONS = NO; ENABLE_NS_ASSERTIONS = NO;
GCC_C_LANGUAGE_STANDARD = gnu11; GCC_C_LANGUAGE_STANDARD = gnu11;

View File

@@ -1,4 +1,4 @@
Title SDL 2.33.0 Title SDL 2.30.6
Version 1 Version 1
Description SDL Library for Mac OS X (http://www.libsdl.org) Description SDL Library for Mac OS X (http://www.libsdl.org)
DefaultLocation /Library/Frameworks DefaultLocation /Library/Frameworks

View File

@@ -1,6 +1,6 @@
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages

44
acinclude/libtool.m4 vendored
View File

@@ -1023,21 +1023,6 @@ m4_defun_once([_LT_REQUIRED_DARWIN_CHECKS],[
rm -f conftest.* rm -f conftest.*
fi]) fi])
# Feature test to disable chained fixups since it is not
# compatible with '-undefined dynamic_lookup'
AC_CACHE_CHECK([for -no_fixup_chains linker flag],
[lt_cv_support_no_fixup_chains],
[ save_LDFLAGS=$LDFLAGS
LDFLAGS="$LDFLAGS -Wl,-no_fixup_chains"
AC_LINK_IFELSE(
[AC_LANG_PROGRAM([],[])],
lt_cv_support_no_fixup_chains=yes,
lt_cv_support_no_fixup_chains=no
)
LDFLAGS=$save_LDFLAGS
]
)
AC_CACHE_CHECK([for -exported_symbols_list linker flag], AC_CACHE_CHECK([for -exported_symbols_list linker flag],
[lt_cv_ld_exported_symbols_list], [lt_cv_ld_exported_symbols_list],
[lt_cv_ld_exported_symbols_list=no [lt_cv_ld_exported_symbols_list=no
@@ -1062,7 +1047,7 @@ _LT_EOF
echo "$RANLIB libconftest.a" >&AS_MESSAGE_LOG_FD echo "$RANLIB libconftest.a" >&AS_MESSAGE_LOG_FD
$RANLIB libconftest.a 2>&AS_MESSAGE_LOG_FD $RANLIB libconftest.a 2>&AS_MESSAGE_LOG_FD
cat > conftest.c << _LT_EOF cat > conftest.c << _LT_EOF
int main(void) { return 0;} int main() { return 0;}
_LT_EOF _LT_EOF
echo "$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a" >&AS_MESSAGE_LOG_FD echo "$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a" >&AS_MESSAGE_LOG_FD
$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a 2>conftest.err $LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a 2>conftest.err
@@ -1087,12 +1072,7 @@ _LT_EOF
10.[[012]],*|,*powerpc*-darwin[[5-8]]*) 10.[[012]],*|,*powerpc*-darwin[[5-8]]*)
_lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;; _lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;;
*) *)
if test yes = "$lt_cv_support_no_fixup_chains"; then _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' ;;
_lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup $wl-no_fixup_chains'
else
_lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup'
fi
;;
esac esac
;; ;;
esac esac
@@ -1882,11 +1862,11 @@ else
/* When -fvisibility=hidden is used, assume the code has been annotated /* When -fvisibility=hidden is used, assume the code has been annotated
correspondingly for the symbols needed. */ correspondingly for the symbols needed. */
#if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3)) #if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3))
int fnord (void) __attribute__((visibility("default"))); int fnord () __attribute__((visibility("default")));
#endif #endif
int fnord (void) { return 42; } int fnord () { return 42; }
int main (void) int main ()
{ {
void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW); void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW);
int status = $lt_dlunknown; int status = $lt_dlunknown;
@@ -2567,14 +2547,14 @@ cygwin* | mingw* | windows* | pw32* | cegcc*)
cygwin*) cygwin*)
# Cygwin DLLs use 'cyg' prefix rather than 'lib' # Cygwin DLLs use 'cyg' prefix rather than 'lib'
#soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' #soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext'
soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization. soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization
m4_if([$1], [],[ m4_if([$1], [],[
sys_lib_search_path_spec="$sys_lib_search_path_spec /usr/lib/w32api"]) sys_lib_search_path_spec="$sys_lib_search_path_spec /usr/lib/w32api"])
;; ;;
mingw* | windows* | cegcc*) mingw* | windows* | cegcc*)
# MinGW DLLs use traditional 'lib' prefix # MinGW DLLs use traditional 'lib' prefix
#soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' #soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext'
soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization. soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization
;; ;;
pw32*) pw32*)
# pw32 DLLs use 'pw' prefix rather than 'lib' # pw32 DLLs use 'pw' prefix rather than 'lib'
@@ -3486,7 +3466,7 @@ cygwin*)
# func_win32_libid is a shell function defined in ltmain.sh # func_win32_libid is a shell function defined in ltmain.sh
lt_cv_deplibs_check_method='file_magic ^x86 archive import|^x86 DLL' lt_cv_deplibs_check_method='file_magic ^x86 archive import|^x86 DLL'
lt_cv_file_magic_cmd='func_win32_libid' lt_cv_file_magic_cmd='func_win32_libid'
lt_cv_deplibs_check_method=pass_all # SDL customization. lt_cv_deplibs_check_method=pass_all # SDL customization
;; ;;
mingw* | windows* | pw32*) mingw* | windows* | pw32*)
@@ -3498,10 +3478,10 @@ mingw* | windows* | pw32*)
lt_cv_file_magic_cmd='func_win32_libid' lt_cv_file_magic_cmd='func_win32_libid'
else else
# Keep this pattern in sync with the one in func_win32_libid. # Keep this pattern in sync with the one in func_win32_libid.
lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64|pe-aarch64)' lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)'
lt_cv_file_magic_cmd='$OBJDUMP -f' lt_cv_file_magic_cmd='$OBJDUMP -f'
fi fi
lt_cv_deplibs_check_method=pass_all # SDL customization. lt_cv_deplibs_check_method=pass_all # SDL customization
;; ;;
cegcc*) cegcc*)
@@ -4072,7 +4052,7 @@ void nm_test_func(void){}
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
int main(void){nm_test_var='a';nm_test_func();return(0);} int main(){nm_test_var='a';nm_test_func();return(0);}
_LT_EOF _LT_EOF
if AC_TRY_EVAL(ac_compile); then if AC_TRY_EVAL(ac_compile); then
@@ -6238,7 +6218,7 @@ _LT_TAGVAR(objext, $1)=$objext
lt_simple_compile_test_code="int some_variable = 0;" lt_simple_compile_test_code="int some_variable = 0;"
# Code to be used in simple link tests # Code to be used in simple link tests
lt_simple_link_test_code='int main(void){return(0);}' lt_simple_link_test_code='int main(){return(0);}'
_LT_TAG_COMPILER _LT_TAG_COMPILER
# Save the default compiler, since it gets overwritten when the other # Save the default compiler, since it gets overwritten when the other

View File

@@ -15,84 +15,3 @@
#-keepclassmembers class fqcn.of.javascript.interface.for.webview { #-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *; # public *;
#} #}
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLInputConnection {
void nativeCommitText(java.lang.String, int);
void nativeGenerateScancodeForUnichar(char);
}
-keep,includedescriptorclasses class org.libsdl.app.SDLActivity {
# for some reason these aren't compatible with allowoptimization modifier
boolean supportsRelativeMouse();
void setWindowStyle(boolean);
}
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLActivity {
java.lang.String nativeGetHint(java.lang.String); # Java-side doesn't use this, so it gets minified, but C-side still tries to register it
boolean onNativeSoftReturnKey();
void onNativeKeyboardFocusLost();
boolean isScreenKeyboardShown();
android.util.DisplayMetrics getDisplayDPI();
java.lang.String clipboardGetText();
boolean clipboardHasText();
void clipboardSetText(java.lang.String);
int createCustomCursor(int[], int, int, int, int);
void destroyCustomCursor(int);
android.content.Context getContext();
boolean getManifestEnvironmentVariables();
android.view.Surface getNativeSurface();
void initTouch();
boolean isAndroidTV();
boolean isChromebook();
boolean isDeXMode();
boolean isTablet();
void manualBackButton();
int messageboxShowMessageBox(int, java.lang.String, java.lang.String, int[], int[], java.lang.String[], int[]);
void minimizeWindow();
int openURL(java.lang.String);
void requestPermission(java.lang.String, int);
int showToast(java.lang.String, int, int, int, int);
boolean sendMessage(int, int);
boolean setActivityTitle(java.lang.String);
boolean setCustomCursor(int);
void setOrientation(int, int, boolean, java.lang.String);
boolean setRelativeMouseEnabled(boolean);
boolean setSystemCursor(int);
boolean shouldMinimizeOnFocusLoss();
boolean showTextInput(int, int, int, int);
}
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.HIDDeviceManager {
boolean initialize(boolean, boolean);
boolean openDevice(int);
int sendOutputReport(int, byte[]);
int sendFeatureReport(int, byte[]);
boolean getFeatureReport(int, byte[]);
void closeDevice(int);
}
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLAudioManager {
int[] getAudioOutputDevices();
int[] getAudioInputDevices();
int[] audioOpen(int, int, int, int, int);
void audioWriteFloatBuffer(float[]);
void audioWriteShortBuffer(short[]);
void audioWriteByteBuffer(byte[]);
void audioClose();
int[] captureOpen(int, int, int, int, int);
int captureReadFloatBuffer(float[], boolean);
int captureReadShortBuffer(short[], boolean);
int captureReadByteBuffer(byte[], boolean);
void captureClose();
void audioSetThreadPriority(boolean, int);
native int nativeSetupJNI();
native void removeAudioDevice(boolean, int);
native void addAudioDevice(boolean, int);
}
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLControllerManager {
void pollInputDevices();
void pollHapticDevices();
void hapticRun(int, float, int);
void hapticStop(int);
}

View File

@@ -60,8 +60,8 @@ import java.util.Locale;
public class SDLActivity extends Activity implements View.OnSystemUiVisibilityChangeListener { public class SDLActivity extends Activity implements View.OnSystemUiVisibilityChangeListener {
private static final String TAG = "SDL"; private static final String TAG = "SDL";
private static final int SDL_MAJOR_VERSION = 2; private static final int SDL_MAJOR_VERSION = 2;
private static final int SDL_MINOR_VERSION = 33; private static final int SDL_MINOR_VERSION = 30;
private static final int SDL_MICRO_VERSION = 0; private static final int SDL_MICRO_VERSION = 6;
/* /*
// Display InputType.SOURCE/CLASS of events and devices // Display InputType.SOURCE/CLASS of events and devices
// //
@@ -89,7 +89,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
| InputDevice.SOURCE_CLASS_POSITION | InputDevice.SOURCE_CLASS_POSITION
| InputDevice.SOURCE_CLASS_TRACKBALL); | InputDevice.SOURCE_CLASS_TRACKBALL);
if (s2 != 0) cls += "Some_Unknown"; if (s2 != 0) cls += "Some_Unkown";
s2 = s_copy & InputDevice.SOURCE_ANY; // keep source only, no class; s2 = s_copy & InputDevice.SOURCE_ANY; // keep source only, no class;
@@ -163,7 +163,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
if (s == FLAG_TAINTED) src += " FLAG_TAINTED"; if (s == FLAG_TAINTED) src += " FLAG_TAINTED";
s2 &= ~FLAG_TAINTED; s2 &= ~FLAG_TAINTED;
if (s2 != 0) src += " Some_Unknown"; if (s2 != 0) src += " Some_Unkown";
Log.v(TAG, prefix + "int=" + s_copy + " CLASS={" + cls + " } source(s):" + src); Log.v(TAG, prefix + "int=" + s_copy + " CLASS={" + cls + " } source(s):" + src);
} }
@@ -790,9 +790,6 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
window.clearFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN); window.clearFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN);
SDLActivity.mFullscreenModeActive = false; SDLActivity.mFullscreenModeActive = false;
} }
if (Build.VERSION.SDK_INT >= 28 /* Android 9 (Pie) */) {
window.getAttributes().layoutInDisplayCutoutMode = WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES;
}
} }
} else { } else {
Log.e(TAG, "error handling message, getContext() returned no Activity"); Log.e(TAG, "error handling message, getContext() returned no Activity");

View File

@@ -80,8 +80,7 @@ do
cd $folder cd $folder
done done
# Uppercase the first char in the activity class name because it's Java ACTIVITY="${folder}Activity"
ACTIVITY="$(echo $folder | awk '{$1=toupper(substr($1,0,1))substr($1,2)}1')Activity"
sed -i -e "s|\"SDLActivity\"|\"$ACTIVITY\"|g" $BUILDPATH/app/src/main/AndroidManifest.xml sed -i -e "s|\"SDLActivity\"|\"$ACTIVITY\"|g" $BUILDPATH/app/src/main/AndroidManifest.xml
# Fill in a default Activity # Fill in a default Activity

File diff suppressed because it is too large Load Diff

View File

@@ -1,18 +0,0 @@
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR x86)
find_program(CMAKE_C_COMPILER NAMES i686-w64-mingw32-gcc)
find_program(CMAKE_CXX_COMPILER NAMES i686-w64-mingw32-g++)
find_program(CMAKE_RC_COMPILER NAMES i686-w64-mingw32-windres windres)
if(NOT CMAKE_C_COMPILER)
message(FATAL_ERROR "Failed to find CMAKE_C_COMPILER.")
endif()
if(NOT CMAKE_CXX_COMPILER)
message(FATAL_ERROR "Failed to find CMAKE_CXX_COMPILER.")
endif()
if(NOT CMAKE_RC_COMPILER)
message(FATAL_ERROR "Failed to find CMAKE_RC_COMPILER.")
endif()

View File

@@ -1,18 +0,0 @@
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR x86_64)
find_program(CMAKE_C_COMPILER NAMES x86_64-w64-mingw32-gcc)
find_program(CMAKE_CXX_COMPILER NAMES x86_64-w64-mingw32-g++)
find_program(CMAKE_RC_COMPILER NAMES x86_64-w64-mingw32-windres windres)
if(NOT CMAKE_C_COMPILER)
message(FATAL_ERROR "Failed to find CMAKE_C_COMPILER.")
endif()
if(NOT CMAKE_CXX_COMPILER)
message(FATAL_ERROR "Failed to find CMAKE_CXX_COMPILER.")
endif()
if(NOT CMAKE_RC_COMPILER)
message(FATAL_ERROR "Failed to find CMAKE_RC_COMPILER.")
endif()

View File

@@ -1,10 +1,10 @@
#! /bin/sh #! /bin/sh
# Attempt to guess a canonical system name. # Attempt to guess a canonical system name.
# Copyright 1992-2025 Free Software Foundation, Inc. # Copyright 1992-2024 Free Software Foundation, Inc.
# shellcheck disable=SC2006,SC2268 # see below for rationale # shellcheck disable=SC2006,SC2268 # see below for rationale
timestamp='2025-07-10' timestamp='2024-01-01'
# This file is free software; you can redistribute it and/or modify it # This file is free software; you can redistribute it and/or modify it
# under the terms of the GNU General Public License as published by # under the terms of the GNU General Public License as published by
@@ -60,7 +60,7 @@ version="\
GNU config.guess ($timestamp) GNU config.guess ($timestamp)
Originally written by Per Bothner. Originally written by Per Bothner.
Copyright 1992-2025 Free Software Foundation, Inc. Copyright 1992-2024 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE." warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE."
@@ -123,7 +123,7 @@ set_cc_for_build() {
dummy=$tmp/dummy dummy=$tmp/dummy
case ${CC_FOR_BUILD-},${HOST_CC-},${CC-} in case ${CC_FOR_BUILD-},${HOST_CC-},${CC-} in
,,) echo "int x;" > "$dummy.c" ,,) echo "int x;" > "$dummy.c"
for driver in cc gcc c17 c99 c89 ; do for driver in cc gcc c89 c99 ; do
if ($driver -c -o "$dummy.o" "$dummy.c") >/dev/null 2>&1 ; then if ($driver -c -o "$dummy.o" "$dummy.c") >/dev/null 2>&1 ; then
CC_FOR_BUILD=$driver CC_FOR_BUILD=$driver
break break
@@ -634,8 +634,7 @@ EOF
sed 's/^ //' << EOF > "$dummy.c" sed 's/^ //' << EOF > "$dummy.c"
#include <sys/systemcfg.h> #include <sys/systemcfg.h>
int main()
main ()
{ {
if (!__power_pc()) if (!__power_pc())
exit(1); exit(1);
@@ -719,8 +718,7 @@ EOF
#include <stdlib.h> #include <stdlib.h>
#include <unistd.h> #include <unistd.h>
int int main ()
main ()
{ {
#if defined(_SC_KERNEL_BITS) #if defined(_SC_KERNEL_BITS)
long bits = sysconf(_SC_KERNEL_BITS); long bits = sysconf(_SC_KERNEL_BITS);
@@ -1597,11 +1595,8 @@ EOF
*:Unleashed:*:*) *:Unleashed:*:*)
GUESS=$UNAME_MACHINE-unknown-unleashed$UNAME_RELEASE GUESS=$UNAME_MACHINE-unknown-unleashed$UNAME_RELEASE
;; ;;
x86_64:[Ii]ronclad:*:*|i?86:[Ii]ronclad:*:*) *:Ironclad:*:*)
GUESS=$UNAME_MACHINE-pc-ironclad-mlibc GUESS=$UNAME_MACHINE-unknown-ironclad
;;
*:[Ii]ronclad:*:*)
GUESS=$UNAME_MACHINE-unknown-ironclad-mlibc
;; ;;
esac esac
@@ -1626,7 +1621,6 @@ cat > "$dummy.c" <<EOF
#endif #endif
#endif #endif
#endif #endif
int
main () main ()
{ {
#if defined (sony) #if defined (sony)
@@ -1811,8 +1805,8 @@ fi
exit 1 exit 1
# Local variables: # Local variables:
# eval: (add-hook 'before-save-hook 'time-stamp nil t) # eval: (add-hook 'before-save-hook 'time-stamp)
# time-stamp-start: "timestamp='" # time-stamp-start: "timestamp='"
# time-stamp-format: "%Y-%02m-%02d" # time-stamp-format: "%:y-%02m-%02d"
# time-stamp-end: "'" # time-stamp-end: "'"
# End: # End:

File diff suppressed because it is too large Load Diff

View File

@@ -1,43 +0,0 @@
#!/usr/bin/env python3
import argparse
from pathlib import Path
import json
import logging
import re
import subprocess
ROOT = Path(__file__).resolve().parents[1]
def determine_remote() -> str:
text = (ROOT / "build-scripts/release-info.json").read_text()
release_info = json.loads(text)
if "remote" in release_info:
return release_info["remote"]
project_with_version = release_info["name"]
project, _ = re.subn("([^a-zA-Z_])", "", project_with_version)
return f"libsdl-org/{project}"
def main():
default_remote = determine_remote()
current_commit = subprocess.check_output(["git", "rev-parse", "HEAD"], cwd=ROOT, text=True).strip()
parser = argparse.ArgumentParser(allow_abbrev=False)
parser.add_argument("--ref", required=True, help=f"Name of branch or tag containing release.yml")
parser.add_argument("--remote", "-R", default=default_remote, help=f"Remote repo (default={default_remote})")
parser.add_argument("--commit", default=current_commit, help=f"Commit (default={current_commit})")
args = parser.parse_args()
print(f"Running release.yml workflow:")
print(f" commit = {args.commit}")
print(f" remote = {args.remote}")
subprocess.check_call(["gh", "-R", args.remote, "workflow", "run", "release.yml", "--ref", args.ref, "-f", f"commit={args.commit}"], cwd=ROOT)
if __name__ == "__main__":
raise SystemExit(main())

View File

@@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@@ -395,7 +395,7 @@ int main(void)
printf( printf(
"/*\n" "/*\n"
" Simple DirectMedia Layer\n" " Simple DirectMedia Layer\n"
" Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>\n" " Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>\n"
"\n" "\n"
" This software is provided 'as-is', without any express or implied\n" " This software is provided 'as-is', without any express or implied\n"
" warranty. In no event will the authors be held liable for any damages\n" " warranty. In no event will the authors be held liable for any damages\n"

View File

@@ -1,6 +1,6 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
@@ -113,7 +113,7 @@ int main(void)
printf( printf(
"/*\n" "/*\n"
" Simple DirectMedia Layer\n" " Simple DirectMedia Layer\n"
" Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>\n" " Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>\n"
"\n" "\n"
" This software is provided 'as-is', without any express or implied\n" " This software is provided 'as-is', without any express or implied\n"
" warranty. In no event will the authors be held liable for any damages\n" " warranty. In no event will the authors be held liable for any damages\n"

View File

@@ -2415,10 +2415,10 @@ libtool_validate_options ()
# preserve --debug # preserve --debug
test : = "$debug_cmd" || func_append preserve_args " --debug" test : = "$debug_cmd" || func_append preserve_args " --debug"
case $host_os in case $host in
# Solaris2 added to fix http://debbugs.gnu.org/cgi/bugreport.cgi?bug=16452 # Solaris2 added to fix http://debbugs.gnu.org/cgi/bugreport.cgi?bug=16452
# see also: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=59788 # see also: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=59788
cygwin* | mingw* | windows* | pw32* | cegcc* | solaris2* | os2*) *cygwin* | *mingw* | *windows* | *pw32* | *cegcc* | *solaris2* | *os2*)
# don't eliminate duplications in $postdeps and $predeps # don't eliminate duplications in $postdeps and $predeps
opt_duplicate_compiler_generated_deps=: opt_duplicate_compiler_generated_deps=:
;; ;;
@@ -4935,7 +4935,7 @@ func_win32_libid ()
*ar\ archive*) # could be an import, or static *ar\ archive*) # could be an import, or static
# Keep the egrep pattern in sync with the one in _LT_CHECK_MAGIC_METHOD. # Keep the egrep pattern in sync with the one in _LT_CHECK_MAGIC_METHOD.
if eval $OBJDUMP -f $1 | $SED -e '10q' 2>/dev/null | if eval $OBJDUMP -f $1 | $SED -e '10q' 2>/dev/null |
$EGREP 'file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64|pe-aarch64)' >/dev/null; then $EGREP 'file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)' >/dev/null; then
case $nm_interface in case $nm_interface in
"MS dumpbin") "MS dumpbin")
if func_cygming_ms_implib_p "$1" || if func_cygming_ms_implib_p "$1" ||
@@ -5534,7 +5534,7 @@ EOF
#endif #endif
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#if defined _WIN32 && !defined __GNUC__ #ifdef _MSC_VER
# include <direct.h> # include <direct.h>
# include <process.h> # include <process.h>
# include <io.h> # include <io.h>
@@ -6501,7 +6501,7 @@ func_mode_link ()
# we shouldn't force the makefile maintainer to figure out # we shouldn't force the makefile maintainer to figure out
# what system we are compiling for in order to pass an extra # what system we are compiling for in order to pass an extra
# flag for every libtool invocation. # flag for every libtool invocation.
# SDL customization: SDL code doesn't have any undefined symbols. # SDL customization: SDL code doesn't have any undefined symbols
allow_undefined=no allow_undefined=no
# FIXME: Unfortunately, there are problems with the above when trying # FIXME: Unfortunately, there are problems with the above when trying
@@ -6509,7 +6509,7 @@ func_mode_link ()
# even a static library is built. For now, we need to specify # even a static library is built. For now, we need to specify
# -no-undefined on the libtool link line when we can be certain # -no-undefined on the libtool link line when we can be certain
# that all symbols are satisfied, otherwise we get a static library. # that all symbols are satisfied, otherwise we get a static library.
# SDL customization: SDL code doesn't have any undefined symbols. # SDL customization: SDL code doesn't have any undefined symbols
# allow_undefined=yes # allow_undefined=yes
;; ;;
*) *)
@@ -7096,7 +7096,7 @@ func_mode_link ()
continue continue
;; ;;
-mt|-mthreads|-kthread|-Kthread|-pthreads|--thread-safe \ -mt|-mthreads|-kthread|-Kthread|-pthreads|--thread-safe \
|-threads|-fopenmp|-fopenmp=*|-openmp|-mp|-xopenmp|-omp|-qsmp=*) |-threads|-fopenmp|-openmp|-mp|-xopenmp|-omp|-qsmp=*)
func_append compiler_flags " $arg" func_append compiler_flags " $arg"
func_append compile_command " $arg" func_append compile_command " $arg"
func_append finalize_command " $arg" func_append finalize_command " $arg"
@@ -7310,10 +7310,7 @@ func_mode_link ()
# -fno-sanitize* Clang/GCC memory and address sanitizer # -fno-sanitize* Clang/GCC memory and address sanitizer
# -shared-libsan Link with shared sanitizer runtimes (Clang) # -shared-libsan Link with shared sanitizer runtimes (Clang)
# -static-libsan Link with static sanitizer runtimes (Clang) # -static-libsan Link with static sanitizer runtimes (Clang)
# -no-canonical-prefixes Do not expand any symbolic links
# -fuse-ld=* Linker select flags for GCC # -fuse-ld=* Linker select flags for GCC
# -static-* direct GCC to link specific libraries statically
# -fcilkplus Cilk Plus language extension features for C/C++
# -rtlib=* select c runtime lib with clang # -rtlib=* select c runtime lib with clang
# --unwindlib=* select unwinder library with clang # --unwindlib=* select unwinder library with clang
# -f{file|debug|macro|profile}-prefix-map=* needed for lto linking # -f{file|debug|macro|profile}-prefix-map=* needed for lto linking
@@ -7321,12 +7318,12 @@ func_mode_link ()
# -Werror, -Werror=* Report (specified) warnings as errors # -Werror, -Werror=* Report (specified) warnings as errors
-64|-mips[0-9]|-r[0-9][0-9]*|-xarch=*|-xtarget=*|+DA*|+DD*|-q*|-m*| \ -64|-mips[0-9]|-r[0-9][0-9]*|-xarch=*|-xtarget=*|+DA*|+DD*|-q*|-m*| \
-t[45]*|-txscale*|-p|-pg|--coverage|-fprofile-*|-F*|@*|-tp=*|--sysroot=*| \ -t[45]*|-txscale*|-p|-pg|--coverage|-fprofile-*|-F*|@*|-tp=*|--sysroot=*| \
-O*|-g*|-flto*|-fwhopr*|-fuse-linker-plugin|-fstack-protector*|-no-canonical-prefixes| \ -O*|-g*|-flto*|-fwhopr*|-fuse-linker-plugin|-fstack-protector*| \
-stdlib=*|-rtlib=*|--unwindlib=*| \ -stdlib=*|-rtlib=*|--unwindlib=*| \
-specs=*|-fsanitize=*|-fno-sanitize*|-shared-libsan|-static-libsan| \ -specs=*|-fsanitize=*|-fno-sanitize*|-shared-libsan|-static-libsan| \
-ffile-prefix-map=*|-fdebug-prefix-map=*|-fmacro-prefix-map=*|-fprofile-prefix-map=*| \ -ffile-prefix-map=*|-fdebug-prefix-map=*|-fmacro-prefix-map=*|-fprofile-prefix-map=*| \
-fdiagnostics-color*|-frecord-gcc-switches| \ -fdiagnostics-color*|-frecord-gcc-switches| \
-fuse-ld=*|-static-*|-fcilkplus|-Wa,*|-Werror|-Werror=*) -fuse-ld=*|-Wa,*|-Werror|-Werror=*)
func_quote_for_eval "$arg" func_quote_for_eval "$arg"
arg=$func_quote_for_eval_result arg=$func_quote_for_eval_result
func_append compile_command " $arg" func_append compile_command " $arg"
@@ -7656,7 +7653,7 @@ func_mode_link ()
found=false found=false
case $deplib in case $deplib in
-mt|-mthreads|-kthread|-Kthread|-pthread|-pthreads|--thread-safe \ -mt|-mthreads|-kthread|-Kthread|-pthread|-pthreads|--thread-safe \
|-threads|-fopenmp|-fopenmp=*|-openmp|-mp|-xopenmp|-omp|-qsmp=*) |-threads|-fopenmp|-openmp|-mp|-xopenmp|-omp|-qsmp=*)
if test prog,link = "$linkmode,$pass"; then if test prog,link = "$linkmode,$pass"; then
compile_deplibs="$deplib $compile_deplibs" compile_deplibs="$deplib $compile_deplibs"
finalize_deplibs="$deplib $finalize_deplibs" finalize_deplibs="$deplib $finalize_deplibs"
@@ -8182,8 +8179,8 @@ func_mode_link ()
fi fi
if test -n "$library_names" && if test -n "$library_names" &&
{ test no = "$use_static_libs" || test -z "$old_library"; }; then { test no = "$use_static_libs" || test -z "$old_library"; }; then
case $host_os in case $host in
cygwin* | mingw* | windows* | cegcc* | os2*) *cygwin* | *mingw* | *windows* | *cegcc* | *os2*)
# No point in relinking DLLs because paths are not encoded # No point in relinking DLLs because paths are not encoded
func_append notinst_deplibs " $lib" func_append notinst_deplibs " $lib"
need_relink=no need_relink=no
@@ -8252,8 +8249,8 @@ func_mode_link ()
soname=$dlname soname=$dlname
elif test -n "$soname_spec"; then elif test -n "$soname_spec"; then
# bleh windows # bleh windows
case $host_os in case $host in
cygwin* | mingw* | windows* | cegcc*) # | os2* # SDL customization: removed OS/2 versioning support. *cygwin* | mingw* | *windows* | *cegcc*) # | *os2* # SDL customization: removed OS/2 versioning support.
func_arith $current - $age func_arith $current - $age
major=$func_arith_result major=$func_arith_result
versuffix=-$major versuffix=-$major
@@ -8395,7 +8392,7 @@ func_mode_link ()
test no = "$hardcode_direct_absolute"; then test no = "$hardcode_direct_absolute"; then
add=$libdir/$linklib add=$libdir/$linklib
elif test yes = "$hardcode_minus_L"; then elif test yes = "$hardcode_minus_L"; then
add_dir=-L$lt_sysroot$libdir add_dir=-L$libdir
add=-l$name add=-l$name
elif test yes = "$hardcode_shlibpath_var"; then elif test yes = "$hardcode_shlibpath_var"; then
case :$finalize_shlibpath: in case :$finalize_shlibpath: in
@@ -8412,7 +8409,7 @@ func_mode_link ()
fi fi
else else
# We cannot seem to hardcode it, guess we'll fake it. # We cannot seem to hardcode it, guess we'll fake it.
add_dir=-L$lt_sysroot$libdir add_dir=-L$libdir
# Try looking first in the location we're being installed to. # Try looking first in the location we're being installed to.
if test -n "$inst_prefix_dir"; then if test -n "$inst_prefix_dir"; then
case $libdir in case $libdir in
@@ -8683,7 +8680,7 @@ func_mode_link ()
test CXX = "$tagname" && { test CXX = "$tagname" && {
case $host_os in case $host_os in
linux*) linux*)
case `$CC -V 2>&1 | $SED 5q` in case `$CC -V 2>&1 | sed 5q` in
*Sun\ C*) # Sun C++ 5.9 *Sun\ C*) # Sun C++ 5.9
func_suncc_cstd_abi func_suncc_cstd_abi
@@ -8856,13 +8853,13 @@ func_mode_link ()
# #
case $version_type in case $version_type in
# correct linux to gnu/linux during the next big refactor # correct linux to gnu/linux during the next big refactor
darwin|freebsd-elf|linux|midnightbsd-elf|osf|qnx|windows|none) darwin|freebsd-elf|linux|midnightbsd-elf|osf|windows|none)
func_arith $number_major + $number_minor func_arith $number_major + $number_minor
current=$func_arith_result current=$func_arith_result
age=$number_minor age=$number_minor
revision=$number_revision revision=$number_revision
;; ;;
freebsd-aout|sco|sunos) freebsd-aout|qnx|sco|sunos)
current=$number_major current=$number_major
revision=$number_minor revision=$number_minor
age=0 age=0
@@ -9009,9 +9006,8 @@ func_mode_link ()
;; ;;
qnx) qnx)
func_arith $current - $age major=.$current
major=.$func_arith_result versuffix=.$current
versuffix=$major.$age.$revision
;; ;;
sco) sco)

View File

@@ -1,108 +0,0 @@
{
"name": "SDL2",
"remote": "libsdl-org/SDL",
"version": {
"file": "include/SDL_version.h",
"re_major": "^#define SDL_MAJOR_VERSION\\s+([0-9]+)$",
"re_minor": "^#define SDL_MINOR_VERSION\\s+([0-9]+)$",
"re_micro": "^#define SDL_PATCHLEVEL\\s+([0-9]+)$"
},
"source": {
"checks": [
"src/SDL.c",
"include/SDL.h",
"test/testsprite2.c",
"android-project/app/src/main/java/org/libsdl/app/SDLActivity.java"
]
},
"dmg": {
"project": "Xcode/SDL/SDL.xcodeproj",
"path": "Xcode/SDL/build/SDL2.dmg",
"target": "Standard DMG"
},
"mingw": {
"autotools": {
"archs": ["x86", "x64"],
"args": [
],
"files": {
"@<@TRIPLET@>@/include/SDL2": [
"include/SDL_config*.h"
]
}
},
"files": {
"": [
"mingw/pkg-support/INSTALL.txt",
"mingw/pkg-support/Makefile",
"BUGS.txt",
"CREDITS.txt",
"README-SDL.txt",
"WhatsNew.txt",
"LICENSE.txt",
"README.md"
],
"cmake": [
"mingw/pkg-support/cmake/sdl2-config.cmake",
"mingw/pkg-support/cmake/sdl2-config-version.cmake"
],
"docs": [
"docs/*"
],
"test": [
"test/*"
]
}
},
"msvc": {
"msbuild": {
"archs": [
"x86",
"x64"
],
"projects": [
"VisualC/SDL/SDL.vcxproj",
"VisualC/SDLmain/SDLmain.vcxproj",
"VisualC/SDLtest/SDLtest.vcxproj"
],
"files-lib": {
"": [
"VisualC/SDL/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL2.dll"
]
},
"files-devel": {
"lib/@<@ARCH@>@": [
"VisualC/SDL/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL2.dll",
"VisualC/SDL/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL2.lib",
"VisualC/SDL/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL2.pdb",
"VisualC/SDLmain/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL2main.lib",
"VisualC/SDLtest/@<@PLATFORM@>@/@<@CONFIGURATION@>@/SDL2test.lib"
]
}
},
"files-lib": {
"": [
"README-SDL.txt"
]
},
"files-devel": {
"": [
"README-SDL.txt",
"BUGS.txt",
"LICENSE.txt",
"README.md",
"WhatsNew.txt"
],
"cmake": [
"VisualC/pkg-support/cmake/sdl2-config.cmake",
"VisualC/pkg-support/cmake/sdl2-config-version.cmake"
],
"docs": [
"docs/*"
],
"include": [
"include/*.h"
]
}
}
}

View File

@@ -1,303 +0,0 @@
#!/usr/bin/env python
import argparse
import functools
import logging
import os
from pathlib import Path
import re
import shutil
import subprocess
import tempfile
import textwrap
import urllib.request
import zipfile
# Update both variables when updating the GDK
GIT_REF = "June_2024_Update_1"
GDK_EDITION = "240601" # YYMMUU
logger = logging.getLogger(__name__)
class GdDesktopConfigurator:
def __init__(self, gdk_path, arch, vs_folder, vs_version=None, vs_toolset=None, temp_folder=None, git_ref=None, gdk_edition=None):
self.git_ref = git_ref or GIT_REF
self.gdk_edition = gdk_edition or GDK_EDITION
self.gdk_path = gdk_path
self.temp_folder = temp_folder or Path(tempfile.gettempdir())
self.dl_archive_path = Path(self.temp_folder) / f"{ self.git_ref }.zip"
self.gdk_extract_path = Path(self.temp_folder) / f"GDK-{ self.git_ref }"
self.arch = arch
self.vs_folder = vs_folder
self._vs_version = vs_version
self._vs_toolset = vs_toolset
def download_archive(self) -> None:
gdk_url = f"https://github.com/microsoft/GDK/archive/refs/tags/{ GIT_REF }.zip"
logger.info("Downloading %s to %s", gdk_url, self.dl_archive_path)
urllib.request.urlretrieve(gdk_url, self.dl_archive_path)
assert self.dl_archive_path.is_file()
def extract_zip_archive(self) -> None:
extract_path = self.gdk_extract_path.parent
assert self.dl_archive_path.is_file()
logger.info("Extracting %s to %s", self.dl_archive_path, extract_path)
with zipfile.ZipFile(self.dl_archive_path) as zf:
zf.extractall(extract_path)
assert self.gdk_extract_path.is_dir(), f"{self.gdk_extract_path} must exist"
def extract_development_kit(self) -> None:
extract_dks_cmd = self.gdk_extract_path / "SetupScripts/ExtractXboxOneDKs.cmd"
assert extract_dks_cmd.is_file()
logger.info("Extracting GDK Development Kit: running %s", extract_dks_cmd)
cmd = ["cmd.exe", "/C", str(extract_dks_cmd), str(self.gdk_extract_path), str(self.gdk_path)]
logger.debug("Running %r", cmd)
subprocess.check_call(cmd)
def detect_vs_version(self) -> str:
vs_regex = re.compile("VS([0-9]{4})")
supported_vs_versions = []
for p in self.gaming_grdk_build_path.iterdir():
if not p.is_dir():
continue
if m := vs_regex.match(p.name):
supported_vs_versions.append(m.group(1))
logger.info(f"Supported Visual Studio versions: {supported_vs_versions}")
vs_versions = set(self.vs_folder.parts).intersection(set(supported_vs_versions))
if not vs_versions:
raise RuntimeError("Visual Studio version is incompatible")
if len(vs_versions) > 1:
raise RuntimeError(f"Too many compatible VS versions found ({vs_versions})")
vs_version = vs_versions.pop()
logger.info(f"Used Visual Studio version: {vs_version}")
return vs_version
def detect_vs_toolset(self) -> str:
toolset_paths = []
for ts_path in self.gdk_toolset_parent_path.iterdir():
if not ts_path.is_dir():
continue
ms_props = ts_path / "Microsoft.Cpp.props"
if not ms_props.is_file():
continue
toolset_paths.append(ts_path.name)
logger.info("Detected Visual Studio toolsets: %s", toolset_paths)
assert toolset_paths, "Have we detected at least one toolset?"
def toolset_number(toolset: str) -> int:
if m:= re.match("[^0-9]*([0-9]+).*", toolset):
return int(m.group(1))
return -9
return max(toolset_paths, key=toolset_number)
@property
def vs_version(self) -> str:
if self._vs_version is None:
self._vs_version = self.detect_vs_version()
return self._vs_version
@property
def vs_toolset(self) -> str:
if self._vs_toolset is None:
self._vs_toolset = self.detect_vs_toolset()
return self._vs_toolset
@staticmethod
def copy_files_and_merge_into(srcdir: Path, dstdir: Path) -> None:
logger.info(f"Copy {srcdir} to {dstdir}")
for root, _, files in os.walk(srcdir):
dest_root = dstdir / Path(root).relative_to(srcdir)
if not dest_root.is_dir():
dest_root.mkdir()
for file in files:
srcfile = Path(root) / file
dstfile = dest_root / file
shutil.copy(srcfile, dstfile)
def copy_msbuild(self) -> None:
vc_toolset_parent_path = self.vs_folder / "MSBuild/Microsoft/VC"
if 1:
logger.info(f"Detected compatible Visual Studio version: {self.vs_version}")
srcdir = vc_toolset_parent_path
dstdir = self.gdk_toolset_parent_path
assert srcdir.is_dir(), "Source directory must exist"
assert dstdir.is_dir(), "Destination directory must exist"
self.copy_files_and_merge_into(srcdir=srcdir, dstdir=dstdir)
@property
def game_dk_path(self) -> Path:
return self.gdk_path / "Microsoft GDK"
@property
def game_dk_latest_path(self) -> Path:
return self.game_dk_path / self.gdk_edition
@property
def windows_sdk_path(self) -> Path:
return self.gdk_path / "Windows Kits/10"
@property
def gaming_grdk_build_path(self) -> Path:
return self.game_dk_latest_path / "GRDK"
@property
def gdk_toolset_parent_path(self) -> Path:
return self.gaming_grdk_build_path / f"VS{self.vs_version}/flatDeployment/MSBuild/Microsoft/VC"
@property
def env(self) -> dict[str, str]:
game_dk = self.game_dk_path
game_dk_latest = self.game_dk_latest_path
windows_sdk_dir = self.windows_sdk_path
gaming_grdk_build = self.gaming_grdk_build_path
return {
"GRDKEDITION": f"{self.gdk_edition}",
"GameDK": f"{game_dk}\\",
"GameDKLatest": f"{ game_dk_latest }\\",
"WindowsSdkDir": f"{ windows_sdk_dir }\\",
"GamingGRDKBuild": f"{ gaming_grdk_build }\\",
"VSInstallDir": f"{ self.vs_folder }\\",
}
def create_user_props(self, path: Path) -> None:
vc_targets_path = self.gaming_grdk_build_path / f"VS{ self.vs_version }/flatDeployment/MSBuild/Microsoft/VC/{ self.vs_toolset }"
vc_targets_path16 = self.gaming_grdk_build_path / f"VS2019/flatDeployment/MSBuild/Microsoft/VC/{ self.vs_toolset }"
vc_targets_path17 = self.gaming_grdk_build_path / f"VS2022/flatDeployment/MSBuild/Microsoft/VC/{ self.vs_toolset }"
additional_include_directories = ";".join(str(p) for p in self.gdk_include_paths)
additional_library_directories = ";".join(str(p) for p in self.gdk_library_paths)
durango_xdk_install_path = self.gdk_path / "Microsoft GDK"
with path.open("w") as f:
f.write(textwrap.dedent(f"""\
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<VCTargetsPath>{ vc_targets_path }\\</VCTargetsPath>
<VCTargetsPath16>{ vc_targets_path16 }\\</VCTargetsPath16>
<VCTargetsPath17>{ vc_targets_path17 }\\</VCTargetsPath17>
<BWOI_GDK_Path>{ self.gaming_grdk_build_path }\\</BWOI_GDK_Path>
<Platform Condition="'$(Platform)' == ''">Gaming.Desktop.x64</Platform>
<Configuration Condition="'$(Configuration)' == ''">Debug</Configuration>
<XdkEditionTarget>{ self.gdk_edition }</XdkEditionTarget>
<DurangoXdkInstallPath>{ durango_xdk_install_path }</DurangoXdkInstallPath>
<DefaultXdkEditionRootVS2019>$(DurangoXdkInstallPath)\\{self.gdk_edition}\\GRDK\\VS2019\\flatDeployment\\MSBuild\\Microsoft\\VC\\{self.vs_toolset}\\Platforms\\$(Platform)\\</DefaultXdkEditionRootVS2019>
<XdkEditionRootVS2019>$(DurangoXdkInstallPath)\\{self.gdk_edition}\\GRDK\\VS2019\\flatDeployment\\MSBuild\\Microsoft\\VC\\{self.vs_toolset}\\Platforms\\$(Platform)\\</XdkEditionRootVS2019>
<DefaultXdkEditionRootVS2022>$(DurangoXdkInstallPath)\\{self.gdk_edition}\\GRDK\\VS2022\\flatDeployment\\MSBuild\\Microsoft\\VC\\{self.vs_toolset}\\Platforms\\$(Platform)\\</DefaultXdkEditionRootVS2022>
<XdkEditionRootVS2022>$(DurangoXdkInstallPath)\\{self.gdk_edition}\\GRDK\\VS2022\\flatDeployment\\MSBuild\\Microsoft\\VC\\{self.vs_toolset}\\Platforms\\$(Platform)\\</XdkEditionRootVS2022>
<Deterministic>true</Deterministic>
<DisableInstalledVCTargetsUse>true</DisableInstalledVCTargetsUse>
<ClearDevCommandPromptEnvVars>true</ClearDevCommandPromptEnvVars>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Platform)' == 'Gaming.Desktop.x64'">
<ClCompile>
<AdditionalIncludeDirectories>{ additional_include_directories };%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<AdditionalLibraryDirectories>{ additional_library_directories };%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
</Project>
"""))
@property
def gdk_include_paths(self) -> list[Path]:
return [
self.gaming_grdk_build_path / "gamekit/include",
]
@property
def gdk_library_paths(self) -> list[Path]:
return [
self.gaming_grdk_build_path / f"gamekit/lib/{self.arch}",
]
@property
def gdk_binary_path(self) -> list[Path]:
return [
self.gaming_grdk_build_path / "bin",
self.game_dk_path / "bin",
]
@property
def build_env(self) -> dict[str, str]:
gdk_include = ";".join(str(p) for p in self.gdk_include_paths)
gdk_lib = ";".join(str(p) for p in self.gdk_library_paths)
gdk_path = ";".join(str(p) for p in self.gdk_binary_path)
return {
"GDK_INCLUDE": gdk_include,
"GDK_LIB": gdk_lib,
"GDK_PATH": gdk_path,
}
def print_env(self) -> None:
for k, v in self.env.items():
print(f"set \"{k}={v}\"")
print()
for k, v in self.build_env.items():
print(f"set \"{k}={v}\"")
print()
print(f"set \"PATH=%GDK_PATH%;%PATH%\"")
print(f"set \"LIB=%GDK_LIB%;%LIB%\"")
print(f"set \"INCLUDE=%GDK_INCLUDE%;%INCLUDE%\"")
def main():
logging.basicConfig(level=logging.INFO)
parser = argparse.ArgumentParser(allow_abbrev=False)
parser.add_argument("--arch", choices=["amd64"], default="amd64", help="Architecture")
parser.add_argument("--download", action="store_true", help="Download GDK")
parser.add_argument("--extract", action="store_true", help="Extract downloaded GDK")
parser.add_argument("--copy-msbuild", action="store_true", help="Copy MSBuild files")
parser.add_argument("--temp-folder", help="Temporary folder where to download and extract GDK")
parser.add_argument("--gdk-path", required=True, type=Path, help="Folder where to store the GDK")
parser.add_argument("--ref-edition", type=str, help="Git ref and GDK edition separated by comma")
parser.add_argument("--vs-folder", required=True, type=Path, help="Installation folder of Visual Studio")
parser.add_argument("--vs-version", required=False, type=int, help="Visual Studio version")
parser.add_argument("--vs-toolset", required=False, help="Visual Studio toolset (e.g. v150)")
parser.add_argument("--props-folder", required=False, type=Path, default=Path(), help="Visual Studio toolset (e.g. v150)")
parser.add_argument("--no-user-props", required=False, dest="user_props", action="store_false", help="Don't ")
args = parser.parse_args()
logging.basicConfig(level=logging.INFO)
git_ref = None
gdk_edition = None
if args.ref_edition is not None:
git_ref, gdk_edition = args.ref_edition.split(",", 1)
try:
int(gdk_edition)
except ValueError:
parser.error("Edition should be an integer (YYMMUU) (Y=year M=month U=update)")
configurator = GdDesktopConfigurator(
arch=args.arch,
git_ref=git_ref,
gdk_edition=gdk_edition,
vs_folder=args.vs_folder,
vs_version=args.vs_version,
vs_toolset=args.vs_toolset,
gdk_path=args.gdk_path,
temp_folder=args.temp_folder,
)
if args.download:
configurator.download_archive()
if args.extract:
configurator.extract_zip_archive()
configurator.extract_development_kit()
if args.copy_msbuild:
configurator.copy_msbuild()
if args.user_props:
configurator.print_env()
configurator.create_user_props(args.props_folder / "Directory.Build.props")
if __name__ == "__main__":
raise SystemExit(main())

View File

@@ -5,8 +5,8 @@
SDL_ROOT=$(dirname $0)/.. SDL_ROOT=$(dirname $0)/..
cd $SDL_ROOT cd $SDL_ROOT
if [ -e ./REVISION.txt ]; then if [ -e ./VERSION.txt ]; then
cat ./REVISION.txt cat ./VERSION.txt
exit 0 exit 0
fi fi

View File

@@ -29,7 +29,7 @@ done
rev=`sh showrev.sh 2>/dev/null` rev=`sh showrev.sh 2>/dev/null`
if [ "$rev" != "" ]; then if [ "$rev" != "" ]; then
if [ -n "$dist" ]; then if [ -n "$dist" ]; then
echo "$rev" > "$outdir/REVISION.txt" echo "$rev" > "$outdir/VERSION.txt"
fi fi
echo "/* Generated by updaterev.sh, do not edit */" >"$header.new" echo "/* Generated by updaterev.sh, do not edit */" >"$header.new"
if [ -n "$vendor" ]; then if [ -n "$vendor" ]; then

File diff suppressed because it is too large Load Diff

View File

@@ -27,13 +27,11 @@ function(check_cpu_architecture ARCH VARIABLE)
if(ARCH STREQUAL "x86") if(ARCH STREQUAL "x86")
_internal_check_cpu_architecture("defined(__i386__) || defined(__i486__) || defined(__i586__) || defined(__i686__) ||defined( __i386) || defined(_M_IX86)" x86 ${VARIABLE}) _internal_check_cpu_architecture("defined(__i386__) || defined(__i486__) || defined(__i586__) || defined(__i686__) ||defined( __i386) || defined(_M_IX86)" x86 ${VARIABLE})
elseif(ARCH STREQUAL "x64") elseif(ARCH STREQUAL "x64")
_internal_check_cpu_architecture("(defined(__amd64__) || defined(__amd64) || defined(__x86_64__) || defined(__x86_64) || defined(_M_X64) || defined(_M_AMD64)) && !defined(_M_ARM64EC)" x64 ${VARIABLE}) _internal_check_cpu_architecture("defined(__amd64__) || defined(__amd64) || defined(__x86_64__) || defined(__x86_64) || defined(_M_X64) || defined(_M_AMD64)" x64 ${VARIABLE})
elseif(ARCH STREQUAL "arm32") elseif(ARCH STREQUAL "arm32")
_internal_check_cpu_architecture("defined(__arm__) || defined(_M_ARM)" arm32 ${VARIABLE}) _internal_check_cpu_architecture("defined(__arm__) || defined(_M_ARM)" arm32 ${VARIABLE})
elseif(ARCH STREQUAL "arm64") elseif(ARCH STREQUAL "arm64")
_internal_check_cpu_architecture("defined(__aarch64__) || defined(_M_ARM64)" arm64 ${VARIABLE}) _internal_check_cpu_architecture("defined(__aarch64__) || defined(_M_ARM64)" arm64 ${VARIABLE})
elseif(ARCH STREQUAL "arm64ec")
_internal_check_cpu_architecture("defined(_M_ARM64EC)" arm64ec ${VARIABLE})
elseif(ARCH STREQUAL "loongarch64") elseif(ARCH STREQUAL "loongarch64")
_internal_check_cpu_architecture("defined(__loongarch64)" loongarch64 ${VARIABLE}) _internal_check_cpu_architecture("defined(__loongarch64)" loongarch64 ${VARIABLE})
else() else()

View File

@@ -119,7 +119,7 @@ macro(CheckALSA)
endif() endif()
endif() endif()
if(NOT HAVE_ALSA_SHARED) if(NOT HAVE_ALSA_SHARED)
list(APPEND CMAKE_LIBS ALSA::ALSA) list(APPEND CMAKE_DEPENDS ALSA::ALSA)
list(APPEND PKGCONFIG_DEPENDS alsa) list(APPEND PKGCONFIG_DEPENDS alsa)
endif() endif()
set(HAVE_SDL_AUDIO TRUE) set(HAVE_SDL_AUDIO TRUE)
@@ -947,7 +947,7 @@ macro(CheckPTHREAD)
elseif(BSDI) elseif(BSDI)
set(PTHREAD_CFLAGS "-D_REENTRANT -D_THREAD_SAFE") set(PTHREAD_CFLAGS "-D_REENTRANT -D_THREAD_SAFE")
set(PTHREAD_LDFLAGS "") set(PTHREAD_LDFLAGS "")
elseif(MACOS) elseif(DARWIN)
set(PTHREAD_CFLAGS "-D_THREAD_SAFE") set(PTHREAD_CFLAGS "-D_THREAD_SAFE")
# causes Carbon.p complaints? # causes Carbon.p complaints?
# set(PTHREAD_CFLAGS "-D_REENTRANT -D_THREAD_SAFE") # set(PTHREAD_CFLAGS "-D_REENTRANT -D_THREAD_SAFE")
@@ -963,11 +963,7 @@ macro(CheckPTHREAD)
set(PTHREAD_LDFLAGS "-lpthread") set(PTHREAD_LDFLAGS "-lpthread")
elseif(SOLARIS) elseif(SOLARIS)
set(PTHREAD_CFLAGS "-D_REENTRANT") set(PTHREAD_CFLAGS "-D_REENTRANT")
if(CMAKE_C_COMPILER_ID MATCHES "SunPro") set(PTHREAD_LDFLAGS "-pthread -lposix4")
set(PTHREAD_LDFLAGS "-mt -lpthread")
else()
set(PTHREAD_LDFLAGS "-pthread")
endif()
elseif(SYSV5) elseif(SYSV5)
set(PTHREAD_CFLAGS "-D_REENTRANT -Kthread") set(PTHREAD_CFLAGS "-D_REENTRANT -Kthread")
set(PTHREAD_LDFLAGS "") set(PTHREAD_LDFLAGS "")
@@ -1253,7 +1249,6 @@ macro(CheckHIDAPI)
if(HAVE_HIDAPI) if(HAVE_HIDAPI)
if(ANDROID) if(ANDROID)
enable_language(CXX)
list(APPEND SOURCE_FILES ${SDL2_SOURCE_DIR}/src/hidapi/android/hid.cpp) list(APPEND SOURCE_FILES ${SDL2_SOURCE_DIR}/src/hidapi/android/hid.cpp)
endif() endif()
if(IOS OR TVOS) if(IOS OR TVOS)
@@ -1281,18 +1276,13 @@ endmacro()
# - n/a # - n/a
macro(CheckRPI) macro(CheckRPI)
if(SDL_RPI) if(SDL_RPI)
pkg_check_modules(VIDEO_RPI bcm_host) pkg_check_modules(VIDEO_RPI bcm_host brcmegl)
if (NOT VIDEO_RPI_FOUND) if (NOT VIDEO_RPI_FOUND)
set(VIDEO_RPI_INCLUDE_DIRS "/opt/vc/include" "/opt/vc/include/interface/vcos/pthreads" "/opt/vc/include/interface/vmcs_host/linux/" ) set(VIDEO_RPI_INCLUDE_DIRS "/opt/vc/include" "/opt/vc/include/interface/vcos/pthreads" "/opt/vc/include/interface/vmcs_host/linux/" )
set(VIDEO_RPI_LIBRARY_DIRS "/opt/vc/lib" ) set(VIDEO_RPI_LIBRARY_DIRS "/opt/vc/lib" )
set(VIDEO_RPI_LIBRARIES bcm_host ) set(VIDEO_RPI_LIBRARIES bcm_host )
set(VIDEO_RPI_LDFLAGS "-Wl,-rpath,/opt/vc/lib")
endif() endif()
pkg_check_modules(VIDEO_RPI_EGL brcmegl)
if (NOT VIDEO_RPI_EGL_FOUND)
set(VIDEO_RPI_EGL_LDFLAGS "-Wl,-rpath,/opt/vc/lib")
endif()
listtostr(VIDEO_RPI_INCLUDE_DIRS VIDEO_RPI_INCLUDE_FLAGS "-I") listtostr(VIDEO_RPI_INCLUDE_DIRS VIDEO_RPI_INCLUDE_FLAGS "-I")
listtostr(VIDEO_RPI_LIBRARY_DIRS VIDEO_RPI_LIBRARY_FLAGS "-L") listtostr(VIDEO_RPI_LIBRARY_DIRS VIDEO_RPI_LIBRARY_FLAGS "-L")
@@ -1301,7 +1291,9 @@ macro(CheckRPI)
set(CMAKE_REQUIRED_LIBRARIES "${VIDEO_RPI_LIBRARIES}") set(CMAKE_REQUIRED_LIBRARIES "${VIDEO_RPI_LIBRARIES}")
check_c_source_compiles(" check_c_source_compiles("
#include <bcm_host.h> #include <bcm_host.h>
#include <EGL/eglplatform.h>
int main(int argc, char **argv) { int main(int argc, char **argv) {
EGL_DISPMANX_WINDOW_T window;
bcm_host_init(); bcm_host_init();
}" HAVE_RPI) }" HAVE_RPI)
set(CMAKE_REQUIRED_FLAGS "${ORIG_CMAKE_REQUIRED_FLAGS}") set(CMAKE_REQUIRED_FLAGS "${ORIG_CMAKE_REQUIRED_FLAGS}")
@@ -1315,7 +1307,7 @@ macro(CheckRPI)
list(APPEND EXTRA_LIBS ${VIDEO_RPI_LIBRARIES}) list(APPEND EXTRA_LIBS ${VIDEO_RPI_LIBRARIES})
# !!! FIXME: shouldn't be using CMAKE_C_FLAGS, right? # !!! FIXME: shouldn't be using CMAKE_C_FLAGS, right?
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${VIDEO_RPI_INCLUDE_FLAGS} ${VIDEO_RPI_LIBRARY_FLAGS}") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${VIDEO_RPI_INCLUDE_FLAGS} ${VIDEO_RPI_LIBRARY_FLAGS}")
list(APPEND EXTRA_LDFLAGS ${VIDEO_RPI_LDFLAGS} ${VIDEO_RPI_EGL_LDFLAGS}) list(APPEND EXTRA_LDFLAGS ${VIDEO_RPI_LDFLAGS})
endif() endif()
endif() endif()
endmacro() endmacro()

View File

@@ -32,8 +32,10 @@ macro(SDL_DetectCMakePlatform)
set(SDL_CMAKE_PLATFORM QNX) set(SDL_CMAKE_PLATFORM QNX)
endif() endif()
elseif(APPLE) elseif(APPLE)
if(CMAKE_SYSTEM_NAME MATCHES ".*(Darwin|MacOS).*") if(CMAKE_SYSTEM_NAME MATCHES ".*Darwin.*")
set(SDL_CMAKE_PLATFORM MACOS) set(SDL_CMAKE_PLATFORM DARWIN)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*MacOS.*")
set(SDL_CMAKE_PLATFORM MACOSX)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*tvOS.*") elseif(CMAKE_SYSTEM_NAME MATCHES ".*tvOS.*")
set(SDL_CMAKE_PLATFORM TVOS) set(SDL_CMAKE_PLATFORM TVOS)
elseif(CMAKE_SYSTEM_NAME MATCHES ".*iOS.*") elseif(CMAKE_SYSTEM_NAME MATCHES ".*iOS.*")
@@ -41,10 +43,6 @@ macro(SDL_DetectCMakePlatform)
if(CMAKE_VERSION VERSION_LESS 3.14) if(CMAKE_VERSION VERSION_LESS 3.14)
set(SDL_CMAKE_PLATFORM IOS) set(SDL_CMAKE_PLATFORM IOS)
endif() endif()
elseif(CMAKE_SYSTEM_NAME MATCHES ".*watchOS.*")
set(SDL_CMAKE_PLATFORM WATCHOS)
elseif (CMAKE_SYSTEM_NAME MATCHES "visionOS")
set(SDL_CMAKE_PLATFORM VISIONOS)
endif() endif()
elseif(CMAKE_SYSTEM_NAME MATCHES "BeOS.*") elseif(CMAKE_SYSTEM_NAME MATCHES "BeOS.*")
message_error("BeOS support has been removed as of SDL 2.0.2.") message_error("BeOS support has been removed as of SDL 2.0.2.")

View File

@@ -3,8 +3,6 @@
cmake_minimum_required(VERSION 3.12) cmake_minimum_required(VERSION 3.12)
project(sdl_test LANGUAGES C) project(sdl_test LANGUAGES C)
include(CheckLanguage)
include(FeatureSummary)
include(GenerateExportHeader) include(GenerateExportHeader)
if(ANDROID) if(ANDROID)
@@ -21,31 +19,14 @@ cmake_policy(SET CMP0074 NEW)
# Override CMAKE_FIND_ROOT_PATH_MODE to allow search for SDL2 outside of sysroot # Override CMAKE_FIND_ROOT_PATH_MODE to allow search for SDL2 outside of sysroot
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE NEVER) set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE NEVER)
include(FeatureSummary)
option(TEST_SHARED "Test linking to shared SDL2 library" ON) option(TEST_SHARED "Test linking to shared SDL2 library" ON)
add_feature_info("TEST_SHARED" TEST_SHARED "Test linking with shared library") add_feature_info("TEST_SHARED" TEST_SHARED "Test linking with shared library")
option(TEST_STATIC "Test linking to static SDL2 library" ON) option(TEST_STATIC "Test linking to static SDL2 library" ON)
add_feature_info("TEST_STATIC" TEST_STATIC "Test linking with static library") add_feature_info("TEST_STATIC" TEST_STATIC "Test linking with static library")
option(TEST_TEST "Test linking to SDL3_test library" ON)
add_feature_info("TEST_TEST" TEST_STATIC "Test linking to SDL test library")
option(TEST_FULL "Run complete SDL test suite" OFF)
add_feature_info("TEST_FULL" TEST_FULL "Build full SDL testsuite")
# FIXME: how to target ios/tvos with Swift?
# https://gitlab.kitware.com/cmake/cmake/-/issues/20104
if(APPLE AND CMAKE_SYSTEM_NAME MATCHES ".*(Darwin|MacOS).*")
# multiple values for CMAKE_OSX_ARCHITECTURES not supported with Swift
list(LENGTH CMAKE_OSX_ARCHITECTURES count_osx_archs)
if(count_osx_archs LESS_EQUAL 1)
check_language(Swift)
if(CMAKE_Swift_COMPILER)
enable_language(Swift)
endif()
endif()
endif()
if(TEST_SHARED) if(TEST_SHARED)
find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2) find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2)
if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE)) if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE))
@@ -94,17 +75,6 @@ if(TEST_SHARED)
generate_export_header(sharedlib-shared-vars EXPORT_MACRO_NAME MYLIBRARY_EXPORT) generate_export_header(sharedlib-shared-vars EXPORT_MACRO_NAME MYLIBRARY_EXPORT)
target_compile_definitions(sharedlib-shared-vars PRIVATE "EXPORT_HEADER=\"${CMAKE_CURRENT_BINARY_DIR}/sharedlib-shared-vars_export.h\"") target_compile_definitions(sharedlib-shared-vars PRIVATE "EXPORT_HEADER=\"${CMAKE_CURRENT_BINARY_DIR}/sharedlib-shared-vars_export.h\"")
set_target_properties(sharedlib-shared-vars PROPERTIES C_VISIBILITY_PRESET "hidden") set_target_properties(sharedlib-shared-vars PROPERTIES C_VISIBILITY_PRESET "hidden")
if(TEST_TEST)
add_executable(sdltest-shared sdltest.c)
target_link_libraries(sdltest-shared PRIVATE SDL2::SDL2main SDL2::SDL2test SDL2::SDL2)
endif()
if(CMAKE_Swift_COMPILER)
add_executable(swift-shared main.swift)
target_include_directories(swift-shared PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/swift")
target_link_libraries(swift-shared PRIVATE SDL2::SDL2)
endif()
endif() endif()
if(TEST_STATIC) if(TEST_STATIC)
@@ -141,26 +111,6 @@ if(TEST_STATIC)
target_link_libraries(cli-static-vars PRIVATE ${SDL2_STATIC_LIBRARIES}) target_link_libraries(cli-static-vars PRIVATE ${SDL2_STATIC_LIBRARIES})
target_include_directories(cli-static-vars PRIVATE ${SDL2_INCLUDE_DIRS}) target_include_directories(cli-static-vars PRIVATE ${SDL2_INCLUDE_DIRS})
endif() endif()
if(TEST_TEST)
add_executable(sdltest-static sdltest.c)
target_link_libraries(sdltest-static PRIVATE SDL2::SDL2main SDL2::SDL2test SDL2::SDL2-static)
endif()
if(CMAKE_Swift_COMPILER)
add_executable(swift-static main.swift)
target_include_directories(swift-static PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/swift")
target_link_libraries(swift-static PRIVATE SDL2::SDL2-static)
endif()
endif()
if(TEST_FULL)
enable_testing()
set(SDL_TESTS_TIMEOUT_MULTIPLIER "1" CACHE STRING "Test timeout multiplier")
set(SDL_TESTS_LINK_SHARED ${TEST_SHARED})
add_definitions(-DNO_BUILD_CONFIG)
add_subdirectory("${CMAKE_CURRENT_LIST_DIR}/../../test" SDL_test)
endif() endif()
message(STATUS "SDL2_PREFIX: ${SDL2_PREFIX}") message(STATUS "SDL2_PREFIX: ${SDL2_PREFIX}")

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@@ -1,12 +0,0 @@
/* Contributed by Piotr Usewicz (https://github.com/pusewicz) */
import SDL2
guard SDL_Init(Uint32(SDL_INIT_VIDEO)) == 0 else {
fatalError("SDL_Init error: \(String(cString: SDL_GetError()))")
}
var sdlVersion = SDL_version()
SDL_GetVersion(&sdlVersion)
print("SDL version: \(sdlVersion.major).\(sdlVersion.minor).\(sdlVersion.patch)")

View File

@@ -1,9 +0,0 @@
#include "SDL.h"
#include "SDL_test.h"
int main(int argc, char *argv[]) {
SDLTest_CommonState state;
SDLTest_CommonDefaultArgs(&state, argc, argv);
return 0;
}

View File

@@ -1,4 +0,0 @@
module SDL2 [extern_c] {
header "shim.h"
export *
}

View File

@@ -1,3 +0,0 @@
/* Contributed by Piotr Usewicz (https://github.com/pusewicz) */
#include "SDL.h"

281
configure vendored
View File

@@ -703,8 +703,6 @@ X_LIBS
X_PRE_LIBS X_PRE_LIBS
X_CFLAGS X_CFLAGS
XMKMF XMKMF
RPI_EGL_LIBS
RPI_EGL_CFLAGS
RPI_LIBS RPI_LIBS
RPI_CFLAGS RPI_CFLAGS
DECOR_LIBS DECOR_LIBS
@@ -993,8 +991,6 @@ DECOR_CFLAGS
DECOR_LIBS DECOR_LIBS
RPI_CFLAGS RPI_CFLAGS
RPI_LIBS RPI_LIBS
RPI_EGL_CFLAGS
RPI_EGL_LIBS
XMKMF XMKMF
DIRECTFB_CFLAGS DIRECTFB_CFLAGS
DIRECTFB_LIBS DIRECTFB_LIBS
@@ -1672,7 +1668,7 @@ Optional Features:
--enable-ssemath Allow GCC to use SSE floating point math --enable-ssemath Allow GCC to use SSE floating point math
[default=maybe] [default=maybe]
--enable-mmx use MMX assembly routines [default=yes] --enable-mmx use MMX assembly routines [default=yes]
--enable-3dnow use 3DNow! assembly routines [default=no] --enable-3dnow use 3DNow! assembly routines [default=yes]
--enable-sse use SSE assembly routines [default=yes] --enable-sse use SSE assembly routines [default=yes]
--enable-sse2 use SSE2 assembly routines [default=maybe] --enable-sse2 use SSE2 assembly routines [default=maybe]
--enable-sse3 use SSE3 assembly routines [default=maybe] --enable-sse3 use SSE3 assembly routines [default=maybe]
@@ -1722,7 +1718,7 @@ Optional Features:
[default=yes] [default=yes]
--enable-libdecor-shared --enable-libdecor-shared
dynamically load libdecor [default=yes] dynamically load libdecor [default=yes]
--enable-video-rpi use Raspberry Pi 0-3 video driver [default=yes] --enable-video-rpi use Raspberry Pi 2/3 video driver [default=yes]
--enable-video-x11 use X11 video driver [default=maybe] --enable-video-x11 use X11 video driver [default=maybe]
--enable-x11-shared dynamically load X11 support [default=maybe] --enable-x11-shared dynamically load X11 support [default=maybe]
--enable-video-x11-xcursor --enable-video-x11-xcursor
@@ -1852,10 +1848,6 @@ Some influential environment variables:
DECOR_LIBS linker flags for DECOR, overriding pkg-config DECOR_LIBS linker flags for DECOR, overriding pkg-config
RPI_CFLAGS C compiler flags for RPI, overriding pkg-config RPI_CFLAGS C compiler flags for RPI, overriding pkg-config
RPI_LIBS linker flags for RPI, overriding pkg-config RPI_LIBS linker flags for RPI, overriding pkg-config
RPI_EGL_CFLAGS
C compiler flags for RPI_EGL, overriding pkg-config
RPI_EGL_LIBS
linker flags for RPI_EGL, overriding pkg-config
XMKMF Path to xmkmf, Makefile generator for X Window System XMKMF Path to xmkmf, Makefile generator for X Window System
DIRECTFB_CFLAGS DIRECTFB_CFLAGS
C compiler flags for DIRECTFB, overriding pkg-config C compiler flags for DIRECTFB, overriding pkg-config
@@ -3515,8 +3507,8 @@ orig_CFLAGS="$CFLAGS"
# See docs/release_checklist.md # See docs/release_checklist.md
SDL_MAJOR_VERSION=2 SDL_MAJOR_VERSION=2
SDL_MINOR_VERSION=33 SDL_MINOR_VERSION=30
SDL_MICRO_VERSION=0 SDL_MICRO_VERSION=6
SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
SDL_BINARY_AGE=`expr $SDL_MINOR_VERSION \* 100 + $SDL_MICRO_VERSION` SDL_BINARY_AGE=`expr $SDL_MINOR_VERSION \* 100 + $SDL_MICRO_VERSION`
@@ -5815,7 +5807,7 @@ cygwin*)
# func_win32_libid is a shell function defined in ltmain.sh # func_win32_libid is a shell function defined in ltmain.sh
lt_cv_deplibs_check_method='file_magic ^x86 archive import|^x86 DLL' lt_cv_deplibs_check_method='file_magic ^x86 archive import|^x86 DLL'
lt_cv_file_magic_cmd='func_win32_libid' lt_cv_file_magic_cmd='func_win32_libid'
lt_cv_deplibs_check_method=pass_all # SDL customization. lt_cv_deplibs_check_method=pass_all # SDL customization
;; ;;
mingw* | windows* | pw32*) mingw* | windows* | pw32*)
@@ -5827,10 +5819,10 @@ mingw* | windows* | pw32*)
lt_cv_file_magic_cmd='func_win32_libid' lt_cv_file_magic_cmd='func_win32_libid'
else else
# Keep this pattern in sync with the one in func_win32_libid. # Keep this pattern in sync with the one in func_win32_libid.
lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64|pe-aarch64)' lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)'
lt_cv_file_magic_cmd='$OBJDUMP -f' lt_cv_file_magic_cmd='$OBJDUMP -f'
fi fi
lt_cv_deplibs_check_method=pass_all # SDL customization. lt_cv_deplibs_check_method=pass_all # SDL customization
;; ;;
cegcc*) cegcc*)
@@ -6836,7 +6828,7 @@ void nm_test_func(void){}
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
int main(void){nm_test_var='a';nm_test_func();return(0);} int main(){nm_test_var='a';nm_test_func();return(0);}
_LT_EOF _LT_EOF
if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5 if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5
@@ -8098,43 +8090,6 @@ fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $lt_cv_apple_cc_single_mod" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $lt_cv_apple_cc_single_mod" >&5
printf "%s\n" "$lt_cv_apple_cc_single_mod" >&6; } printf "%s\n" "$lt_cv_apple_cc_single_mod" >&6; }
# Feature test to disable chained fixups since it is not
# compatible with '-undefined dynamic_lookup'
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for -no_fixup_chains linker flag" >&5
printf %s "checking for -no_fixup_chains linker flag... " >&6; }
if test ${lt_cv_support_no_fixup_chains+y}
then :
printf %s "(cached) " >&6
else $as_nop
save_LDFLAGS=$LDFLAGS
LDFLAGS="$LDFLAGS -Wl,-no_fixup_chains"
cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */
int
main (void)
{
;
return 0;
}
_ACEOF
if ac_fn_c_try_link "$LINENO"
then :
lt_cv_support_no_fixup_chains=yes
else $as_nop
lt_cv_support_no_fixup_chains=no
fi
rm -f core conftest.err conftest.$ac_objext conftest.beam \
conftest$ac_exeext conftest.$ac_ext
LDFLAGS=$save_LDFLAGS
fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $lt_cv_support_no_fixup_chains" >&5
printf "%s\n" "$lt_cv_support_no_fixup_chains" >&6; }
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for -exported_symbols_list linker flag" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for -exported_symbols_list linker flag" >&5
printf %s "checking for -exported_symbols_list linker flag... " >&6; } printf %s "checking for -exported_symbols_list linker flag... " >&6; }
if test ${lt_cv_ld_exported_symbols_list+y} if test ${lt_cv_ld_exported_symbols_list+y}
@@ -8187,7 +8142,7 @@ _LT_EOF
echo "$RANLIB libconftest.a" >&5 echo "$RANLIB libconftest.a" >&5
$RANLIB libconftest.a 2>&5 $RANLIB libconftest.a 2>&5
cat > conftest.c << _LT_EOF cat > conftest.c << _LT_EOF
int main(void) { return 0;} int main() { return 0;}
_LT_EOF _LT_EOF
echo "$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a" >&5 echo "$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a" >&5
$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a 2>conftest.err $LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a 2>conftest.err
@@ -8215,12 +8170,7 @@ printf "%s\n" "$lt_cv_ld_force_load" >&6; }
10.[012],*|,*powerpc*-darwin[5-8]*) 10.[012],*|,*powerpc*-darwin[5-8]*)
_lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;; _lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;;
*) *)
if test yes = "$lt_cv_support_no_fixup_chains"; then _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' ;;
_lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup $wl-no_fixup_chains'
else
_lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup'
fi
;;
esac esac
;; ;;
esac esac
@@ -9120,7 +9070,7 @@ objext=$objext
lt_simple_compile_test_code="int some_variable = 0;" lt_simple_compile_test_code="int some_variable = 0;"
# Code to be used in simple link tests # Code to be used in simple link tests
lt_simple_link_test_code='int main(void){return(0);}' lt_simple_link_test_code='int main(){return(0);}'
@@ -11600,14 +11550,14 @@ cygwin* | mingw* | windows* | pw32* | cegcc*)
cygwin*) cygwin*)
# Cygwin DLLs use 'cyg' prefix rather than 'lib' # Cygwin DLLs use 'cyg' prefix rather than 'lib'
#soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' #soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext'
soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization. soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization
sys_lib_search_path_spec="$sys_lib_search_path_spec /usr/lib/w32api" sys_lib_search_path_spec="$sys_lib_search_path_spec /usr/lib/w32api"
;; ;;
mingw* | windows* | cegcc*) mingw* | windows* | cegcc*)
# MinGW DLLs use traditional 'lib' prefix # MinGW DLLs use traditional 'lib' prefix
#soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' #soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext'
soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization. soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization
;; ;;
pw32*) pw32*)
# pw32 DLLs use 'pw' prefix rather than 'lib' # pw32 DLLs use 'pw' prefix rather than 'lib'
@@ -12671,11 +12621,11 @@ else
/* When -fvisibility=hidden is used, assume the code has been annotated /* When -fvisibility=hidden is used, assume the code has been annotated
correspondingly for the symbols needed. */ correspondingly for the symbols needed. */
#if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3)) #if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3))
int fnord (void) __attribute__((visibility("default"))); int fnord () __attribute__((visibility("default")));
#endif #endif
int fnord (void) { return 42; } int fnord () { return 42; }
int main (void) int main ()
{ {
void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW); void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW);
int status = $lt_dlunknown; int status = $lt_dlunknown;
@@ -12778,11 +12728,11 @@ else
/* When -fvisibility=hidden is used, assume the code has been annotated /* When -fvisibility=hidden is used, assume the code has been annotated
correspondingly for the symbols needed. */ correspondingly for the symbols needed. */
#if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3)) #if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3))
int fnord (void) __attribute__((visibility("default"))); int fnord () __attribute__((visibility("default")));
#endif #endif
int fnord (void) { return 42; } int fnord () { return 42; }
int main (void) int main ()
{ {
void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW); void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW);
int status = $lt_dlunknown; int status = $lt_dlunknown;
@@ -16984,13 +16934,13 @@ cygwin* | mingw* | windows* | pw32* | cegcc*)
cygwin*) cygwin*)
# Cygwin DLLs use 'cyg' prefix rather than 'lib' # Cygwin DLLs use 'cyg' prefix rather than 'lib'
#soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' #soname_spec='`echo $libname | sed -e 's/^lib/cyg/'``echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext'
soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization. soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization
;; ;;
mingw* | windows* | cegcc*) mingw* | windows* | cegcc*)
# MinGW DLLs use traditional 'lib' prefix # MinGW DLLs use traditional 'lib' prefix
#soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext' #soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext'
soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization. soname_spec='`echo $libname | $SED -e 's/^lib//'`$shared_ext' # SDL customization
;; ;;
pw32*) pw32*)
# pw32 DLLs use 'pw' prefix rather than 'lib' # pw32 DLLs use 'pw' prefix rather than 'lib'
@@ -19755,12 +19705,6 @@ if test "x$ac_cv_func_sigaction" = xyes
then : then :
printf "%s\n" "#define HAVE_SIGACTION 1" >>confdefs.h printf "%s\n" "#define HAVE_SIGACTION 1" >>confdefs.h
fi
ac_fn_c_check_func "$LINENO" "sigtimedwait" "ac_cv_func_sigtimedwait"
if test "x$ac_cv_func_sigtimedwait" = xyes
then :
printf "%s\n" "#define HAVE_SIGTIMEDWAIT 1" >>confdefs.h
fi fi
ac_fn_c_check_func "$LINENO" "setjmp" "ac_cv_func_setjmp" ac_fn_c_check_func "$LINENO" "setjmp" "ac_cv_func_setjmp"
if test "x$ac_cv_func_setjmp" = xyes if test "x$ac_cv_func_setjmp" = xyes
@@ -20703,7 +20647,7 @@ if test ${enable_3dnow+y}
then : then :
enableval=$enable_3dnow; enableval=$enable_3dnow;
else $as_nop else $as_nop
enable_3dnow=no enable_3dnow=yes
fi fi
if test x$enable_3dnow = xyes; then if test x$enable_3dnow = xyes; then
@@ -21092,7 +21036,7 @@ printf "%s\n" "#define HAVE_ALTIVEC_H 1" >>confdefs.h
fi fi
fi fi
# Check whether --enable-lsx was given. # Check whether --enable-lsx was given.
if test ${enable_lsx+y} if test ${enable_lsx+y}
then : then :
enableval=$enable_lsx; enableval=$enable_lsx;
@@ -21100,20 +21044,20 @@ else $as_nop
enable_lsx=yes enable_lsx=yes
fi fi
if test x$enable_lsx = xyes; then if test x$enable_lsx = xyes; then
save_CFLAGS="$CFLAGS" save_CFLAGS="$CFLAGS"
have_gcc_lsx=no have_gcc_lsx=no
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for GCC -mlsx option" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for GCC -mlsx option" >&5
printf %s "checking for GCC -mlsx option... " >&6; } printf %s "checking for GCC -mlsx option... " >&6; }
lsx_CFLAGS="-mlsx" lsx_CFLAGS="-mlsx"
CFLAGS="$save_CFLAGS $lsx_CFLAGS" CFLAGS="$save_CFLAGS $lsx_CFLAGS"
cat confdefs.h - <<_ACEOF >conftest.$ac_ext cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */ /* end confdefs.h. */
#ifndef __loongarch_sx #ifndef __loongarch_sx
#error Assembler CPP flag not enabled #error Assembler CPP flag not enabled
#endif #endif
int int
main (void) main (void)
@@ -21128,19 +21072,19 @@ then :
have_gcc_lsx=yes have_gcc_lsx=yes
fi fi
rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_gcc_lsx" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_gcc_lsx" >&5
printf "%s\n" "$have_gcc_lsx" >&6; } printf "%s\n" "$have_gcc_lsx" >&6; }
CFLAGS="$save_CFLAGS" CFLAGS="$save_CFLAGS"
if test x$have_gcc_lsx = xyes; then if test x$have_gcc_lsx = xyes; then
EXTRA_CFLAGS="$EXTRA_CFLAGS $lsx_CFLAGS" EXTRA_CFLAGS="$EXTRA_CFLAGS $lsx_CFLAGS"
SUMMARY_math="${SUMMARY_math} lsx" SUMMARY_math="${SUMMARY_math} lsx"
fi
fi fi
fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for lsxintrin.h" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for lsxintrin.h" >&5
printf %s "checking for lsxintrin.h... " >&6; } printf %s "checking for lsxintrin.h... " >&6; }
cat confdefs.h - <<_ACEOF >conftest.$ac_ext cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */ /* end confdefs.h. */
#include <lsxintrin.h> #include <lsxintrin.h>
int int
@@ -21158,13 +21102,13 @@ else $as_nop
have_lsxintrin_h_hdr=no have_lsxintrin_h_hdr=no
fi fi
rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_lsxintrin_h_hdr" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_lsxintrin_h_hdr" >&5
printf "%s\n" "$have_lsxintrin_h_hdr" >&6; } printf "%s\n" "$have_lsxintrin_h_hdr" >&6; }
if test x$have_lsxintrin_h_hdr = xyes; then if test x$have_lsxintrin_h_hdr = xyes; then
printf "%s\n" "#define HAVE_LSXINTRIN_H 1" >>confdefs.h printf "%s\n" "#define HAVE_LSXINTRIN_H 1" >>confdefs.h
fi fi
CheckOSS() CheckOSS()
{ {
@@ -22428,6 +22372,7 @@ printf %s "checking for NAS audio support... " >&6; }
have_nas=yes have_nas=yes
NAS_CFLAGS="-I/usr/X11R6/include/" NAS_CFLAGS="-I/usr/X11R6/include/"
NAS_LIBS="-L/usr/X11R6/lib -laudio -lXt" NAS_LIBS="-L/usr/X11R6/lib -laudio -lXt"
fi fi
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_nas" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: $have_nas" >&5
@@ -23675,19 +23620,19 @@ fi
if test x$enable_video = xyes -a x$enable_video_rpi = xyes; then if test x$enable_video = xyes -a x$enable_video_rpi = xyes; then
pkg_failed=no pkg_failed=no
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for bcm_host" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for bcm_host brcmegl" >&5
printf %s "checking for bcm_host... " >&6; } printf %s "checking for bcm_host brcmegl... " >&6; }
if test -n "$RPI_CFLAGS"; then if test -n "$RPI_CFLAGS"; then
pkg_cv_RPI_CFLAGS="$RPI_CFLAGS" pkg_cv_RPI_CFLAGS="$RPI_CFLAGS"
elif test -n "$PKG_CONFIG"; then elif test -n "$PKG_CONFIG"; then
if test -n "$PKG_CONFIG" && \ if test -n "$PKG_CONFIG" && \
{ { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"bcm_host\""; } >&5 { { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"bcm_host brcmegl\""; } >&5
($PKG_CONFIG --exists --print-errors "bcm_host") 2>&5 ($PKG_CONFIG --exists --print-errors "bcm_host brcmegl") 2>&5
ac_status=$? ac_status=$?
printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5
test $ac_status = 0; }; then test $ac_status = 0; }; then
pkg_cv_RPI_CFLAGS=`$PKG_CONFIG --cflags "bcm_host" 2>/dev/null` pkg_cv_RPI_CFLAGS=`$PKG_CONFIG --cflags "bcm_host brcmegl" 2>/dev/null`
test "x$?" != "x0" && pkg_failed=yes test "x$?" != "x0" && pkg_failed=yes
else else
pkg_failed=yes pkg_failed=yes
@@ -23699,12 +23644,12 @@ if test -n "$RPI_LIBS"; then
pkg_cv_RPI_LIBS="$RPI_LIBS" pkg_cv_RPI_LIBS="$RPI_LIBS"
elif test -n "$PKG_CONFIG"; then elif test -n "$PKG_CONFIG"; then
if test -n "$PKG_CONFIG" && \ if test -n "$PKG_CONFIG" && \
{ { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"bcm_host\""; } >&5 { { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"bcm_host brcmegl\""; } >&5
($PKG_CONFIG --exists --print-errors "bcm_host") 2>&5 ($PKG_CONFIG --exists --print-errors "bcm_host brcmegl") 2>&5
ac_status=$? ac_status=$?
printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5
test $ac_status = 0; }; then test $ac_status = 0; }; then
pkg_cv_RPI_LIBS=`$PKG_CONFIG --libs "bcm_host" 2>/dev/null` pkg_cv_RPI_LIBS=`$PKG_CONFIG --libs "bcm_host brcmegl" 2>/dev/null`
test "x$?" != "x0" && pkg_failed=yes test "x$?" != "x0" && pkg_failed=yes
else else
pkg_failed=yes pkg_failed=yes
@@ -23725,9 +23670,9 @@ else
_pkg_short_errors_supported=no _pkg_short_errors_supported=no
fi fi
if test $_pkg_short_errors_supported = yes; then if test $_pkg_short_errors_supported = yes; then
RPI_PKG_ERRORS=`$PKG_CONFIG --short-errors --print-errors --cflags --libs "bcm_host" 2>&1` RPI_PKG_ERRORS=`$PKG_CONFIG --short-errors --print-errors --cflags --libs "bcm_host brcmegl" 2>&1`
else else
RPI_PKG_ERRORS=`$PKG_CONFIG --print-errors --cflags --libs "bcm_host" 2>&1` RPI_PKG_ERRORS=`$PKG_CONFIG --print-errors --cflags --libs "bcm_host brcmegl" 2>&1`
fi fi
# Put the nasty error message in config.log where it belongs # Put the nasty error message in config.log where it belongs
echo "$RPI_PKG_ERRORS" >&5 echo "$RPI_PKG_ERRORS" >&5
@@ -23745,92 +23690,13 @@ printf "%s\n" "yes" >&6; }
video_rpi=yes video_rpi=yes
fi fi
pkg_failed=no
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for brcmegl" >&5
printf %s "checking for brcmegl... " >&6; }
if test -n "$RPI_EGL_CFLAGS"; then
pkg_cv_RPI_EGL_CFLAGS="$RPI_EGL_CFLAGS"
elif test -n "$PKG_CONFIG"; then
if test -n "$PKG_CONFIG" && \
{ { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"brcmegl\""; } >&5
($PKG_CONFIG --exists --print-errors "brcmegl") 2>&5
ac_status=$?
printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5
test $ac_status = 0; }; then
pkg_cv_RPI_EGL_CFLAGS=`$PKG_CONFIG --cflags "brcmegl" 2>/dev/null`
test "x$?" != "x0" && pkg_failed=yes
else
pkg_failed=yes
fi
else
pkg_failed=untried
fi
if test -n "$RPI_EGL_LIBS"; then
pkg_cv_RPI_EGL_LIBS="$RPI_EGL_LIBS"
elif test -n "$PKG_CONFIG"; then
if test -n "$PKG_CONFIG" && \
{ { printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$PKG_CONFIG --exists --print-errors \"brcmegl\""; } >&5
($PKG_CONFIG --exists --print-errors "brcmegl") 2>&5
ac_status=$?
printf "%s\n" "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5
test $ac_status = 0; }; then
pkg_cv_RPI_EGL_LIBS=`$PKG_CONFIG --libs "brcmegl" 2>/dev/null`
test "x$?" != "x0" && pkg_failed=yes
else
pkg_failed=yes
fi
else
pkg_failed=untried
fi
if test $pkg_failed = yes; then
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: no" >&5
printf "%s\n" "no" >&6; }
if $PKG_CONFIG --atleast-pkgconfig-version 0.20; then
_pkg_short_errors_supported=yes
else
_pkg_short_errors_supported=no
fi
if test $_pkg_short_errors_supported = yes; then
RPI_EGL_PKG_ERRORS=`$PKG_CONFIG --short-errors --print-errors --cflags --libs "brcmegl" 2>&1`
else
RPI_EGL_PKG_ERRORS=`$PKG_CONFIG --print-errors --cflags --libs "brcmegl" 2>&1`
fi
# Put the nasty error message in config.log where it belongs
echo "$RPI_EGL_PKG_ERRORS" >&5
video_rpi_egl=no
elif test $pkg_failed = untried; then
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: no" >&5
printf "%s\n" "no" >&6; }
video_rpi_egl=no
else
RPI_EGL_CFLAGS=$pkg_cv_RPI_EGL_CFLAGS
RPI_EGL_LIBS=$pkg_cv_RPI_EGL_LIBS
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: result: yes" >&5
printf "%s\n" "yes" >&6; }
video_rpi_egl=yes
fi
if test x$video_rpi = xno; then if test x$video_rpi = xno; then
if test x$ARCH = xnetbsd; then if test x$ARCH = xnetbsd; then
RPI_CFLAGS="-I/usr/pkg/include -I/usr/pkg/include/interface/vcos/pthreads -I/usr/pkg/include/interface/vmcs_host/linux" RPI_CFLAGS="-I/usr/pkg/include -I/usr/pkg/include/interface/vcos/pthreads -I/usr/pkg/include/interface/vmcs_host/linux"
RPI_LIBS="-L/usr/pkg/lib -lbcm_host" RPI_LIBS="-Wl,-R/usr/pkg/lib -L/usr/pkg/lib -lbcm_host"
else else
RPI_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads -I/opt/vc/include/interface/vmcs_host/linux" RPI_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads -I/opt/vc/include/interface/vmcs_host/linux"
RPI_LIBS="-L/opt/vc/lib -lbcm_host" RPI_LIBS="-Wl,-rpath,/opt/vc/lib -L/opt/vc/lib -lbcm_host"
fi
fi
if test x$video_rpi_egl = xno; then
if test x$ARCH = xnetbsd; then
RPI_EGL_LIBS="-Wl,-R/usr/pkg/lib"
else
RPI_EGL_LIBS="-Wl,-rpath,/opt/vc/lib"
fi fi
fi fi
@@ -23838,20 +23704,22 @@ fi
ac_save_cflags="$CFLAGS"; ac_save_libs="$LIBS" ac_save_cflags="$CFLAGS"; ac_save_libs="$LIBS"
# Add the Raspberry Pi compiler flags and libraries # Add the Raspberry Pi compiler flags and libraries
CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_EGL_LIBS $RPI_LIBS" CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_LIBS"
{ printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for Raspberry Pi 0-3" >&5 { printf "%s\n" "$as_me:${as_lineno-$LINENO}: checking for Raspberry Pi 2/3" >&5
printf %s "checking for Raspberry Pi 0-3... " >&6; } printf %s "checking for Raspberry Pi 2/3... " >&6; }
have_video_rpi=no have_video_rpi=no
cat confdefs.h - <<_ACEOF >conftest.$ac_ext cat confdefs.h - <<_ACEOF >conftest.$ac_ext
/* end confdefs.h. */ /* end confdefs.h. */
#include <bcm_host.h> #include <bcm_host.h>
#include <EGL/eglplatform.h>
int int
main (void) main (void)
{ {
EGL_DISPMANX_WINDOW_T window;
bcm_host_init(); bcm_host_init();
; ;
@@ -23874,7 +23742,7 @@ printf "%s\n" "$have_video_rpi" >&6; }
CFLAGS="$CFLAGS $RPI_CFLAGS" CFLAGS="$CFLAGS $RPI_CFLAGS"
SDL_CFLAGS="$SDL_CFLAGS $RPI_CFLAGS" SDL_CFLAGS="$SDL_CFLAGS $RPI_CFLAGS"
EXTRA_CFLAGS="$EXTRA_CFLAGS $RPI_CFLAGS" EXTRA_CFLAGS="$EXTRA_CFLAGS $RPI_CFLAGS"
EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_EGL_LIBS $RPI_LIBS" EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_LIBS"
SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c" SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c"
printf "%s\n" "#define SDL_VIDEO_DRIVER_RPI 1" >>confdefs.h printf "%s\n" "#define SDL_VIDEO_DRIVER_RPI 1" >>confdefs.h
@@ -26458,9 +26326,6 @@ else $as_nop
fi fi
rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext rm -f core conftest.err conftest.$ac_objext conftest.beam conftest.$ac_ext
;; ;;
*-*-solaris*)
enable_video_vulkan=no
;;
*-*-darwin*) *-*-darwin*)
save_CFLAGS="$CFLAGS" save_CFLAGS="$CFLAGS"
CFLAGS="$CFLAGS -x objective-c" CFLAGS="$CFLAGS -x objective-c"
@@ -28399,8 +28264,7 @@ fi
if test x$hidapi_support = xyes; then if test x$hidapi_support = xyes; then
if test x$have_libusb_h = xyes; then if test x$have_libusb_h = xyes; then
printf "%s\n" "#define HAVE_LIBUSB 1" >>confdefs.h
printf "%s\n" "#define HAVE_LIBUSB 1" >>confdefs.h
EXTRA_CFLAGS="$EXTRA_CFLAGS $LIBUSB_CFLAGS" EXTRA_CFLAGS="$EXTRA_CFLAGS $LIBUSB_CFLAGS"
if test x$require_hidapi_libusb = xyes; then if test x$require_hidapi_libusb = xyes; then
@@ -28747,23 +28611,12 @@ printf "%s\n" "#define SDL_VIDEO_DRIVER_ANDROID 1" >>confdefs.h
if test x$enable_audio = xyes; then if test x$enable_audio = xyes; then
case $ARCH in case $ARCH in
sysv5|solaris|hpux) sysv5|solaris|hpux)
# Newer Solaris-based systems, like OpenIndiana, don't have this interface anymore. Check for the header first.
ac_fn_c_check_header_compile "$LINENO" "sys/audioio.h" "ac_cv_header_sys_audioio_h" "$ac_includes_default"
if test "x$ac_cv_header_sys_audioio_h" = xyes
then :
have_sys_audioio_h=yes
else $as_nop
have_sys_audioio_h=no
fi
if test x$have_sys_audioio_h = xyes; then
printf "%s\n" "#define SDL_AUDIO_DRIVER_SUNAUDIO 1" >>confdefs.h printf "%s\n" "#define SDL_AUDIO_DRIVER_SUNAUDIO 1" >>confdefs.h
SOURCES="$SOURCES $srcdir/src/audio/sun/*.c" SOURCES="$SOURCES $srcdir/src/audio/sun/*.c"
SUMMARY_audio="${SUMMARY_audio} sun" SUMMARY_audio="${SUMMARY_audio} sun"
have_audio=yes have_audio=yes
fi
;; ;;
netbsd) # Don't use this on OpenBSD, it's busted. netbsd) # Don't use this on OpenBSD, it's busted.

View File

@@ -12,8 +12,8 @@ orig_CFLAGS="$CFLAGS"
dnl Set various version strings - taken gratefully from the GTk sources dnl Set various version strings - taken gratefully from the GTk sources
# See docs/release_checklist.md # See docs/release_checklist.md
SDL_MAJOR_VERSION=2 SDL_MAJOR_VERSION=2
SDL_MINOR_VERSION=33 SDL_MINOR_VERSION=30
SDL_MICRO_VERSION=0 SDL_MICRO_VERSION=6
SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
SDL_BINARY_AGE=`expr $SDL_MINOR_VERSION \* 100 + $SDL_MICRO_VERSION` SDL_BINARY_AGE=`expr $SDL_MINOR_VERSION \* 100 + $SDL_MICRO_VERSION`
@@ -359,7 +359,7 @@ dnl Checks for library functions.
AC_DEFINE(HAVE_MPROTECT, 1, [ ]) AC_DEFINE(HAVE_MPROTECT, 1, [ ])
],[]), ],[]),
) )
AC_CHECK_FUNCS(malloc calloc realloc free getenv setenv putenv unsetenv bsearch qsort abs bcopy memset memcmp memcpy memmove wcslen wcslcpy wcslcat _wcsdup wcsdup wcsstr wcscmp wcsncmp wcscasecmp _wcsicmp wcsncasecmp _wcsnicmp strlen strlcpy strlcat _strrev _strupr _strlwr index rindex strchr strrchr strstr strtok_r itoa _ltoa _uitoa _ultoa strtod strtol strtoul _i64toa _ui64toa strtoll strtoull atoi atof strcmp strncmp _stricmp strcasecmp _strnicmp strncasecmp strcasestr vsscanf vsnprintf fopen64 fseeko fseeko64 sigaction sigtimedwait setjmp nanosleep sysconf sysctlbyname getauxval elf_aux_info poll memfd_create posix_fallocate _Exit) AC_CHECK_FUNCS(malloc calloc realloc free getenv setenv putenv unsetenv bsearch qsort abs bcopy memset memcmp memcpy memmove wcslen wcslcpy wcslcat _wcsdup wcsdup wcsstr wcscmp wcsncmp wcscasecmp _wcsicmp wcsncasecmp _wcsnicmp strlen strlcpy strlcat _strrev _strupr _strlwr index rindex strchr strrchr strstr strtok_r itoa _ltoa _uitoa _ultoa strtod strtol strtoul _i64toa _ui64toa strtoll strtoull atoi atof strcmp strncmp _stricmp strcasecmp _strnicmp strncasecmp strcasestr vsscanf vsnprintf fopen64 fseeko fseeko64 sigaction setjmp nanosleep sysconf sysctlbyname getauxval elf_aux_info poll memfd_create posix_fallocate _Exit)
AC_CHECK_LIB(m, pow, [LIBS="$LIBS -lm"; EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lm"]) AC_CHECK_LIB(m, pow, [LIBS="$LIBS -lm"; EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lm"])
AC_CHECK_FUNCS(acos acosf asin asinf atan atanf atan2 atan2f ceil ceilf copysign copysignf cos cosf exp expf fabs fabsf floor floorf trunc truncf fmod fmodf log logf log10 log10f lround lroundf pow powf round roundf scalbn scalbnf sin sinf sqrt sqrtf tan tanf) AC_CHECK_FUNCS(acos acosf asin asinf atan atanf atan2 atan2f ceil ceilf copysign copysignf cos cosf exp expf fabs fabsf floor floorf trunc truncf fmod fmodf log logf log10 log10f lround lroundf pow powf round roundf scalbn scalbnf sin sinf sqrt sqrtf tan tanf)
@@ -698,8 +698,8 @@ dnl Check for various instruction support
fi fi
AC_ARG_ENABLE(3dnow, AC_ARG_ENABLE(3dnow,
[AS_HELP_STRING([--enable-3dnow], [use 3DNow! assembly routines [default=no]])], [AS_HELP_STRING([--enable-3dnow], [use 3DNow! assembly routines [default=yes]])],
, enable_3dnow=no) , enable_3dnow=yes)
if test x$enable_3dnow = xyes; then if test x$enable_3dnow = xyes; then
save_CFLAGS="$CFLAGS" save_CFLAGS="$CFLAGS"
have_gcc_3dnow=no have_gcc_3dnow=no
@@ -906,37 +906,37 @@ dnl Check for various instruction support
fi fi
fi fi
AC_ARG_ENABLE(lsx, AC_ARG_ENABLE(lsx,
[AS_HELP_STRING([--enable-lsx], [use LSX assembly routines [default=yes]])], [AS_HELP_STRING([--enable-lsx], [use LSX assembly routines [default=yes]])],
, enable_lsx=yes) , enable_lsx=yes)
if test x$enable_lsx = xyes; then if test x$enable_lsx = xyes; then
save_CFLAGS="$CFLAGS" save_CFLAGS="$CFLAGS"
have_gcc_lsx=no have_gcc_lsx=no
AC_MSG_CHECKING(for GCC -mlsx option) AC_MSG_CHECKING(for GCC -mlsx option)
lsx_CFLAGS="-mlsx" lsx_CFLAGS="-mlsx"
CFLAGS="$save_CFLAGS $lsx_CFLAGS" CFLAGS="$save_CFLAGS $lsx_CFLAGS"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[ AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#ifndef __loongarch_sx #ifndef __loongarch_sx
#error Assembler CPP flag not enabled #error Assembler CPP flag not enabled
#endif #endif
]], [])], [have_gcc_lsx=yes], []) ]], [])], [have_gcc_lsx=yes], [])
AC_MSG_RESULT($have_gcc_lsx) AC_MSG_RESULT($have_gcc_lsx)
CFLAGS="$save_CFLAGS" CFLAGS="$save_CFLAGS"
if test x$have_gcc_lsx = xyes; then if test x$have_gcc_lsx = xyes; then
EXTRA_CFLAGS="$EXTRA_CFLAGS $lsx_CFLAGS" EXTRA_CFLAGS="$EXTRA_CFLAGS $lsx_CFLAGS"
SUMMARY_math="${SUMMARY_math} lsx" SUMMARY_math="${SUMMARY_math} lsx"
fi
fi fi
fi
AC_MSG_CHECKING(for lsxintrin.h) AC_MSG_CHECKING(for lsxintrin.h)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[#include <lsxintrin.h>]])], AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[#include <lsxintrin.h>]])],
[have_lsxintrin_h_hdr=yes],[have_lsxintrin_h_hdr=no]) [have_lsxintrin_h_hdr=yes],[have_lsxintrin_h_hdr=no])
AC_MSG_RESULT($have_lsxintrin_h_hdr) AC_MSG_RESULT($have_lsxintrin_h_hdr)
if test x$have_lsxintrin_h_hdr = xyes; then if test x$have_lsxintrin_h_hdr = xyes; then
AC_DEFINE(HAVE_LSXINTRIN_H, 1, [ ]) AC_DEFINE(HAVE_LSXINTRIN_H, 1, [ ])
fi fi
dnl See if the OSS audio interface is supported dnl See if the OSS audio interface is supported
CheckOSS() CheckOSS()
@@ -1247,6 +1247,7 @@ CheckNAS()
have_nas=yes have_nas=yes
NAS_CFLAGS="-I/usr/X11R6/include/" NAS_CFLAGS="-I/usr/X11R6/include/"
NAS_LIBS="-L/usr/X11R6/lib -laudio -lXt" NAS_LIBS="-L/usr/X11R6/lib -laudio -lXt"
fi fi
AC_MSG_RESULT($have_nas) AC_MSG_RESULT($have_nas)
@@ -1847,27 +1848,18 @@ CheckNativeClient()
CheckRPI() CheckRPI()
{ {
AC_ARG_ENABLE(video-rpi, AC_ARG_ENABLE(video-rpi,
[AS_HELP_STRING([--enable-video-rpi], [use Raspberry Pi 0-3 video driver [default=yes]])], [AS_HELP_STRING([--enable-video-rpi], [use Raspberry Pi 2/3 video driver [default=yes]])],
, enable_video_rpi=yes) , enable_video_rpi=yes)
if test x$enable_video = xyes -a x$enable_video_rpi = xyes; then if test x$enable_video = xyes -a x$enable_video_rpi = xyes; then
PKG_CHECK_MODULES([RPI], [bcm_host], video_rpi=yes, video_rpi=no) PKG_CHECK_MODULES([RPI], [bcm_host brcmegl], video_rpi=yes, video_rpi=no)
PKG_CHECK_MODULES([RPI_EGL], [brcmegl], video_rpi_egl=yes, video_rpi_egl=no)
if test x$video_rpi = xno; then if test x$video_rpi = xno; then
if test x$ARCH = xnetbsd; then if test x$ARCH = xnetbsd; then
RPI_CFLAGS="-I/usr/pkg/include -I/usr/pkg/include/interface/vcos/pthreads -I/usr/pkg/include/interface/vmcs_host/linux" RPI_CFLAGS="-I/usr/pkg/include -I/usr/pkg/include/interface/vcos/pthreads -I/usr/pkg/include/interface/vmcs_host/linux"
RPI_LIBS="-L/usr/pkg/lib -lbcm_host" RPI_LIBS="-Wl,-R/usr/pkg/lib -L/usr/pkg/lib -lbcm_host"
else else
RPI_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads -I/opt/vc/include/interface/vmcs_host/linux" RPI_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads -I/opt/vc/include/interface/vmcs_host/linux"
RPI_LIBS="-L/opt/vc/lib -lbcm_host" RPI_LIBS="-Wl,-rpath,/opt/vc/lib -L/opt/vc/lib -lbcm_host"
fi
fi
if test x$video_rpi_egl = xno; then
if test x$ARCH = xnetbsd; then
RPI_EGL_LIBS="-Wl,-R/usr/pkg/lib"
else
RPI_EGL_LIBS="-Wl,-rpath,/opt/vc/lib"
fi fi
fi fi
@@ -1875,13 +1867,15 @@ CheckRPI()
ac_save_cflags="$CFLAGS"; ac_save_libs="$LIBS" ac_save_cflags="$CFLAGS"; ac_save_libs="$LIBS"
# Add the Raspberry Pi compiler flags and libraries # Add the Raspberry Pi compiler flags and libraries
CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_EGL_LIBS $RPI_LIBS" CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_LIBS"
AC_MSG_CHECKING(for Raspberry Pi 0-3) AC_MSG_CHECKING(for Raspberry Pi 2/3)
have_video_rpi=no have_video_rpi=no
AC_LINK_IFELSE([AC_LANG_PROGRAM([[ AC_LINK_IFELSE([AC_LANG_PROGRAM([[
#include <bcm_host.h> #include <bcm_host.h>
#include <EGL/eglplatform.h>
]], [[ ]], [[
EGL_DISPMANX_WINDOW_T window;
bcm_host_init(); bcm_host_init();
]])], [have_video_rpi=yes],[]) ]])], [have_video_rpi=yes],[])
AC_MSG_RESULT($have_video_rpi) AC_MSG_RESULT($have_video_rpi)
@@ -1893,7 +1887,7 @@ CheckRPI()
CFLAGS="$CFLAGS $RPI_CFLAGS" CFLAGS="$CFLAGS $RPI_CFLAGS"
SDL_CFLAGS="$SDL_CFLAGS $RPI_CFLAGS" SDL_CFLAGS="$SDL_CFLAGS $RPI_CFLAGS"
EXTRA_CFLAGS="$EXTRA_CFLAGS $RPI_CFLAGS" EXTRA_CFLAGS="$EXTRA_CFLAGS $RPI_CFLAGS"
EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_EGL_LIBS $RPI_LIBS" EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_LIBS"
SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c" SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c"
AC_DEFINE(SDL_VIDEO_DRIVER_RPI, 1, [ ]) AC_DEFINE(SDL_VIDEO_DRIVER_RPI, 1, [ ])
SUMMARY_video="${SUMMARY_video} rpi" SUMMARY_video="${SUMMARY_video} rpi"
@@ -2742,10 +2736,6 @@ CheckVulkan()
#endif #endif
]],[])], [],[enable_video_vulkan=no]) ]],[])], [],[enable_video_vulkan=no])
;; ;;
*-*-solaris*)
dnl Strictly speaking, what's missing here is libxcb. Even without Vulkan support at the OS level, it should still compile if we had that.
enable_video_vulkan=no
;;
*-*-darwin*) *-*-darwin*)
save_CFLAGS="$CFLAGS" save_CFLAGS="$CFLAGS"
dnl Work around that we don't have Objective-C support in autoconf dnl Work around that we don't have Objective-C support in autoconf
@@ -3635,7 +3625,7 @@ CheckHIDAPI()
if test x$hidapi_support = xyes; then if test x$hidapi_support = xyes; then
if test x$have_libusb_h = xyes; then if test x$have_libusb_h = xyes; then
AC_DEFINE(HAVE_LIBUSB, 1, [ ]) AC_DEFINE(HAVE_LIBUSB)
EXTRA_CFLAGS="$EXTRA_CFLAGS $LIBUSB_CFLAGS" EXTRA_CFLAGS="$EXTRA_CFLAGS $LIBUSB_CFLAGS"
if test x$require_hidapi_libusb = xyes; then if test x$require_hidapi_libusb = xyes; then
EXTRA_LDFLAGS="$EXTRA_LDFLAGS $LIBUSB_LIBS" EXTRA_LDFLAGS="$EXTRA_LDFLAGS $LIBUSB_LIBS"
@@ -3868,14 +3858,10 @@ case "$host" in
if test x$enable_audio = xyes; then if test x$enable_audio = xyes; then
case $ARCH in case $ARCH in
sysv5|solaris|hpux) sysv5|solaris|hpux)
# Newer Solaris-based systems, like OpenIndiana, don't have this interface anymore. Check for the header first. AC_DEFINE(SDL_AUDIO_DRIVER_SUNAUDIO, 1, [ ])
AC_CHECK_HEADER(sys/audioio.h, have_sys_audioio_h=yes, have_sys_audioio_h=no) SOURCES="$SOURCES $srcdir/src/audio/sun/*.c"
if test x$have_sys_audioio_h = xyes; then SUMMARY_audio="${SUMMARY_audio} sun"
AC_DEFINE(SDL_AUDIO_DRIVER_SUNAUDIO, 1, [ ]) have_audio=yes
SOURCES="$SOURCES $srcdir/src/audio/sun/*.c"
SUMMARY_audio="${SUMMARY_audio} sun"
have_audio=yes
fi
;; ;;
netbsd) # Don't use this on OpenBSD, it's busted. netbsd) # Don't use this on OpenBSD, it's busted.
AC_DEFINE(SDL_AUDIO_DRIVER_NETBSD, 1, [ ]) AC_DEFINE(SDL_AUDIO_DRIVER_NETBSD, 1, [ ])

View File

@@ -1,483 +1,483 @@
Android Android
================================================================================ ================================================================================
Matt Styles wrote a tutorial on building SDL for Android with Visual Studio: Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
The rest of this README covers the Android gradle style build process. The rest of this README covers the Android gradle style build process.
If you are using the older ant build process, it is no longer officially If you are using the older ant build process, it is no longer officially
supported, but you can use the "android-project-ant" directory as a template. supported, but you can use the "android-project-ant" directory as a template.
Requirements Requirements
================================================================================ ================================================================================
Android SDK (version 34 or later) Android SDK (version 34 or later)
https://developer.android.com/sdk/index.html https://developer.android.com/sdk/index.html
Android NDK r15c or later Android NDK r15c or later
https://developer.android.com/tools/sdk/ndk/index.html https://developer.android.com/tools/sdk/ndk/index.html
Minimum API level supported by SDL: 19 (Android 4.4) Minimum API level supported by SDL: 19 (Android 4.4)
How the port works How the port works
================================================================================ ================================================================================
- Android applications are Java-based, optionally with parts written in C - Android applications are Java-based, optionally with parts written in C
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
the SDL library the SDL library
- This means that your application C code must be placed inside an Android - This means that your application C code must be placed inside an Android
Java project, along with some C support code that communicates with Java Java project, along with some C support code that communicates with Java
- This eventually produces a standard Android .apk package - This eventually produces a standard Android .apk package
The Android Java code implements an "Activity" and can be found in: The Android Java code implements an "Activity" and can be found in:
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
The Java code loads your game code, the SDL shared library, and The Java code loads your game code, the SDL shared library, and
dispatches to native functions implemented in the SDL library: dispatches to native functions implemented in the SDL library:
src/core/android/SDL_android.c src/core/android/SDL_android.c
Building an app Building an app
================================================================================ ================================================================================
For simple projects you can use the script located at build-scripts/androidbuild.sh For simple projects you can use the script located at build-scripts/androidbuild.sh
There's two ways of using it: There's two ways of using it:
androidbuild.sh com.yourcompany.yourapp < sources.list androidbuild.sh com.yourcompany.yourapp < sources.list
androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
sources.list should be a text file with a source file name in each line sources.list should be a text file with a source file name in each line
Filenames should be specified relative to the current directory, for example if Filenames should be specified relative to the current directory, for example if
you are in the build-scripts directory and want to create the testgles.c test, you'll you are in the build-scripts directory and want to create the testgles.c test, you'll
run: run:
./androidbuild.sh org.libsdl.testgles ../test/testgles.c ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
One limitation of this script is that all sources provided will be aggregated into One limitation of this script is that all sources provided will be aggregated into
a single directory, thus all your source files should have a unique name. a single directory, thus all your source files should have a unique name.
Once the project is complete the script will tell you where the debug APK is located. Once the project is complete the script will tell you where the debug APK is located.
If you want to create a signed release APK, you can use the project created by this If you want to create a signed release APK, you can use the project created by this
utility to generate it. utility to generate it.
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
done in the build directory for the app! done in the build directory for the app!
For more complex projects, follow these instructions: For more complex projects, follow these instructions:
1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT). 1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).
(The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.) (The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)
2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory 2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory
(This is needed as the source of SDL has to be compiled by the Android compiler) (This is needed as the source of SDL has to be compiled by the Android compiler)
3. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files. 3. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files.
(They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration) (They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration)
4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building. 4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building.
4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device 4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
If you already have a project that uses CMake, the instructions change somewhat: If you already have a project that uses CMake, the instructions change somewhat:
1. Do points 1 and 2 from the instruction above. 1. Do points 1 and 2 from the instruction above.
2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build 2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build
and uncomment the cmake sections. Add arguments to the CMake invocation as needed. and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to 3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to
adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)" as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
in your CMakeLists.txt file. Also be aware that you should use add_library() instead of in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
add_executable() for the target containing your "main" function. add_executable() for the target containing your "main" function.
If you wish to use Android Studio, you can skip the last step. If you wish to use Android Studio, you can skip the last step.
4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any 4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
connected Android device connected Android device
Here's an explanation of the files in the Android project, so you can customize them: Here's an explanation of the files in the Android project, so you can customize them:
android-project/app android-project/app
build.gradle - build info including the application version and SDK build.gradle - build info including the application version and SDK
src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application. src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
jni/ - directory holding native code jni/ - directory holding native code
jni/Application.mk - Application JNI settings, including target platform and STL library jni/Application.mk - Application JNI settings, including target platform and STL library
jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
jni/SDL/ - (symlink to) directory holding the SDL library files jni/SDL/ - (symlink to) directory holding the SDL library files
jni/SDL/Android.mk - Android makefile for creating the SDL shared library jni/SDL/Android.mk - Android makefile for creating the SDL shared library
jni/src/ - directory holding your C/C++ source jni/src/ - directory holding your C/C++ source
jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references
src/main/assets/ - directory holding asset files for your application src/main/assets/ - directory holding asset files for your application
src/main/res/ - directory holding resources for your application src/main/res/ - directory holding resources for your application
src/main/res/mipmap-* - directories holding icons for different phone hardware src/main/res/mipmap-* - directories holding icons for different phone hardware
src/main/res/values/strings.xml - strings used in your application, including the application name src/main/res/values/strings.xml - strings used in your application, including the application name
src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application. src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
Customizing your application name Customizing your application name
================================================================================ ================================================================================
To customize your application name, edit AndroidManifest.xml and replace To customize your application name, edit AndroidManifest.xml and replace
"org.libsdl.app" with an identifier for your product package. "org.libsdl.app" with an identifier for your product package.
Then create a Java class extending SDLActivity and place it in a directory Then create a Java class extending SDLActivity and place it in a directory
under src matching your package, e.g. under src matching your package, e.g.
src/com/gamemaker/game/MyGame.java src/com/gamemaker/game/MyGame.java
Here's an example of a minimal class file: Here's an example of a minimal class file:
--- MyGame.java -------------------------- --- MyGame.java --------------------------
package com.gamemaker.game; package com.gamemaker.game;
import org.libsdl.app.SDLActivity; import org.libsdl.app.SDLActivity;
/** /**
* A sample wrapper class that just calls SDLActivity * A sample wrapper class that just calls SDLActivity
*/ */
public class MyGame extends SDLActivity { } public class MyGame extends SDLActivity { }
------------------------------------------ ------------------------------------------
Then replace "SDLActivity" in AndroidManifest.xml with the name of your Then replace "SDLActivity" in AndroidManifest.xml with the name of your
class, .e.g. "MyGame" class, .e.g. "MyGame"
Customizing your application icon Customizing your application icon
================================================================================ ================================================================================
Conceptually changing your icon is just replacing the "ic_launcher.png" files in Conceptually changing your icon is just replacing the "ic_launcher.png" files in
the drawable directories under the res directory. There are several directories the drawable directories under the res directory. There are several directories
for different screen sizes. for different screen sizes.
Loading assets Loading assets
================================================================================ ================================================================================
Any files you put in the "app/src/main/assets" directory of your project Any files you put in the "app/src/main/assets" directory of your project
directory will get bundled into the application package and you can load directory will get bundled into the application package and you can load
them using the standard functions in SDL_rwops.h. them using the standard functions in SDL_rwops.h.
There are also a few Android specific functions that allow you to get other There are also a few Android specific functions that allow you to get other
useful paths for saving and loading data: useful paths for saving and loading data:
* SDL_AndroidGetInternalStoragePath() * SDL_AndroidGetInternalStoragePath()
* SDL_AndroidGetExternalStorageState() * SDL_AndroidGetExternalStorageState()
* SDL_AndroidGetExternalStoragePath() * SDL_AndroidGetExternalStoragePath()
See SDL_system.h for more details on these functions. See SDL_system.h for more details on these functions.
The asset packaging system will, by default, compress certain file extensions. The asset packaging system will, by default, compress certain file extensions.
SDL includes two asset file access mechanisms, the preferred one is the so SDL includes two asset file access mechanisms, the preferred one is the so
called "File Descriptor" method, which is faster and doesn't involve the Dalvik called "File Descriptor" method, which is faster and doesn't involve the Dalvik
GC, but given this method does not work on compressed assets, there is also the GC, but given this method does not work on compressed assets, there is also the
"Input Stream" method, which is automatically used as a fall back by SDL. You "Input Stream" method, which is automatically used as a fall back by SDL. You
may want to keep this fact in mind when building your APK, specially when large may want to keep this fact in mind when building your APK, specially when large
files are involved. files are involved.
For more information on which extensions get compressed by default and how to For more information on which extensions get compressed by default and how to
disable this behaviour, see for example: disable this behaviour, see for example:
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/ http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
Pause / Resume behaviour Pause / Resume behaviour
================================================================================ ================================================================================
If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default), If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
the event loop will block itself when the app is paused (ie, when the user the event loop will block itself when the app is paused (ie, when the user
returns to the main Android dashboard). Blocking is better in terms of battery returns to the main Android dashboard). Blocking is better in terms of battery
use, and it allows your app to spring back to life instantaneously after resume use, and it allows your app to spring back to life instantaneously after resume
(versus polling for a resume message). (versus polling for a resume message).
Upon resume, SDL will attempt to restore the GL context automatically. Upon resume, SDL will attempt to restore the GL context automatically.
In modern devices (Android 3.0 and up) this will most likely succeed and your In modern devices (Android 3.0 and up) this will most likely succeed and your
app can continue to operate as it was. app can continue to operate as it was.
However, there's a chance (on older hardware, or on systems under heavy load), However, there's a chance (on older hardware, or on systems under heavy load),
where the GL context can not be restored. In that case you have to listen for where the GL context can not be restored. In that case you have to listen for
a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
manually or quit the app. manually or quit the app.
You should not use the SDL renderer API while the app going in background: You should not use the SDL renderer API while the app going in background:
- SDL_APP_WILLENTERBACKGROUND: - SDL_APP_WILLENTERBACKGROUND:
after you read this message, GL context gets backed-up and you should not after you read this message, GL context gets backed-up and you should not
use the SDL renderer API. use the SDL renderer API.
When this event is received, you have to set the render target to NULL, if you're using it. When this event is received, you have to set the render target to NULL, if you're using it.
(eg call SDL_SetRenderTarget(renderer, NULL)) (eg call SDL_SetRenderTarget(renderer, NULL))
- SDL_APP_DIDENTERFOREGROUND: - SDL_APP_DIDENTERFOREGROUND:
GL context is restored, and the SDL renderer API is available (unless you GL context is restored, and the SDL renderer API is available (unless you
receive SDL_RENDER_DEVICE_RESET). receive SDL_RENDER_DEVICE_RESET).
Mouse / Touch events Mouse / Touch events
================================================================================ ================================================================================
In some case, SDL generates synthetic mouse (resp. touch) events for touch In some case, SDL generates synthetic mouse (resp. touch) events for touch
(resp. mouse) devices. (resp. mouse) devices.
To enable/disable this behavior, see SDL_hints.h: To enable/disable this behavior, see SDL_hints.h:
- SDL_HINT_TOUCH_MOUSE_EVENTS - SDL_HINT_TOUCH_MOUSE_EVENTS
- SDL_HINT_MOUSE_TOUCH_EVENTS - SDL_HINT_MOUSE_TOUCH_EVENTS
Misc Misc
================================================================================ ================================================================================
For some device, it appears to works better setting explicitly GL attributes For some device, it appears to works better setting explicitly GL attributes
before creating a window: before creating a window:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
Threads and the Java VM Threads and the Java VM
================================================================================ ================================================================================
For a quick tour on how Linux native threads interoperate with the Java VM, take For a quick tour on how Linux native threads interoperate with the Java VM, take
a look here: https://developer.android.com/guide/practices/jni.html a look here: https://developer.android.com/guide/practices/jni.html
If you want to use threads in your SDL app, it's strongly recommended that you If you want to use threads in your SDL app, it's strongly recommended that you
do so by creating them using SDL functions. This way, the required attach/detach do so by creating them using SDL functions. This way, the required attach/detach
handling is managed by SDL automagically. If you have threads created by other handling is managed by SDL automagically. If you have threads created by other
means and they make calls to SDL functions, make sure that you call means and they make calls to SDL functions, make sure that you call
Android_JNI_SetupThread() before doing anything else otherwise SDL will attach Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
your thread automatically anyway (when you make an SDL call), but it'll never your thread automatically anyway (when you make an SDL call), but it'll never
detach it. detach it.
If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"), If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
it won't be able to find your java class and method because of the java class loader it won't be able to find your java class and method because of the java class loader
which is different for native threads, than for java threads (eg your "main()"). which is different for native threads, than for java threads (eg your "main()").
the work-around is to find class/method, in you "main()" thread, and to use them the work-around is to find class/method, in you "main()" thread, and to use them
in your native thread. in your native thread.
see: see:
https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
Using STL Using STL
================================================================================ ================================================================================
You can use STL in your project by creating an Application.mk file in the jni You can use STL in your project by creating an Application.mk file in the jni
folder and adding the following line: folder and adding the following line:
APP_STL := c++_shared APP_STL := c++_shared
For more information go here: For more information go here:
https://developer.android.com/ndk/guides/cpp-support https://developer.android.com/ndk/guides/cpp-support
Using the emulator Using the emulator
================================================================================ ================================================================================
There are some good tips and tricks for getting the most out of the There are some good tips and tricks for getting the most out of the
emulator here: https://developer.android.com/tools/devices/emulator.html emulator here: https://developer.android.com/tools/devices/emulator.html
Especially useful is the info on setting up OpenGL ES 2.0 emulation. Especially useful is the info on setting up OpenGL ES 2.0 emulation.
Notice that this software emulator is incredibly slow and needs a lot of disk space. Notice that this software emulator is incredibly slow and needs a lot of disk space.
Using a real device works better. Using a real device works better.
Troubleshooting Troubleshooting
================================================================================ ================================================================================
You can see if adb can see any devices with the following command: You can see if adb can see any devices with the following command:
adb devices adb devices
You can see the output of log messages on the default device with: You can see the output of log messages on the default device with:
adb logcat adb logcat
You can push files to the device with: You can push files to the device with:
adb push local_file remote_path_and_file adb push local_file remote_path_and_file
You can push files to the SD Card at /sdcard, for example: You can push files to the SD Card at /sdcard, for example:
adb push moose.dat /sdcard/moose.dat adb push moose.dat /sdcard/moose.dat
You can see the files on the SD card with a shell command: You can see the files on the SD card with a shell command:
adb shell ls /sdcard/ adb shell ls /sdcard/
You can start a command shell on the default device with: You can start a command shell on the default device with:
adb shell adb shell
You can remove the library files of your project (and not the SDL lib files) with: You can remove the library files of your project (and not the SDL lib files) with:
ndk-build clean ndk-build clean
You can do a build with the following command: You can do a build with the following command:
ndk-build ndk-build
You can see the complete command line that ndk-build is using by passing V=1 on the command line: You can see the complete command line that ndk-build is using by passing V=1 on the command line:
ndk-build V=1 ndk-build V=1
If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace: If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
https://developer.android.com/ndk/guides/ndk-stack https://developer.android.com/ndk/guides/ndk-stack
If you want to go through the process manually, you can use addr2line to convert the If you want to go through the process manually, you can use addr2line to convert the
addresses in the stack trace to lines in your code. addresses in the stack trace to lines in your code.
For example, if your crash looks like this: For example, if your crash looks like this:
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0 I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4 I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030 I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
You can see that there's a crash in the C library being called from the main code. You can see that there's a crash in the C library being called from the main code.
I run addr2line with the debug version of my code: I run addr2line with the debug version of my code:
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
and then paste in the number after "pc" in the call stack, from the line that I care about: and then paste in the number after "pc" in the call stack, from the line that I care about:
000014bc 000014bc
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23. I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
You can add logging to your code to help show what's happening: You can add logging to your code to help show what's happening:
#include <android/log.h> #include <android/log.h>
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x); __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
If you need to build without optimization turned on, you can create a file called If you need to build without optimization turned on, you can create a file called
"Application.mk" in the jni directory, with the following line in it: "Application.mk" in the jni directory, with the following line in it:
APP_OPTIM := debug APP_OPTIM := debug
Memory debugging Memory debugging
================================================================================ ================================================================================
The best (and slowest) way to debug memory issues on Android is valgrind. The best (and slowest) way to debug memory issues on Android is valgrind.
Valgrind has support for Android out of the box, just grab code using: Valgrind has support for Android out of the box, just grab code using:
svn co svn://svn.valgrind.org/valgrind/trunk valgrind svn co svn://svn.valgrind.org/valgrind/trunk valgrind
... and follow the instructions in the file README.android to build it. ... and follow the instructions in the file README.android to build it.
One thing I needed to do on Mac OS X was change the path to the toolchain, One thing I needed to do on Mac OS X was change the path to the toolchain,
and add ranlib to the environment variables: and add ranlib to the environment variables:
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
Once valgrind is built, you can create a wrapper script to launch your Once valgrind is built, you can create a wrapper script to launch your
application with it, changing org.libsdl.app to your package identifier: application with it, changing org.libsdl.app to your package identifier:
--- start_valgrind_app ------------------- --- start_valgrind_app -------------------
#!/system/bin/sh #!/system/bin/sh
export TMPDIR=/data/data/org.libsdl.app export TMPDIR=/data/data/org.libsdl.app
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $* exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
------------------------------------------ ------------------------------------------
Then push it to the device: Then push it to the device:
adb push start_valgrind_app /data/local adb push start_valgrind_app /data/local
and make it executable: and make it executable:
adb shell chmod 755 /data/local/start_valgrind_app adb shell chmod 755 /data/local/start_valgrind_app
and tell Android to use the script to launch your application: and tell Android to use the script to launch your application:
adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app" adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
If the setprop command says "could not set property", it's likely that If the setprop command says "could not set property", it's likely that
your package name is too long and you should make it shorter by changing your package name is too long and you should make it shorter by changing
AndroidManifest.xml and the path to your class file in android-project/src AndroidManifest.xml and the path to your class file in android-project/src
You can then launch your application normally and waaaaaaaiiittt for it. You can then launch your application normally and waaaaaaaiiittt for it.
You can monitor the startup process with the logcat command above, and You can monitor the startup process with the logcat command above, and
when it's done (or even while it's running) you can grab the valgrind when it's done (or even while it's running) you can grab the valgrind
output file: output file:
adb pull /sdcard/valgrind.log adb pull /sdcard/valgrind.log
When you're done instrumenting with valgrind, you can disable the wrapper: When you're done instrumenting with valgrind, you can disable the wrapper:
adb shell setprop wrap.org.libsdl.app "" adb shell setprop wrap.org.libsdl.app ""
Graphics debugging Graphics debugging
================================================================================ ================================================================================
If you are developing on a compatible Tegra-based tablet, NVidia provides If you are developing on a compatible Tegra-based tablet, NVidia provides
Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
and GLES libraries, you must follow their instructions for installing the and GLES libraries, you must follow their instructions for installing the
interposer library on a rooted device. The non-rooted instructions are not interposer library on a rooted device. The non-rooted instructions are not
compatible with applications that use SDL2 for video. compatible with applications that use SDL2 for video.
The Tegra Graphics Debugger is available from NVidia here: The Tegra Graphics Debugger is available from NVidia here:
https://developer.nvidia.com/tegra-graphics-debugger https://developer.nvidia.com/tegra-graphics-debugger
Why is API level 19 the minimum required? Why is API level 19 the minimum required?
================================================================================ ================================================================================
The latest NDK toolchain doesn't support targeting earlier than API level 19. The latest NDK toolchain doesn't support targeting earlier than API level 19.
As of this writing, according to https://www.composables.com/tools/distribution-chart As of this writing, according to https://www.composables.com/tools/distribution-chart
about 99.7% of the Android devices accessing Google Play support API level 19 or about 99.7% of the Android devices accessing Google Play support API level 19 or
higher (August 2023). higher (August 2023).
A note regarding the use of the "dirty rectangles" rendering technique A note regarding the use of the "dirty rectangles" rendering technique
================================================================================ ================================================================================
If your app uses a variation of the "dirty rectangles" rendering technique, If your app uses a variation of the "dirty rectangles" rendering technique,
where you only update a portion of the screen on each frame, you may notice a where you only update a portion of the screen on each frame, you may notice a
variety of visual glitches on Android, that are not present on other platforms. variety of visual glitches on Android, that are not present on other platforms.
This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2 This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
contexts, in particular the use of the eglSwapBuffers function. As stated in the contexts, in particular the use of the eglSwapBuffers function. As stated in the
documentation for the function "The contents of ancillary buffers are always documentation for the function "The contents of ancillary buffers are always
undefined after calling eglSwapBuffers". undefined after calling eglSwapBuffers".
Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
is not possible for SDL as it requires EGL 1.4, available only on the API level is not possible for SDL as it requires EGL 1.4, available only on the API level
17+, so the only workaround available on this platform is to redraw the entire 17+, so the only workaround available on this platform is to redraw the entire
screen each frame. screen each frame.
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
Ending your application Ending your application
================================================================================ ================================================================================
Two legitimate ways: Two legitimate ways:
- return from your main() function. Java side will automatically terminate the - return from your main() function. Java side will automatically terminate the
Activity by calling Activity.finish(). Activity by calling Activity.finish().
- Android OS can decide to terminate your application by calling onDestroy() - Android OS can decide to terminate your application by calling onDestroy()
(see Activity life cycle). Your application will receive a SDL_QUIT event you (see Activity life cycle). Your application will receive a SDL_QUIT event you
can handle to save things and quit. can handle to save things and quit.
Don't call exit() as it stops the activity badly. Don't call exit() as it stops the activity badly.
NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
SDLK_AC_BACK, for any purpose. SDLK_AC_BACK, for any purpose.
Known issues Known issues
================================================================================ ================================================================================
- The number of buttons reported for each joystick is hardcoded to be 36, which - The number of buttons reported for each joystick is hardcoded to be 36, which
is the current maximum number of buttons Android can report. is the current maximum number of buttons Android can report.

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@@ -1,163 +1,163 @@
# CMake # CMake
(www.cmake.org) (www.cmake.org)
SDL's build system was traditionally based on autotools. Over time, this SDL's build system was traditionally based on autotools. Over time, this
approach has suffered from several issues across the different supported approach has suffered from several issues across the different supported
platforms. platforms.
To solve these problems, a new build system based on CMake was introduced. To solve these problems, a new build system based on CMake was introduced.
It is developed in parallel to the legacy autotools build system, so users It is developed in parallel to the legacy autotools build system, so users
can experiment with it without complication. can experiment with it without complication.
The CMake build system is supported on the following platforms: The CMake build system is supported on the following platforms:
* FreeBSD * FreeBSD
* Linux * Linux
* Microsoft Visual C * Microsoft Visual C
* MinGW and Msys * MinGW and Msys
* macOS, iOS, and tvOS, with support for XCode * macOS, iOS, and tvOS, with support for XCode
* Android * Android
* Emscripten * Emscripten
* RiscOS * RiscOS
* Playstation Vita * Playstation Vita
## Building SDL ## Building SDL
Assuming the source for SDL is located at `~/sdl` Assuming the source for SDL is located at `~/sdl`
```sh ```sh
cd ~ cd ~
mkdir build mkdir build
cd build cd build
cmake ~/sdl cmake ~/sdl
cmake --build . cmake --build .
``` ```
This will build the static and dynamic versions of SDL in the `~/build` directory. This will build the static and dynamic versions of SDL in the `~/build` directory.
Installation can be done using: Installation can be done using:
```sh ```sh
cmake --install . # '--install' requires CMake 3.15, or newer cmake --install . # '--install' requires CMake 3.15, or newer
``` ```
## Including SDL in your project ## Including SDL in your project
SDL can be included in your project in 2 major ways: SDL can be included in your project in 2 major ways:
- using a system SDL library, provided by your (*nix) distribution or a package manager - using a system SDL library, provided by your (*nix) distribution or a package manager
- using a vendored SDL library: this is SDL copied or symlinked in a subfolder. - using a vendored SDL library: this is SDL copied or symlinked in a subfolder.
The following CMake script supports both, depending on the value of `MYGAME_VENDORED`. The following CMake script supports both, depending on the value of `MYGAME_VENDORED`.
```cmake ```cmake
cmake_minimum_required(VERSION 3.5) cmake_minimum_required(VERSION 3.5)
project(mygame) project(mygame)
# Create an option to switch between a system sdl library and a vendored sdl library # Create an option to switch between a system sdl library and a vendored sdl library
option(MYGAME_VENDORED "Use vendored libraries" OFF) option(MYGAME_VENDORED "Use vendored libraries" OFF)
if(MYGAME_VENDORED) if(MYGAME_VENDORED)
add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL) add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL)
else() else()
# 1. Look for a SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found # 1. Look for a SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found
find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2) find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2)
# 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available # 1. Look for a SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available
find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main) find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main)
endif() endif()
# Create your game executable target as usual # Create your game executable target as usual
add_executable(mygame WIN32 mygame.c) add_executable(mygame WIN32 mygame.c)
# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications # SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
if(TARGET SDL2::SDL2main) if(TARGET SDL2::SDL2main)
# It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static) # It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static)
target_link_libraries(mygame PRIVATE SDL2::SDL2main) target_link_libraries(mygame PRIVATE SDL2::SDL2main)
endif() endif()
# Link to the actual SDL2 library. SDL2::SDL2 is the shared SDL library, SDL2::SDL2-static is the static SDL libarary. # Link to the actual SDL2 library. SDL2::SDL2 is the shared SDL library, SDL2::SDL2-static is the static SDL libarary.
target_link_libraries(mygame PRIVATE SDL2::SDL2) target_link_libraries(mygame PRIVATE SDL2::SDL2)
``` ```
### A system SDL library ### A system SDL library
For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure). For CMake to find SDL, it must be installed in [a default location CMake is looking for](https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure).
The following components are available, to be used as an argument of `find_package`. The following components are available, to be used as an argument of `find_package`.
| Component name | Description | | Component name | Description |
|----------------|--------------------------------------------------------------------------------------------| |----------------|--------------------------------------------------------------------------------------------|
| SDL2 | The SDL2 shared library, available through the `SDL2::SDL2` target [^SDL_TARGET_EXCEPTION] | | SDL2 | The SDL2 shared library, available through the `SDL2::SDL2` target [^SDL_TARGET_EXCEPTION] |
| SDL2-static | The SDL2 static library, available through the `SDL2::SDL2-static` target | | SDL2-static | The SDL2 static library, available through the `SDL2::SDL2-static` target |
| SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target | | SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target |
| SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target | | SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target |
### Using a vendored SDL ### Using a vendored SDL
This only requires a copy of SDL in a subdirectory. This only requires a copy of SDL in a subdirectory.
## CMake configuration options for platforms ## CMake configuration options for platforms
### iOS/tvOS ### iOS/tvOS
CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built
using Xcode or Make, possibly among other build-systems. using Xcode or Make, possibly among other build-systems.
When using a recent version of CMake (3.14+), it should be possible to: When using a recent version of CMake (3.14+), it should be possible to:
- build SDL for iOS, both static and dynamic - build SDL for iOS, both static and dynamic
- build SDL test apps (as iOS/tvOS .app bundles) - build SDL test apps (as iOS/tvOS .app bundles)
- generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis) - generate a working SDL_config.h for iOS (using SDL_config.h.cmake as a basis)
To use, set the following CMake variables when running CMake's configuration stage: To use, set the following CMake variables when running CMake's configuration stage:
- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`) - `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`)
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`, - `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.) `appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64") - `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
#### Examples #### Examples
- for iOS-Simulator, using the latest, installed SDK: - for iOS-Simulator, using the latest, installed SDK:
```bash ```bash
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
``` ```
- for iOS-Device, using the latest, installed SDK, 64-bit only - for iOS-Device, using the latest, installed SDK, 64-bit only
```bash ```bash
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64 cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES=arm64
``` ```
- for iOS-Device, using the latest, installed SDK, mixed 32/64 bit - for iOS-Device, using the latest, installed SDK, mixed 32/64 bit
```cmake ```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s" cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -DCMAKE_OSX_ARCHITECTURES="arm64;armv7s"
``` ```
- for iOS-Device, using a specific SDK revision (iOS 12.4, in this example): - for iOS-Device, using a specific SDK revision (iOS 12.4, in this example):
```cmake ```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64 cmake ~/sdl -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos12.4 -DCMAKE_OSX_ARCHITECTURES=arm64
``` ```
- for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles): - for iOS-Simulator, using the latest, installed SDK, and building SDL test apps (as .app bundles):
```cmake ```cmake
cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 cmake ~/sdl -DSDL_TESTS=1 -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
``` ```
- for tvOS-Simulator, using the latest, installed SDK: - for tvOS-Simulator, using the latest, installed SDK:
```cmake ```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
``` ```
- for tvOS-Device, using the latest, installed SDK: - for tvOS-Device, using the latest, installed SDK:
```cmake ```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64` cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvos -DCMAKE_OSX_ARCHITECTURES=arm64`
``` ```
[^SDL_TARGET_EXCEPTION]: `SDL2::SDL2` can be an ALIAS to a static `SDL2::SDL2-static` target for multiple reasons. [^SDL_TARGET_EXCEPTION]: `SDL2::SDL2` can be an ALIAS to a static `SDL2::SDL2-static` target for multiple reasons.

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@@ -1,123 +1,123 @@
DirectFB DirectFB
======== ========
Supports: Supports:
- Hardware YUV overlays - Hardware YUV overlays
- OpenGL - software only - OpenGL - software only
- 2D/3D accelerations (depends on directfb driver) - 2D/3D accelerations (depends on directfb driver)
- multiple displays - multiple displays
- windows - windows
What you need: What you need:
* DirectFB 1.0.1, 1.2.x, 1.3.0 * DirectFB 1.0.1, 1.2.x, 1.3.0
* Kernel-Framebuffer support: required: vesafb, radeonfb .... * Kernel-Framebuffer support: required: vesafb, radeonfb ....
* Mesa 7.0.x - optional for OpenGL * Mesa 7.0.x - optional for OpenGL
The `/etc/directfbrc` file should contain the following lines to make The `/etc/directfbrc` file should contain the following lines to make
your joystick work and avoid crashes: your joystick work and avoid crashes:
``` ```
disable-module=joystick disable-module=joystick
disable-module=cle266 disable-module=cle266
disable-module=cyber5k disable-module=cyber5k
no-linux-input-grab no-linux-input-grab
``` ```
To disable to use x11 backend when DISPLAY variable is found use To disable to use x11 backend when DISPLAY variable is found use
``` ```
export SDL_DIRECTFB_X11_CHECK=0 export SDL_DIRECTFB_X11_CHECK=0
``` ```
To disable the use of linux input devices, i.e. multimice/multikeyboard support, To disable the use of linux input devices, i.e. multimice/multikeyboard support,
use use
``` ```
export SDL_DIRECTFB_LINUX_INPUT=0 export SDL_DIRECTFB_LINUX_INPUT=0
``` ```
To use hardware accelerated YUV-overlays for YUV-textures, use: To use hardware accelerated YUV-overlays for YUV-textures, use:
``` ```
export SDL_DIRECTFB_YUV_DIRECT=1 export SDL_DIRECTFB_YUV_DIRECT=1
``` ```
This is disabled by default. It will only support one This is disabled by default. It will only support one
YUV texture, namely the first. Every other YUV texture will be YUV texture, namely the first. Every other YUV texture will be
rendered in software. rendered in software.
In addition, you may use (directfb-1.2.x) In addition, you may use (directfb-1.2.x)
``` ```
export SDL_DIRECTFB_YUV_UNDERLAY=1 export SDL_DIRECTFB_YUV_UNDERLAY=1
``` ```
to make the YUV texture an underlay. This will make the cursor to to make the YUV texture an underlay. This will make the cursor to
be shown. be shown.
Simple Window Manager Simple Window Manager
===================== =====================
The driver has support for a very, very basic window manager you may The driver has support for a very, very basic window manager you may
want to use when running with `wm=default`. Use want to use when running with `wm=default`. Use
``` ```
export SDL_DIRECTFB_WM=1 export SDL_DIRECTFB_WM=1
``` ```
to enable basic window borders. In order to have the window title rendered, to enable basic window borders. In order to have the window title rendered,
you need to have the following font installed: you need to have the following font installed:
``` ```
/usr/share/fonts/truetype/freefont/FreeSans.ttf /usr/share/fonts/truetype/freefont/FreeSans.ttf
``` ```
OpenGL Support OpenGL Support
============== ==============
The following instructions will give you *software* OpenGL. However this The following instructions will give you *software* OpenGL. However this
works at least on all directfb supported platforms. works at least on all directfb supported platforms.
As of this writing 20100802 you need to pull Mesa from git and do the following: As of this writing 20100802 you need to pull Mesa from git and do the following:
``` ```
git clone git://anongit.freedesktop.org/git/mesa/mesa git clone git://anongit.freedesktop.org/git/mesa/mesa
cd mesa cd mesa
git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
``` ```
Edit `configs/linux-directfb` so that the Directories-section looks like this: Edit `configs/linux-directfb` so that the Directories-section looks like this:
``` ```
# Directories # Directories
SRC_DIRS = mesa glu SRC_DIRS = mesa glu
GLU_DIRS = sgi GLU_DIRS = sgi
DRIVER_DIRS = directfb DRIVER_DIRS = directfb
PROGRAM_DIRS = PROGRAM_DIRS =
``` ```
Then do the following: Then do the following:
``` ```
make linux-directfb make linux-directfb
make make
echo Installing - please enter sudo pw. echo Installing - please enter sudo pw.
sudo make install INSTALL_DIR=/usr/local/dfb_GL sudo make install INSTALL_DIR=/usr/local/dfb_GL
cd src/mesa/drivers/directfb cd src/mesa/drivers/directfb
make make
sudo make install INSTALL_DIR=/usr/local/dfb_GL sudo make install INSTALL_DIR=/usr/local/dfb_GL
``` ```
To run the SDL - testprograms: To run the SDL - testprograms:
``` ```
export SDL_VIDEODRIVER=directfb export SDL_VIDEODRIVER=directfb
export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7 export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
./testgl ./testgl
``` ```

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@@ -1,138 +1,138 @@
# Dynamic API # Dynamic API
Originally posted on Ryan's Google+ account. Originally posted on Ryan's Google+ account.
Background: Background:
- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, - The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
but developers are shipping their own SDL2 with individual Steam games. but developers are shipping their own SDL2 with individual Steam games.
These games might stop getting updates, but a newer SDL2 might be needed later. These games might stop getting updates, but a newer SDL2 might be needed later.
Certainly we'll always be fixing bugs in SDL, even if a new video target isn't Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
ever needed, and these fixes won't make it to a game shipping its own SDL. ever needed, and these fixes won't make it to a game shipping its own SDL.
- Even if we replace the SDL2 in those games with a compatible one, that is to - Even if we replace the SDL2 in those games with a compatible one, that is to
say, edit a developer's Steam depot (yuck!), there are developers that are say, edit a developer's Steam depot (yuck!), there are developers that are
statically linking SDL2 that we can't do this for. We can't even force the statically linking SDL2 that we can't do this for. We can't even force the
dynamic loader to ignore their SDL2 in this case, of course. dynamic loader to ignore their SDL2 in this case, of course.
- If you don't ship an SDL2 with the game in some form, people that disabled the - If you don't ship an SDL2 with the game in some form, people that disabled the
Steam Runtime, or just tried to run the game from the command line instead of Steam Runtime, or just tried to run the game from the command line instead of
Steam might find themselves unable to run the game, due to a missing dependency. Steam might find themselves unable to run the game, due to a missing dependency.
- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target - If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
generic Linux boxes that may or may not have SDL2 installed, you have to ship generic Linux boxes that may or may not have SDL2 installed, you have to ship
the library or risk a total failure to launch. So now, you might have to have the library or risk a total failure to launch. So now, you might have to have
a non-Steam build plus a Steam build (that is, one with and one without SDL2 a non-Steam build plus a Steam build (that is, one with and one without SDL2
included), which is inconvenient if you could have had one universal build included), which is inconvenient if you could have had one universal build
that works everywhere. that works everywhere.
- We like the zlib license, but the biggest complaint from the open source - We like the zlib license, but the biggest complaint from the open source
community about the license change is the static linking. The LGPL forced this community about the license change is the static linking. The LGPL forced this
as a legal, not technical issue, but zlib doesn't care. Even those that aren't as a legal, not technical issue, but zlib doesn't care. Even those that aren't
concerned about the GNU freedoms found themselves solving the same problems: concerned about the GNU freedoms found themselves solving the same problems:
swapping in a newer SDL to an older game often times can save the day. swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead. Static linking stops this dead.
So here's what we did: So here's what we did:
SDL now has, internally, a table of function pointers. So, this is what SDL_Init SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like: now looks like:
```c ```c
Uint32 SDL_Init(Uint32 flags) Uint32 SDL_Init(Uint32 flags)
{ {
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
``` ```
Except that is all done with a bunch of macro magic so we don't have to maintain Except that is all done with a bunch of macro magic so we don't have to maintain
every one of these. every one of these.
What is jump_table.SDL_init()? Eventually, that's a function pointer of the real What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
SDL_Init() that you've been calling all this time. But at startup, it looks more SDL_Init() that you've been calling all this time. But at startup, it looks more
like this: like this:
```c ```c
Uint32 SDL_Init_DEFAULT(Uint32 flags) Uint32 SDL_Init_DEFAULT(Uint32 flags)
{ {
SDL_InitDynamicAPI(); SDL_InitDynamicAPI();
return jump_table.SDL_Init(flags); return jump_table.SDL_Init(flags);
} }
``` ```
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this `_DEFAULT` function never gets called again. pointers, which means that this `_DEFAULT` function never gets called again.
First call to any SDL function sets the whole thing up. First call to any SDL function sets the whole thing up.
So you might be asking, what was the value in that? Isn't this what the operating So you might be asking, what was the value in that? Isn't this what the operating
system's dynamic loader was supposed to do for us? Yes, but now we've got this system's dynamic loader was supposed to do for us? Yes, but now we've got this
level of indirection, we can do things like this: level of indirection, we can do things like this:
```bash ```bash
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0 export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2 ./MyGameThatIsStaticallyLinkedToSDL2
``` ```
And now, this game that is statically linked to SDL, can still be overridden And now, this game that is statically linked to SDL, can still be overridden
with a newer, or better, SDL. The statically linked one will only be used as with a newer, or better, SDL. The statically linked one will only be used as
far as calling into the jump table in this case. But in cases where no override far as calling into the jump table in this case. But in cases where no override
is desired, the statically linked version will provide its own jump table, is desired, the statically linked version will provide its own jump table,
and everyone is happy. and everyone is happy.
So now: So now:
- Developers can statically link SDL, and users can still replace it. - Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!) (We'd still rather you ship a shared library, though!)
- Developers can ship an SDL with their game, Valve can override it for, say, - Developers can ship an SDL with their game, Valve can override it for, say,
new features on SteamOS, or distros can override it for their own needs, new features on SteamOS, or distros can override it for their own needs,
but it'll also just work in the default case. but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), - Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing. and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case, - End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms. to keep abandoned games running on newer platforms.
- Everyone develops with SDL exactly as they have been doing all along. - Everyone develops with SDL exactly as they have been doing all along.
Same headers, same ABI. Just get the latest version to enable this magic. Same headers, same ABI. Just get the latest version to enable this magic.
A little more about SDL_InitDynamicAPI(): A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes single thread initializes everything (although even SDL_CreateThread() goes
through here before spinning a thread, too), and then decides if it should use through here before spinning a thread, too), and then decides if it should use
an external SDL library. If not, it sets up the jump table using the current an external SDL library. If not, it sets up the jump table using the current
SDL's function pointers (which might be statically linked into a program, or in SDL's function pointers (which might be statically linked into a program, or in
a shared library of its own). If so, it loads that library and looks for and a shared library of its own). If so, it loads that library and looks for and
calls a single function: calls a single function:
```c ```c
Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize); Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
``` ```
That function takes a version number (more on that in a moment), the address of That function takes a version number (more on that in a moment), the address of
the jump table, and the size, in bytes, of the table. the jump table, and the size, in bytes, of the table.
Now, we've got policy here: this table's layout never changes; new stuff gets Now, we've got policy here: this table's layout never changes; new stuff gets
added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
the needed functions if tablesize <= sizeof its own jump table. If tablesize is the needed functions if tablesize <= sizeof its own jump table. If tablesize is
bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
if it's smaller, we know we can provide the entire API that the caller needs. if it's smaller, we know we can provide the entire API that the caller needs.
The version variable is a failsafe switch. The version variable is a failsafe switch.
Right now it's always 1. This number changes when there are major API changes Right now it's always 1. This number changes when there are major API changes
(so we know if the tablesize might be smaller, or entries in it have changed). (so we know if the tablesize might be smaller, or entries in it have changed).
Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
inconceivable to have a small dispatch library that only supplies this one inconceivable to have a small dispatch library that only supplies this one
function and loads different, otherwise-incompatible SDL libraries and has the function and loads different, otherwise-incompatible SDL libraries and has the
right one initialize the jump table based on the version. For something that right one initialize the jump table based on the version. For something that
must generically catch lots of different versions of SDL over time, like the must generically catch lots of different versions of SDL over time, like the
Steam Client, this isn't a bad option. Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking, Finally, I'm sure some people are reading this and thinking,
"I don't want that overhead in my project!" "I don't want that overhead in my project!"
To which I would point out that the extra function call through the jump table To which I would point out that the extra function call through the jump table
probably wouldn't even show up in a profile, but lucky you: this can all be probably wouldn't even show up in a profile, but lucky you: this can all be
disabled. You can build SDL without this if you absolutely must, but we would disabled. You can build SDL without this if you absolutely must, but we would
encourage you not to do that. However, on heavily locked down platforms like encourage you not to do that. However, on heavily locked down platforms like
iOS, or maybe when debugging, it makes sense to disable it. The way this is iOS, or maybe when debugging, it makes sense to disable it. The way this is
designed in SDL, you just have to change one #define, and the entire system designed in SDL, you just have to change one #define, and the entire system
vaporizes out, and SDL functions exactly like it always did. Most of it is vaporizes out, and SDL functions exactly like it always did. Most of it is
macro magic, so the system is contained to one C file and a few headers. macro magic, so the system is contained to one C file and a few headers.
However, this is on by default and you have to edit a header file to turn it However, this is on by default and you have to edit a header file to turn it
off. Our hopes is that if we make it easy to disable, but not too easy, off. Our hopes is that if we make it easy to disable, but not too easy,
everyone will ultimately be able to get what they want, but we've gently everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution. nudged everyone towards what we think is the best solution.

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@@ -1,374 +1,374 @@
# Emscripten # Emscripten
## The state of things ## The state of things
(As of September 2023, but things move quickly and we don't update this (As of September 2023, but things move quickly and we don't update this
document often.) document often.)
In modern times, all the browsers you probably care about (Chrome, Firefox, In modern times, all the browsers you probably care about (Chrome, Firefox,
Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
reasonable base configurations: reasonable base configurations:
- WebAssembly (don't bother with asm.js any more) - WebAssembly (don't bother with asm.js any more)
- WebGL (which will look like OpenGL ES 2 or 3 to your app). - WebGL (which will look like OpenGL ES 2 or 3 to your app).
- Threads (see caveats, though!) - Threads (see caveats, though!)
- Game controllers - Game controllers
- Autoupdating (so you can assume they have a recent version of the browser) - Autoupdating (so you can assume they have a recent version of the browser)
All this to say we're at the point where you don't have to make a lot of All this to say we're at the point where you don't have to make a lot of
concessions to get even a fairly complex SDL-based game up and running. concessions to get even a fairly complex SDL-based game up and running.
## RTFM ## RTFM
This document is a quick rundown of some high-level details. The This document is a quick rundown of some high-level details. The
documentation at [emscripten.org](https://emscripten.org/) is vast documentation at [emscripten.org](https://emscripten.org/) is vast
and extremely detailed for a wide variety of topics, and you should at and extremely detailed for a wide variety of topics, and you should at
least skim through it at some point. least skim through it at some point.
## Porting your app to Emscripten ## Porting your app to Emscripten
Many many things just need some simple adjustments and they'll compile Many many things just need some simple adjustments and they'll compile
like any other C/C++ code, as long as SDL was handling the platform-specific like any other C/C++ code, as long as SDL was handling the platform-specific
work for your program. work for your program.
First, you probably need this in at least one of your source files: First, you probably need this in at least one of your source files:
```c ```c
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#endif #endif
``` ```
Second: assembly language code has to go. Replace it with C. You can even use Second: assembly language code has to go. Replace it with C. You can even use
[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)! [x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)!
Third: Middleware has to go. If you have a third-party library you link Third: Middleware has to go. If you have a third-party library you link
against, you either need an Emscripten port of it, or the source code to it against, you either need an Emscripten port of it, or the source code to it
to compile yourself, or you need to remove it. to compile yourself, or you need to remove it.
Fourth: You still start in a function called main(), but you need to get out of Fourth: You still start in a function called main(), but you need to get out of
it and into a function that gets called repeatedly, and returns quickly, it and into a function that gets called repeatedly, and returns quickly,
called a mainloop. called a mainloop.
Somewhere in your program, you probably have something that looks like a more Somewhere in your program, you probably have something that looks like a more
complicated version of this: complicated version of this:
```c ```c
void main(void) void main(void)
{ {
initialize_the_game(); initialize_the_game();
while (game_is_still_running) { while (game_is_still_running) {
check_for_new_input(); check_for_new_input();
think_about_stuff(); think_about_stuff();
draw_the_next_frame(); draw_the_next_frame();
} }
deinitialize_the_game(); deinitialize_the_game();
} }
``` ```
This will not work on Emscripten, because the main thread needs to be free This will not work on Emscripten, because the main thread needs to be free
to do stuff and can't sit in this loop forever. So Emscripten lets you set up to do stuff and can't sit in this loop forever. So Emscripten lets you set up
a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop). a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
```c ```c
static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */ static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
{ {
if (!game_is_still_running) { if (!game_is_still_running) {
deinitialize_the_game(); deinitialize_the_game();
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
emscripten_cancel_main_loop(); /* this should "kill" the app. */ emscripten_cancel_main_loop(); /* this should "kill" the app. */
#else #else
exit(0); exit(0);
#endif #endif
} }
check_for_new_input(); check_for_new_input();
think_about_stuff(); think_about_stuff();
draw_the_next_frame(); draw_the_next_frame();
} }
void main(void) void main(void)
{ {
initialize_the_game(); initialize_the_game();
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
emscripten_set_main_loop(mainloop, 0, 1); emscripten_set_main_loop(mainloop, 0, 1);
#else #else
while (1) { mainloop(); } while (1) { mainloop(); }
#endif #endif
} }
``` ```
Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
`mainloop` over and over until I end the program." The function will `mainloop` over and over until I end the program." The function will
run, and return, freeing the main thread for other tasks, and then run, and return, freeing the main thread for other tasks, and then
run again when it's time. The `1` parameter does some magic to make run again when it's time. The `1` parameter does some magic to make
your main() function end immediately; this is useful because you your main() function end immediately; this is useful because you
don't want any shutdown code that might be sitting below this code don't want any shutdown code that might be sitting below this code
to actually run if main() were to continue on, since we're just to actually run if main() were to continue on, since we're just
getting started. getting started.
There's a lot of little details that are beyond the scope of this There's a lot of little details that are beyond the scope of this
document, but that's the biggest intial set of hurdles to porting document, but that's the biggest intial set of hurdles to porting
your app to the web. your app to the web.
## Do you need threads? ## Do you need threads?
If you plan to use threads, they work on all major browsers now. HOWEVER, If you plan to use threads, they work on all major browsers now. HOWEVER,
they bring with them a lot of careful considerations. Rendering _must_ they bring with them a lot of careful considerations. Rendering _must_
be done on the main thread. This is a general guideline for many be done on the main thread. This is a general guideline for many
platforms, but a hard requirement on the web. platforms, but a hard requirement on the web.
Many other things also must happen on the main thread; often times SDL Many other things also must happen on the main thread; often times SDL
and Emscripten make efforts to "proxy" work to the main thread that and Emscripten make efforts to "proxy" work to the main thread that
must be there, but you have to be careful (and read more detailed must be there, but you have to be careful (and read more detailed
documentation than this for the finer points). documentation than this for the finer points).
Even when using threads, your main thread needs to set an Emscripten Even when using threads, your main thread needs to set an Emscripten
mainloop that runs quickly and returns, or things will fail to work mainloop that runs quickly and returns, or things will fail to work
correctly. correctly.
You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html) You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html)
for all the finer points. Mostly SDL's thread API will work as expected, for all the finer points. Mostly SDL's thread API will work as expected,
but is built on pthreads, so it shares the same little incompatibilities but is built on pthreads, so it shares the same little incompatibilities
that are documented there, such as where you can use a mutex, and when that are documented there, such as where you can use a mutex, and when
a thread will start running, etc. a thread will start running, etc.
IMPORTANT: You have to decide to either build something that uses IMPORTANT: You have to decide to either build something that uses
threads or something that doesn't; you can't have one build threads or something that doesn't; you can't have one build
that works everywhere. This is an Emscripten (or maybe WebAssembly? that works everywhere. This is an Emscripten (or maybe WebAssembly?
Or just web browsers in general?) limitation. If you aren't using Or just web browsers in general?) limitation. If you aren't using
threads, it's easier to not enable them at all, at build time. threads, it's easier to not enable them at all, at build time.
If you use threads, you _have to_ run from a web server that has If you use threads, you _have to_ run from a web server that has
[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/) [COOP/COEP headers set correctly](https://web.dev/why-coop-coep/)
or your program will fail to start at all. or your program will fail to start at all.
If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
for checking with the C preprocessor, so you can build something for checking with the C preprocessor, so you can build something
different depending on what sort of build you're compiling. different depending on what sort of build you're compiling.
## Audio ## Audio
Audio works as expected at the API level, but not exactly like other Audio works as expected at the API level, but not exactly like other
platforms. platforms.
You'll only see a single default audio device. Audio capture also works; You'll only see a single default audio device. Audio capture also works;
if the browser pops up a prompt to ask for permission to access the if the browser pops up a prompt to ask for permission to access the
microphone, the SDL_OpenAudioDevice call will succeed and start producing microphone, the SDL_OpenAudioDevice call will succeed and start producing
silence at a regular interval. Once the user approves the request, real silence at a regular interval. Once the user approves the request, real
audio data will flow. If the user denies it, the app is not informed and audio data will flow. If the user denies it, the app is not informed and
will just continue to receive silence. will just continue to receive silence.
Modern web browsers will not permit web pages to produce sound before the Modern web browsers will not permit web pages to produce sound before the
user has interacted with them (clicked or tapped on them, usually); this is user has interacted with them (clicked or tapped on them, usually); this is
for several reasons, not the least of which being that no one likes when a for several reasons, not the least of which being that no one likes when a
random browser tab suddenly starts making noise and the user has to scramble random browser tab suddenly starts making noise and the user has to scramble
to figure out which and silence it. to figure out which and silence it.
SDL will allow you to open the audio device for playback in this SDL will allow you to open the audio device for playback in this
circumstance, and your audio callback will fire, but SDL will throw the audio circumstance, and your audio callback will fire, but SDL will throw the audio
data away until the user interacts with the page. This helps apps that depend data away until the user interacts with the page. This helps apps that depend
on the audio callback to make progress, and also keeps audio playback in sync on the audio callback to make progress, and also keeps audio playback in sync
once the app is finally allowed to make noise. once the app is finally allowed to make noise.
There are two reasonable ways to deal with the silence at the app level: There are two reasonable ways to deal with the silence at the app level:
if you are writing some sort of media player thing, where the user expects if you are writing some sort of media player thing, where the user expects
there to be a volume control when you mouseover the canvas, just default there to be a volume control when you mouseover the canvas, just default
that control to a muted state; if the user clicks on the control to unmute that control to a muted state; if the user clicks on the control to unmute
it, on this first click, open the audio device. This allows the media to it, on this first click, open the audio device. This allows the media to
play at start, and the user can reasonably opt-in to listening. play at start, and the user can reasonably opt-in to listening.
Many games do not have this sort of UI, and are more rigid about starting Many games do not have this sort of UI, and are more rigid about starting
audio along with everything else at the start of the process. For these, your audio along with everything else at the start of the process. For these, your
best bet is to write a little Javascript that puts up a "Click here to play!" best bet is to write a little Javascript that puts up a "Click here to play!"
UI, and upon the user clicking, remove that UI and then call the Emscripten UI, and upon the user clicking, remove that UI and then call the Emscripten
app's main() function. As far as the application knows, the audio device was app's main() function. As far as the application knows, the audio device was
available to be opened as soon as the program started, and since this magic available to be opened as soon as the program started, and since this magic
happens in a little Javascript, you don't have to change your C/C++ code at happens in a little Javascript, you don't have to change your C/C++ code at
all to make it happen. all to make it happen.
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385 Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
for some Javascript code to steal for this approach. for some Javascript code to steal for this approach.
## Rendering ## Rendering
If you use SDL's 2D render API, it will use GLES2 internally, which If you use SDL's 2D render API, it will use GLES2 internally, which
Emscripten will turn into WebGL calls. You can also use OpenGL ES 2 Emscripten will turn into WebGL calls. You can also use OpenGL ES 2
directly by creating a GL context and drawing into it. directly by creating a GL context and drawing into it.
Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
present anything on the screen until your return from your mainloop present anything on the screen until your return from your mainloop
function. function.
## Building SDL/emscripten ## Building SDL/emscripten
First: do you _really_ need to build SDL from source? First: do you _really_ need to build SDL from source?
If you aren't developing SDL itself, have a desire to mess with its source If you aren't developing SDL itself, have a desire to mess with its source
code, or need something on the bleeding edge, don't build SDL. Just use code, or need something on the bleeding edge, don't build SDL. Just use
Emscripten's packaged version! Emscripten's packaged version!
Compile and link your app with `-sUSE_SDL=2` and it'll use a build of Compile and link your app with `-sUSE_SDL=2` and it'll use a build of
SDL packaged with Emscripten. This comes from the same source code and SDL packaged with Emscripten. This comes from the same source code and
fixes the Emscripten project makes to SDL are generally merged into SDL's fixes the Emscripten project makes to SDL are generally merged into SDL's
revision control, so often this is much easier for app developers. revision control, so often this is much easier for app developers.
`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL `-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL
1.2 instead; if you need SDL 1.2, this might be fine, but we generally 1.2 instead; if you need SDL 1.2, this might be fine, but we generally
recommend you don't use SDL 1.2 in modern times. recommend you don't use SDL 1.2 in modern times.
If you want to build SDL, though... If you want to build SDL, though...
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
are likely to work, as well. are likely to work, as well.
Build: Build:
This works on Linux/Unix and macOS. Please send comments about Windows. This works on Linux/Unix and macOS. Please send comments about Windows.
Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html) Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html)
first, and run `source emsdk_env.sh` at the command line so it finds the first, and run `source emsdk_env.sh` at the command line so it finds the
tools. tools.
(These configure options might be overkill, but this has worked for me.) (These configure options might be overkill, but this has worked for me.)
```bash ```bash
cd SDL cd SDL
mkdir build mkdir build
cd build cd build
emconfigure ../configure --host=wasm32-unknown-emscripten --disable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3" emconfigure ../configure --host=wasm32-unknown-emscripten --disable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3"
emmake make -j4 emmake make -j4
``` ```
If you want to build with thread support, something like this works: If you want to build with thread support, something like this works:
```bash ```bash
emconfigure ../configure --host=wasm32-unknown-emscripten --enable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3 -pthread" LDFLAGS="-pthread" emconfigure ../configure --host=wasm32-unknown-emscripten --enable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3 -pthread" LDFLAGS="-pthread"
``` ```
Or with cmake: Or with cmake:
```bash ```bash
mkdir build mkdir build
cd build cd build
emcmake cmake .. emcmake cmake ..
emmake make -j4 emmake make -j4
``` ```
To build one of the tests: To build one of the tests:
```bash ```bash
cd test/ cd test/
emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
``` ```
## Building your app ## Building your app
You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
mostly it uses the same command line arguments as Clang. mostly it uses the same command line arguments as Clang.
Link against the SDL/build/.libs/libSDL2.a file you generated by building SDL, Link against the SDL/build/.libs/libSDL2.a file you generated by building SDL,
link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build. link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
Usually you would produce a binary like this: Usually you would produce a binary like this:
```bash ```bash
gcc -o mygame mygame.c # or whatever gcc -o mygame mygame.c # or whatever
``` ```
But for Emscripten, you want to output something else: But for Emscripten, you want to output something else:
```bash ```bash
emcc -o index.html mygame.c emcc -o index.html mygame.c
``` ```
This will produce several files...support Javascript and WebAssembly (.wasm) This will produce several files...support Javascript and WebAssembly (.wasm)
files. The `-o index.html` will produce a simple HTML page that loads and files. The `-o index.html` will produce a simple HTML page that loads and
runs your app. You will (probably) eventually want to replace or customize runs your app. You will (probably) eventually want to replace or customize
that file and do `-o index.js` instead to just build the code pieces. that file and do `-o index.js` instead to just build the code pieces.
If you're working on a program of any serious size, you'll likely need to If you're working on a program of any serious size, you'll likely need to
link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access
to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb` to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb`
or the app will fail to start on iOS browsers, but this might be a bug that or the app will fail to start on iOS browsers, but this might be a bug that
goes away in the future. goes away in the future.
## Data files ## Data files
Your game probably has data files. Here's how to access them. Your game probably has data files. Here's how to access them.
Filesystem access works like a Unix filesystem; you have a single directory Filesystem access works like a Unix filesystem; you have a single directory
tree, possibly interpolated from several mounted locations, no drive letters, tree, possibly interpolated from several mounted locations, no drive letters,
'/' for a path separator. You can access them with standard file APIs like '/' for a path separator. You can access them with standard file APIs like
open() or fopen() or SDL_RWops. You can read or write from the filesystem. open() or fopen() or SDL_RWops. You can read or write from the filesystem.
By default, you probably have a "MEMFS" filesystem (all files are stored in By default, you probably have a "MEMFS" filesystem (all files are stored in
memory, but access to them is immediate and doesn't need to block). There are memory, but access to them is immediate and doesn't need to block). There are
other options, like "IDBFS" (files are stored in a local database, so they other options, like "IDBFS" (files are stored in a local database, so they
don't need to be in RAM all the time and they can persist between runs of the don't need to be in RAM all the time and they can persist between runs of the
program, but access is not synchronous). You can mix and match these file program, but access is not synchronous). You can mix and match these file
systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc, systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc,
but that's beyond the scope of this document. Please refer to Emscripten's but that's beyond the scope of this document. Please refer to Emscripten's
[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html) [page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html)
for more info. for more info.
The _easiest_ (but not the best) way to get at your data files is to embed The _easiest_ (but not the best) way to get at your data files is to embed
them in the app itself. Emscripten's linker has support for automating this. them in the app itself. Emscripten's linker has support for automating this.
```bash ```bash
emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav
``` ```
This will pack ../test/sample.wav in your app, and make it available at This will pack ../test/sample.wav in your app, and make it available at
"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available "/sounds/sample.wav" at runtime. Emscripten makes sure this data is available
before your main() function runs, and since it's in MEMFS, you can just before your main() function runs, and since it's in MEMFS, you can just
read it like you do on other platforms. `--embed-file` can also accept a read it like you do on other platforms. `--embed-file` can also accept a
directory to pack an entire tree, and you can specify the argument multiple directory to pack an entire tree, and you can specify the argument multiple
times to pack unrelated things into the final installation. times to pack unrelated things into the final installation.
Note that this is absolutely the best approach if you have a few small Note that this is absolutely the best approach if you have a few small
files to include and shouldn't worry about the issue further. However, if you files to include and shouldn't worry about the issue further. However, if you
have hundreds of megabytes and/or thousands of files, this is not so great, have hundreds of megabytes and/or thousands of files, this is not so great,
since the user will download it all every time they load your page, and it since the user will download it all every time they load your page, and it
all has to live in memory at runtime. all has to live in memory at runtime.
[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html) [Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html)
gives other options and details, and is worth a read. gives other options and details, and is worth a read.
## Debugging ## Debugging
Debugging web apps is a mixed bag. You should compile and link with Debugging web apps is a mixed bag. You should compile and link with
`-gsource-map`, which embeds a ton of source-level debugging information into `-gsource-map`, which embeds a ton of source-level debugging information into
the build, and make sure _the app source code is available on the web server_, the build, and make sure _the app source code is available on the web server_,
which is often a scary proposition for various reasons. which is often a scary proposition for various reasons.
When you debug from the browser's tools and hit a breakpoint, you can step When you debug from the browser's tools and hit a breakpoint, you can step
through the actual C/C++ source code, though, which can be nice. through the actual C/C++ source code, though, which can be nice.
If you try debugging in Firefox and it doesn't work well for no apparent If you try debugging in Firefox and it doesn't work well for no apparent
reason, try Chrome, and vice-versa. These tools are still relatively new, reason, try Chrome, and vice-versa. These tools are still relatively new,
and improving all the time. and improving all the time.
SDL_Log() (or even plain old printf) will write to the Javascript console, SDL_Log() (or even plain old printf) will write to the Javascript console,
and honestly I find printf-style debugging to be easier than setting up a build and honestly I find printf-style debugging to be easier than setting up a build
for proper debugging, so use whatever tools work best for you. for proper debugging, so use whatever tools work best for you.
## Questions? ## Questions?
Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues). Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues).
If something is wrong or unclear, we want to know! If something is wrong or unclear, we want to know!

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@@ -1,176 +1,176 @@
GDK GDK
===== =====
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK). This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets. Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets.
Requirements Requirements
------------ ------------
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested) * Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022)) * Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022))
* For Xbox, you will need the corresponding GDKX version (licensed developers only) * For Xbox, you will need the corresponding GDKX version (licensed developers only)
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work. * To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work.
Windows GDK Status Windows GDK Status
------ ------
The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL. The Windows GDK port supports the full set of Win32 APIs, renderers, controllers, input devices, etc., as the normal Windows x64 build of SDL.
* Additionally, the GDK port adds the following: * Additionally, the GDK port adds the following:
* Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.) * Compile-time platform detection for SDL programs. The `__GDK__` is `#define`d on every GDK platform, and the `__WINGDK__` is `#define`d on Windows GDK, specifically. (This distinction exists because other GDK platforms support a smaller subset of functionality. This allows you to mark code for "any" GDK separate from Windows GDK.)
* GDK-specific setup: * GDK-specific setup:
* Initializing/uninitializing the game runtime, and initializing Xbox Live services * Initializing/uninitializing the game runtime, and initializing Xbox Live services
* Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue. * Creating a global task queue and setting it as the default for the process. When running any async operations, passing in `NULL` as the task queue will make the task get added to the global task queue.
* An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. * An implementation on `WinMain` that performs the above GDK setup (you should link against SDL2main.lib, as in Windows x64). If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`). * Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak). * You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
* Single-player games have some additional features available: * Single-player games have some additional features available:
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer. * Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
* `SDL_GetPrefPath` still works, but only for single-player titles. * `SDL_GetPrefPath` still works, but only for single-player titles.
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values! These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
* What doesn't work: * What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file * Compilation with anything other than through the included Visual C++ solution file
## VisualC-GDK Solution ## VisualC-GDK Solution
The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration: The included `VisualC-GDK/SDL.sln` solution includes the following targets for the Gaming.Desktop.x64 configuration:
* SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64. * SDL2 (DLL) - This is the typical SDL2.dll, but for Gaming.Desktop.x64.
* SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs. * SDL2main (lib) - This contains a drop-in implementation of `WinMain` that is used as the entry point for GDK programs.
* tests/testgamecontroller - Standard SDL test program demonstrating controller functionality. * tests/testgamecontroller - Standard SDL test program demonstrating controller functionality.
* tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live. * tests/testgdk - GDK-specific test program that demonstrates using the global task queue to login a user into Xbox Live.
*NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this. *NOTE*: As of the June 2022 GDK, you cannot test user logins without a valid Title ID and MSAAppId. You will need to manually change the identifiers in the `MicrosoftGame.config` to your valid IDs from Partner Center if you wish to test this.
* tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality. * tests/testsprite2 - Standard SDL test program demonstrating sprite drawing functionality.
If you set one of the test programs as a startup project, you can run it directly from Visual Studio. If you set one of the test programs as a startup project, you can run it directly from Visual Studio.
Windows GDK Setup, Detailed Steps Windows GDK Setup, Detailed Steps
--------------------- ---------------------
These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below. These steps assume you already have a game using SDL that runs on Windows x64 along with a corresponding Visual Studio solution file for the x64 version. If you don't have this, it's easiest to use one of the test program vcxproj files in the `VisualC-GDK` directory as a starting point, though you will still need to do most of the steps below.
### 1. Add a Gaming.Desktop.x64 Configuration ### ### 1. Add a Gaming.Desktop.x64 Configuration ###
In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration. In your game's existing Visual Studio Solution, go to Build > Configuration Manager. From the "Active solution platform" drop-down select "New...". From the drop-down list, select Gaming.Desktop.x64 and copy the settings from the x64 configuration.
### 2. Build SDL2 and SDL2main for GDK ### ### 2. Build SDL2 and SDL2main for GDK ###
Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project. Open `VisualC-GDK/SDL.sln` in Visual Studio, you need to build the SDL2 and SDL2main targets for the Gaming.Desktop.x64 platform (Release is recommended). You will need to copy/keep track of the `SDL2.dll`, `XCurl.dll` (which is output by Gaming.Desktop.x64), `SDL2.lib`, and `SDL2main.lib` output files for your game project.
*Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built. *Alternatively*, you could setup your solution file to instead reference the SDL2/SDL2main project file targets from the SDL source, and add those projects as a dependency. This would mean that SDL2 and SDL2main would both be built when your game is built.
### 3. Configuring Project Settings ### ### 3. Configuring Project Settings ###
While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration: While the Gaming.Desktop.x64 configuration sets most of the required settings, there are some additional items to configure for your game project under the Gaming.Desktop.x64 Configuration:
* Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced * Under C/C++ > General > Additional Include Directories, make sure the `SDL/include` path is referenced
* Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are * Under Linker > General > Additional Library Directories, make sure to reference the path where the newly-built SDL2.lib and SDL2main.lib are
* Under Linker > Input > Additional Dependencies, you need the following: * Under Linker > Input > Additional Dependencies, you need the following:
* `SDL2.lib` * `SDL2.lib`
* `SDL2main.lib` (unless not using) * `SDL2main.lib` (unless not using)
* `xgameruntime.lib` * `xgameruntime.lib`
* `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib` * `../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib`
* Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK. * Note that in general, the GDK libraries depend on the MSVC C/C++ runtime, so there is no way to remove this dependency from a GDK program that links against GDK.
### 4. Setting up SDL_main ### ### 4. Setting up SDL_main ###
Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters. Rather than using your own implementation of `WinMain`, it's recommended that you instead `#include "SDL_main.h"` and declare a standard main function. If you are unable to do this, you can instead manually call `SDL_GDKRunApp` from your entry point, passing in your `SDL_main` function and `NULL` as the parameters.
### 5. Required DLLs ### ### 5. Required DLLs ###
The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory: The game will not launch in the debugger unless required DLLs are included in the directory that contains the game's .exe file. You need to make sure that the following files are copied into the directory:
* Your SDL2.dll * Your SDL2.dll
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll" * "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll"
* XCurl.dll * XCurl.dll
You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory. You can either copy these in a post-build step, or you can add the dlls into the project and set its Configuration Properties > General > Item type to "Copy file," which will also copy them into the output directory.
### 6. Setting up MicrosoftGame.config ### ### 6. Setting up MicrosoftGame.config ###
You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description. You can copy `VisualC-GDK/tests/testgdk/MicrosoftGame.config` and use that as a starting point in your project. Minimally, you will want to change the Executable Name attribute, the DefaultDisplayName, and the Description.
This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type. This file must be copied into the same directory as the game's .exe file. As with the DLLs, you can either use a post-build step or the "Copy file" item type.
For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center. For basic testing, you do not need to change anything else in `MicrosoftGame.config`. However, if you want to test any Xbox Live services (such as logging in users) _or_ publish a package, you will need to setup a Game app on Partner Center.
Then, you need to set the following values to the values from Partner Center: Then, you need to set the following values to the values from Partner Center:
* Identity tag - Name and Publisher attributes * Identity tag - Name and Publisher attributes
* TitleId * TitleId
* MSAAppId * MSAAppId
### 7. Adding Required Logos ### 7. Adding Required Logos
Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file. Several logo PNG files are required to be able to launch the game, even from the debugger. You can use the sample logos provided in `VisualC-GDK/logos`. As with the other files, they must be copied into the same directory as the game's .exe file.
### 8. Copying any Data Files ### ### 8. Copying any Data Files ###
When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step. When debugging GDK games, there is no way to specify a working directory. Therefore, any required game data must also be copied into the output directory, likely in a post-build step.
### 9. Build and Run from Visual Studio ### ### 9. Build and Run from Visual Studio ###
At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs. At this point, you should be able to build and run your game from the Visual Studio Debugger. If you get any linker errors, make sure you double-check that you referenced all the required libs.
If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this: If you are testing Xbox Live functionality, it's likely you will need to change to the Sandbox for your title. To do this:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu 1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. Switch the sandbox name with: 2. Switch the sandbox name with:
`XblPCSandbox SANDBOX.#` `XblPCSandbox SANDBOX.#`
3. (To switch back to the retail sandbox): 3. (To switch back to the retail sandbox):
`XblPCSandbox RETAIL` `XblPCSandbox RETAIL`
### 10. Packaging and Installing Locally ### 10. Packaging and Installing Locally
You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files. You can use one of the test program's `PackageLayout.xml` as a starting point. Minimally, you will need to change the exe to the correct name and also reference any required game data. As with the other data files, it's easiest if you have this copy to the output directory, although it's not a requirement as you can specify relative paths to files.
To create the package: To create the package:
1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu 1. Run "Desktop VS 2022 Gaming Command Prompt" from the Start Menu
2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory) 2. `cd` to the directory containing the `PackageLayout.xml` with the correct paths (if you use the local path as in the sample package layout, this would be from your .exe output directory)
3. `mkdir Package` to create an output directory 3. `mkdir Package` to create an output directory
4. To package the file into the `Package` directory, use: 4. To package the file into the `Package` directory, use:
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package` `makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
5. To install the package, use: 5. To install the package, use:
`wdapp install PACKAGENAME.msixvc` `wdapp install PACKAGENAME.msixvc`
6. Once the package is installed, you can run it from the start menu. 6. Once the package is installed, you can run it from the start menu.
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox. 7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
Xbox GDKX Setup Xbox GDKX Setup
--------------------- ---------------------
In general, the same process in the Windows GDK instructions work. There are just a few additional notes: In general, the same process in the Windows GDK instructions work. There are just a few additional notes:
* For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target * For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target
* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target * For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target
* The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define * The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define
* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox) * You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox)
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons) * The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons)
* To create a package, use: * To create a package, use:
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package` `makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
* To install the package, use: * To install the package, use:
`xbapp install [PACKAGE].xvc` `xbapp install [PACKAGE].xvc`
* For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again * For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again
* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets * While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets
Troubleshooting Troubleshooting
--------------- ---------------
#### Xbox Live Login does not work #### Xbox Live Login does not work
As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values. As of June 2022 GDK, you must have a valid Title Id and MSAAppId in order to test Xbox Live functionality such as user login. Make sure these are set correctly in the `MicrosoftGame.config`. This means that even testgdk will not let you login without setting these properties to valid values.
Furthermore, confirm that your PC is set to the correct sandbox. Furthermore, confirm that your PC is set to the correct sandbox.
#### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing #### "The current user has already installed an unpackaged version of this app. A packaged version cannot replace this." error when installing
Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it). Prior to June 2022 GDK, running from the Visual Studio debugger would still locally register the app (and it would appear on the start menu). To fix this, you have to uninstall it (it's simplest to right click on it from the start menu to uninstall it).

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Dollar Gestures Dollar Gestures
=========================================================================== ===========================================================================
SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures. SDL provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
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. 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.
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. 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.
Recording: Recording:
---------- ----------
To begin recording on a touch device call: To begin recording on a touch device call:
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. 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.
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event. Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
A SDL_DOLLARRECORD event is a dgesture with the following fields: A SDL_DOLLARRECORD event is a dgesture with the following fields:
* event.dgesture.touchId - the Id of the touch used to record the gesture. * event.dgesture.touchId - the Id of the touch used to record the gesture.
* event.dgesture.gestureId - the unique id of the recorded gesture. * event.dgesture.gestureId - the unique id of the recorded gesture.
Performing: Performing:
----------- -----------
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: 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:
* event.dgesture.touchId - the Id of the touch which performed the gesture. * event.dgesture.touchId - the Id of the touch which performed the gesture.
* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke. * event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match. * event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
* event.dgesture.numFingers - the number of fingers used to draw the stroke. * event.dgesture.numFingers - the number of fingers used to draw the stroke.
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). 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).
Saving: Saving:
------- -------
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. 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.
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. 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.
Both functions return the number of gestures successfully saved. Both functions return the number of gestures successfully saved.
Loading: Loading:
-------- --------
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. 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.
SDL_LoadDollarTemplates returns the number of templates successfully loaded. SDL_LoadDollarTemplates returns the number of templates successfully loaded.
=========================================================================== ===========================================================================
Multi Gestures Multi Gestures
=========================================================================== ===========================================================================
SDL provides simple support for pinch/rotate/swipe gestures. SDL provides simple support for pinch/rotate/swipe gestures.
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields: Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
* event.mgesture.touchId - the Id of the touch on which the gesture was performed. * event.mgesture.touchId - the Id of the touch on which the gesture was performed.
* event.mgesture.x - the normalized x coordinate of the gesture. (0..1) * event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
* event.mgesture.y - the normalized y coordinate of the gesture. (0..1) * event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
* event.mgesture.dTheta - the amount that the fingers rotated during this motion. * event.mgesture.dTheta - the amount that the fingers rotated during this motion.
* event.mgesture.dDist - the amount that the fingers pinched during this motion. * event.mgesture.dDist - the amount that the fingers pinched during this motion.
* event.mgesture.numFingers - the number of fingers used in the gesture. * event.mgesture.numFingers - the number of fingers used in the gesture.
=========================================================================== ===========================================================================
Notes Notes
=========================================================================== ===========================================================================
For a complete example see test/testgesture.c For a complete example see test/testgesture.c
Please direct questions/comments to: Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com jim.tla+sdl_touch@gmail.com

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git git
========= =========
The latest development version of SDL is available via git. The latest development version of SDL is available via git.
Git allows you to get up-to-the-minute fixes and enhancements; Git allows you to get up-to-the-minute fixes and enhancements;
as a developer works on a source tree, you can use "git" to mirror that as a developer works on a source tree, you can use "git" to mirror that
source tree instead of waiting for an official release. Please look source tree instead of waiting for an official release. Please look
at the Git website ( https://git-scm.com/ ) for more at the Git website ( https://git-scm.com/ ) for more
information on using git, where you can also download software for information on using git, where you can also download software for
macOS, Windows, and Unix systems. macOS, Windows, and Unix systems.
git clone https://github.com/libsdl-org/SDL git clone https://github.com/libsdl-org/SDL
If you are building SDL via configure, you will need to run autogen.sh If you are building SDL via configure, you will need to run autogen.sh
before running configure. before running configure.
There is a web interface to the Git repository at: There is a web interface to the Git repository at:
http://github.com/libsdl-org/SDL/ http://github.com/libsdl-org/SDL/

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We are no longer hosted in Mercurial. Please see README-git.md for details. We are no longer hosted in Mercurial. Please see README-git.md for details.
Thanks! Thanks!

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iOS iOS
====== ======
Building the Simple DirectMedia Layer for iOS 9.0+ Building the Simple DirectMedia Layer for iOS 9.0+
============================================================================== ==============================================================================
Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK. Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK.
Instructions: Instructions:
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode. 1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
2. Select your desired target, and hit build. 2. Select your desired target, and hit build.
Using the Simple DirectMedia Layer for iOS Using the Simple DirectMedia Layer for iOS
============================================================================== ==============================================================================
1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology. 1. Run Xcode and create a new project using the iOS Game template, selecting the Objective C language and Metal game technology.
2. In the main view, delete all files except for Assets and LaunchScreen 2. In the main view, delete all files except for Assets and LaunchScreen
3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj 3. Right click the project in the main view, select "Add Files...", and add the SDL project, Xcode/SDL/SDL.xcodeproj
4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name" 4. Select the project in the main view, go to the "Info" tab and under "Custom iOS Target Properties" remove the line "Main storyboard file base name"
5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left 5. Select the project in the main view, go to the "Build Settings" tab, select "All", and edit "Header Search Path" and drag over the SDL "Public Headers" folder from the left
6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS" 6. Select the project in the main view, go to the "Build Phases" tab, select "Link Binary With Libraries", and add SDL2.framework from "Framework-iOS"
7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library. 7. Select the project in the main view, go to the "General" tab, scroll down to "Frameworks, Libraries, and Embedded Content", and select "Embed & Sign" for the SDL library.
8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files 8. In the main view, expand SDL -> Library Source -> main -> uikit and drag SDL_uikit_main.c into your game files
9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function. 9. Add the source files that you would normally have for an SDL program, making sure to have #include "SDL.h" at the top of the file containing your main() function.
10. Add any assets that your application needs. 10. Add any assets that your application needs.
11. Enjoy! 11. Enjoy!
TODO: Add information regarding App Store requirements such as icons, etc. TODO: Add information regarding App Store requirements such as icons, etc.
Notes -- Retina / High-DPI and window sizes Notes -- Retina / High-DPI and window sizes
============================================================================== ==============================================================================
Window and display mode sizes in SDL are in "screen coordinates" (or "points", Window and display mode sizes in SDL are in "screen coordinates" (or "points",
in Apple's terminology) rather than in pixels. On iOS this means that a window in Apple's terminology) rather than in pixels. On iOS this means that a window
created on an iPhone 6 will have a size in screen coordinates of 375 x 667, created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
rather than a size in pixels of 750 x 1334. All iOS apps are expected to rather than a size in pixels of 750 x 1334. All iOS apps are expected to
size their content based on screen coordinates / points rather than pixels, size their content based on screen coordinates / points rather than pixels,
as this allows different iOS devices to have different pixel densities as this allows different iOS devices to have different pixel densities
(Retina versus non-Retina screens, etc.) without apps caring too much. (Retina versus non-Retina screens, etc.) without apps caring too much.
By default SDL will not use the full pixel density of the screen on By default SDL will not use the full pixel density of the screen on
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
creating your window to enable high-dpi support. creating your window to enable high-dpi support.
When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
will still be in "screen coordinates" rather than pixels, but the window will will still be in "screen coordinates" rather than pixels, but the window will
have a much greater pixel density when the device supports it, and the have a much greater pixel density when the device supports it, and the
SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
whether raw OpenGL or the SDL_Render API is used) can be queried to determine whether raw OpenGL or the SDL_Render API is used) can be queried to determine
the size in pixels of the drawable screen framebuffer. the size in pixels of the drawable screen framebuffer.
Some OpenGL ES functions such as glViewport expect sizes in pixels rather than Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
orthographic projection matrix using the size in screen coordinates orthographic projection matrix using the size in screen coordinates
(SDL_GetWindowSize()) can be used in order to display content at the same scale (SDL_GetWindowSize()) can be used in order to display content at the same scale
no matter whether a Retina device is used or not. no matter whether a Retina device is used or not.
Notes -- Application events Notes -- Application events
============================================================================== ==============================================================================
On iOS the application goes through a fixed life cycle and you will get On iOS the application goes through a fixed life cycle and you will get
notifications of state changes via application events. When these events notifications of state changes via application events. When these events
are delivered you must handle them in an event callback because the OS may are delivered you must handle them in an event callback because the OS may
not give you any processing time after the events are delivered. not give you any processing time after the events are delivered.
e.g. e.g.
int HandleAppEvents(void *userdata, SDL_Event *event) int HandleAppEvents(void *userdata, SDL_Event *event)
{ {
switch (event->type) switch (event->type)
{ {
case SDL_APP_TERMINATING: case SDL_APP_TERMINATING:
/* Terminate the app. /* Terminate the app.
Shut everything down before returning from this function. Shut everything down before returning from this function.
*/ */
return 0; return 0;
case SDL_APP_LOWMEMORY: case SDL_APP_LOWMEMORY:
/* You will get this when your app is paused and iOS wants more memory. /* You will get this when your app is paused and iOS wants more memory.
Release as much memory as possible. Release as much memory as possible.
*/ */
return 0; return 0;
case SDL_APP_WILLENTERBACKGROUND: case SDL_APP_WILLENTERBACKGROUND:
/* Prepare your app to go into the background. Stop loops, etc. /* Prepare your app to go into the background. Stop loops, etc.
This gets called when the user hits the home button, or gets a call. This gets called when the user hits the home button, or gets a call.
*/ */
return 0; return 0;
case SDL_APP_DIDENTERBACKGROUND: case SDL_APP_DIDENTERBACKGROUND:
/* This will get called if the user accepted whatever sent your app to the background. /* This will get called if the user accepted whatever sent your app to the background.
If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops. If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
When you get this, you have 5 seconds to save all your state or the app will be terminated. When you get this, you have 5 seconds to save all your state or the app will be terminated.
Your app is NOT active at this point. Your app is NOT active at this point.
*/ */
return 0; return 0;
case SDL_APP_WILLENTERFOREGROUND: case SDL_APP_WILLENTERFOREGROUND:
/* This call happens when your app is coming back to the foreground. /* This call happens when your app is coming back to the foreground.
Restore all your state here. Restore all your state here.
*/ */
return 0; return 0;
case SDL_APP_DIDENTERFOREGROUND: case SDL_APP_DIDENTERFOREGROUND:
/* Restart your loops here. /* Restart your loops here.
Your app is interactive and getting CPU again. Your app is interactive and getting CPU again.
*/ */
return 0; return 0;
default: default:
/* No special processing, add it to the event queue */ /* No special processing, add it to the event queue */
return 1; return 1;
} }
} }
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
SDL_SetEventFilter(HandleAppEvents, NULL); SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop ... run your main loop
return 0; return 0;
} }
Notes -- Accelerometer as Joystick Notes -- Accelerometer as Joystick
============================================================================== ==============================================================================
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. 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.
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. The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
Notes -- OpenGL ES Notes -- OpenGL ES
============================================================================== ==============================================================================
Your SDL application for iOS uses OpenGL ES for video by default. Your SDL application for iOS uses OpenGL ES for video by default.
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(). 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().
If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
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. 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.
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: 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:
- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called. - The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called. - The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
- 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. - 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.
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h). The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
Notes -- Keyboard Notes -- Keyboard
============================================================================== ==============================================================================
The SDL keyboard API has been extended to support on-screen keyboards: The SDL keyboard API has been extended to support on-screen keyboards:
void SDL_StartTextInput() void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard. -- enables text events and reveals the onscreen keyboard.
void SDL_StopTextInput() void SDL_StopTextInput()
-- disables text events and hides the onscreen keyboard. -- disables text events and hides the onscreen keyboard.
SDL_bool SDL_IsTextInputActive() SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible) -- returns whether or not text events are enabled (and the onscreen keyboard is visible)
Notes -- Mouse Notes -- Mouse
============================================================================== ==============================================================================
iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
Notes -- Reading and Writing files Notes -- Reading and Writing files
============================================================================== ==============================================================================
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. 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.
Once your application is installed its directory tree looks like: Once your application is installed its directory tree looks like:
MySDLApp Home/ MySDLApp Home/
MySDLApp.app MySDLApp.app
Documents/ Documents/
Library/ Library/
Preferences/ Preferences/
tmp/ tmp/
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". 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".
More information on this subject is available here: More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
Notes -- xcFramework Notes -- xcFramework
============================================================================== ==============================================================================
The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform. The SDL.xcodeproj file now includes a target to build SDL2.xcframework. An xcframework is a new (Xcode 11) uber-framework which can handle any combination of processor type and target OS platform.
In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package. In the past, iOS devices were always an ARM variant processor, and the simulator was always i386 or x86_64, and thus libraries could be combined into a single framework for both simulator and device. With the introduction of the Apple Silicon ARM-based machines, regular frameworks would collide as CPU type was no longer sufficient to differentiate the platform. So Apple created the new xcframework library package.
The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL2.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac. The xcframework target builds into a Products directory alongside the SDL.xcodeproj file, as SDL2.xcframework. This can be brought in to any iOS project and will function properly for both simulator and device, no matter their CPUs. Note that Intel Macs cannot cross-compile for Apple Silicon Macs. If you need AS compatibility, perform this build on an Apple Silicon Mac.
This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes. This target requires Xcode 11 or later. The target will simply fail to build if attempted on older Xcodes.
In addition, on Apple platforms, main() cannot be in a dynamically loaded library. This means that iOS apps which used the statically-linked libSDL2.lib and now link with the xcframwork will need to define their own main() to call SDL_UIKitRunApp(), like this: In addition, on Apple platforms, main() cannot be in a dynamically loaded library. This means that iOS apps which used the statically-linked libSDL2.lib and now link with the xcframwork will need to define their own main() to call SDL_UIKitRunApp(), like this:
#ifndef SDL_MAIN_HANDLED #ifndef SDL_MAIN_HANDLED
#ifdef main #ifdef main
#undef main #undef main
#endif #endif
int int
main(int argc, char *argv[]) main(int argc, char *argv[])
{ {
return SDL_UIKitRunApp(argc, argv, SDL_main); return SDL_UIKitRunApp(argc, argv, SDL_main);
} }
#endif /* !SDL_MAIN_HANDLED */ #endif /* !SDL_MAIN_HANDLED */
Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected: Using an xcFramework is similar to using a regular framework. However, issues have been seen with the build system not seeing the headers in the xcFramework. To remedy this, add the path to the xcFramework in your app's target ==> Build Settings ==> Framework Search Paths and mark it recursive (this is critical). Also critical is to remove "*.framework" from Build Settings ==> Sub-Directories to Exclude in Recursive Searches. Clean the build folder, and on your next build the build system should be able to see any of these in your code, as expected:
#include "SDL_main.h" #include "SDL_main.h"
#include <SDL.h> #include <SDL.h>
#include <SDL_main.h> #include <SDL_main.h>
Notes -- iPhone SDL limitations Notes -- iPhone SDL limitations
============================================================================== ==============================================================================
Windows: Windows:
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). 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).
Textures: Textures:
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats. The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
Loading Shared Objects: Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h. This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
Notes -- CoreBluetooth.framework Notes -- CoreBluetooth.framework
============================================================================== ==============================================================================
SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
more game controller devices, but it requires permission from the user before more game controller devices, but it requires permission from the user before
your app will be able to talk to the Bluetooth hardware. "Made For iOS" your app will be able to talk to the Bluetooth hardware. "Made For iOS"
branded controllers do not need this as we don't have to speak to them branded controllers do not need this as we don't have to speak to them
directly with raw bluetooth, so many apps can live without this. directly with raw bluetooth, so many apps can live without this.
You'll need to link with CoreBluetooth.framework and add something like this You'll need to link with CoreBluetooth.framework and add something like this
to your Info.plist: to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key> <key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string> <string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
Game Center Game Center
============================================================================== ==============================================================================
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: 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:
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam); int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
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. 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.
e.g. e.g.
extern "C" extern "C"
void ShowFrame(void*) void ShowFrame(void*)
{ {
... do event handling, frame logic and rendering ... ... do event handling, frame logic and rendering ...
} }
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
... initialize game ... ... initialize game ...
#ifdef __IPHONEOS__ #ifdef __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking // Initialize the Game Center for scoring and matchmaking
InitGameCenter(); InitGameCenter();
// Set up the game to run in the window animation callback on iOS // Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly. // so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL); SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else #else
while ( running ) { while ( running ) {
ShowFrame(0); ShowFrame(0);
DelayFrame(); DelayFrame();
} }
#endif #endif
return 0; return 0;
} }
Deploying to older versions of iOS Deploying to older versions of iOS
============================================================================== ==============================================================================
SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0 SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 8.0
In order to do that you need to download an older version of Xcode: In order to do that you need to download an older version of Xcode:
https://developer.apple.com/download/more/?name=Xcode https://developer.apple.com/download/more/?name=Xcode
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 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
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 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
Open your project and set your deployment target to the desired version of iOS Open your project and set your deployment target to the desired version of iOS
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 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

View File

@@ -1,27 +1,27 @@
KMSDRM on *BSD KMSDRM on *BSD
================================================== ==================================================
KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen. KMSDRM is supported on FreeBSD and OpenBSD. DragonFlyBSD works but requires being a root user. NetBSD isn't supported yet because the application will crash when creating the KMSDRM screen.
WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance. WSCONS support has been brought back, but only as an input backend. It will not be brought back as a video backend to ease maintenance.
OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices. OpenBSD note: Note that the video backend assumes that the user has read/write permissions to the /dev/drm* devices.
SDL2 WSCONS input backend features SDL2 WSCONS input backend features
=================================================== ===================================================
1. It is keymap-aware; it will work properly with different keymaps. 1. It is keymap-aware; it will work properly with different keymaps.
2. It has mouse support. 2. It has mouse support.
3. Accent input is supported. 3. Accent input is supported.
4. Compose keys are supported. 4. Compose keys are supported.
5. AltGr and Meta Shift keys work as intended. 5. AltGr and Meta Shift keys work as intended.
Partially working or no input on OpenBSD/NetBSD. Partially working or no input on OpenBSD/NetBSD.
================================================== ==================================================
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work. The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
Partially working or no input on FreeBSD. Partially working or no input on FreeBSD.
================================================== ==================================================
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices. The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.

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@@ -1,96 +1,96 @@
Linux Linux
================================================================================ ================================================================================
By default SDL will only link against glibc, the rest of the features will be By default SDL will only link against glibc, the rest of the features will be
enabled dynamically at runtime depending on the available features on the target enabled dynamically at runtime depending on the available features on the target
system. So, for example if you built SDL with XRandR support and the target system. So, for example if you built SDL with XRandR support and the target
system does not have the XRandR libraries installed, it will be disabled system does not have the XRandR libraries installed, it will be disabled
at runtime, and you won't get a missing library error, at least with the at runtime, and you won't get a missing library error, at least with the
default configuration parameters. default configuration parameters.
Build Dependencies Build Dependencies
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
Ubuntu 18.04, all available features enabled: Ubuntu 18.04, all available features enabled:
sudo apt-get install build-essential git make autoconf automake libtool \ sudo apt-get install build-essential git make autoconf automake libtool \
pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \ pkg-config cmake ninja-build gnome-desktop-testing libasound2-dev libpulse-dev \
libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \ libaudio-dev libjack-dev libsndio-dev libsamplerate0-dev libx11-dev libxext-dev \
libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \ libxrandr-dev libxcursor-dev libxfixes-dev libxi-dev libxss-dev libwayland-dev \
libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \ libxkbcommon-dev libdrm-dev libgbm-dev libgl1-mesa-dev libgles2-mesa-dev \
libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev libegl1-mesa-dev libdbus-1-dev libibus-1.0-dev libudev-dev fcitx-libs-dev
Ubuntu 22.04+ can also add `libpipewire-0.3-dev libdecor-0-dev` to that command line. Ubuntu 22.04+ can also add `libpipewire-0.3-dev libdecor-0-dev` to that command line.
Fedora 35, all available features enabled: Fedora 35, all available features enabled:
sudo yum install gcc git-core make cmake autoconf automake libtool \ sudo yum install gcc git-core make cmake autoconf automake libtool \
alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \ alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \ libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \ libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \ systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \ mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \ libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
libsamplerate-devel pipewire-jack-audio-connection-kit-devel \ libsamplerate-devel pipewire-jack-audio-connection-kit-devel \
NOTES: NOTES:
- This includes all the audio targets except arts and esd, because Ubuntu - This includes all the audio targets except arts and esd, because Ubuntu
(and/or Debian) pulled their packages, but in theory SDL still supports them. (and/or Debian) pulled their packages, but in theory SDL still supports them.
The sndio audio target is also unavailable on Fedora. The sndio audio target is also unavailable on Fedora.
- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime - libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
for higher-quality audio resampling. SDL will work without it if the library for higher-quality audio resampling. SDL will work without it if the library
is missing, so it's safe to build in support even if the end user doesn't is missing, so it's safe to build in support even if the end user doesn't
have this library installed. have this library installed.
- DirectFB isn't included because the configure script (currently) fails to find - DirectFB isn't included because the configure script (currently) fails to find
it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the
configure script to include DirectFB support. Send patches. :) configure script to include DirectFB support. Send patches. :)
Joystick does not work Joystick does not work
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
If you compiled or are using a version of SDL with udev support (and you should!) If you compiled or are using a version of SDL with udev support (and you should!)
there's a few issues that may cause SDL to fail to detect your joystick. To there's a few issues that may cause SDL to fail to detect your joystick. To
debug this, start by installing the evtest utility. On Ubuntu/Debian: debug this, start by installing the evtest utility. On Ubuntu/Debian:
sudo apt-get install evtest sudo apt-get install evtest
Then run: Then run:
sudo evtest sudo evtest
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX" You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
Now run: Now run:
cat /dev/input/event/XX cat /dev/input/event/XX
If you get a permission error, you need to set a udev rule to change the mode of If you get a permission error, you need to set a udev rule to change the mode of
your device (see below) your device (see below)
Also, try: Also, try:
sudo udevadm info --query=all --name=input/eventXX sudo udevadm info --query=all --name=input/eventXX
If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it, If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
you need to set up an udev rule to force this variable. you need to set up an udev rule to force this variable.
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
like: like:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
You can set up similar rules for your device by changing the values listed in You can set up similar rules for your device by changing the values listed in
idProduct and idVendor. To obtain these values, try: idProduct and idVendor. To obtain these values, try:
sudo udevadm info -a --name=input/eventXX | grep idVendor sudo udevadm info -a --name=input/eventXX | grep idVendor
sudo udevadm info -a --name=input/eventXX | grep idProduct sudo udevadm info -a --name=input/eventXX | grep idProduct
If multiple values come up for each of these, the one you want is the first one of each. If multiple values come up for each of these, the one you want is the first one of each.
On other systems which ship with an older udev (such as CentOS), you may need On other systems which ship with an older udev (such as CentOS), you may need
to set up a rule such as: to set up a rule such as:
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1" SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"

View File

@@ -1,285 +1,285 @@
# Mac OS X (aka macOS). # Mac OS X (aka macOS).
These instructions are for people using Apple's Mac OS X (pronounced These instructions are for people using Apple's Mac OS X (pronounced
"ten"), which in newer versions is just referred to as "macOS". "ten"), which in newer versions is just referred to as "macOS".
From the developer's point of view, macOS is a sort of hybrid Mac and From the developer's point of view, macOS is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode. command line tools or Apple's IDE Xcode.
# Command Line Build # Command Line Build
To build SDL using the command line, use the standard configure and make To build SDL using the command line, use the standard configure and make
process: process:
```bash ```bash
mkdir build mkdir build
cd build cd build
../configure ../configure
make make
sudo make install sudo make install
``` ```
CMake is also known to work, although it continues to be a work in progress: CMake is also known to work, although it continues to be a work in progress:
```bash ```bash
mkdir build mkdir build
cd build cd build
cmake -DCMAKE_BUILD_TYPE=Release .. cmake -DCMAKE_BUILD_TYPE=Release ..
make make
sudo make install sudo make install
``` ```
You can also build SDL as a Universal library (a single binary for both You can also build SDL as a Universal library (a single binary for both
64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh 64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
script. script.
```bash ```bash
mkdir build mkdir build
cd build cd build
CC=$PWD/../build-scripts/clang-fat.sh ../configure CC=$PWD/../build-scripts/clang-fat.sh ../configure
make make
sudo make install sudo make install
``` ```
This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0 This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0
ABI compatibility on ARM64 architectures. For best compatibility you ABI compatibility on ARM64 architectures. For best compatibility you
should compile your application the same way. should compile your application the same way.
Please note that building SDL requires at least Xcode 6 and the 10.9 SDK. Please note that building SDL requires at least Xcode 6 and the 10.9 SDK.
PowerPC support for macOS has been officially dropped as of SDL 2.0.2. PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
32-bit Intel and macOS 10.8 runtime support has been officially dropped as 32-bit Intel and macOS 10.8 runtime support has been officially dropped as
of SDL 2.24.0. of SDL 2.24.0.
To use the library once it's built, you essential have two possibilities: To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode. use the traditional autoconf/automake/make method, or use Xcode.
# Caveats for using SDL with Mac OS X # Caveats for using SDL with Mac OS X
If you register your own NSApplicationDelegate (using [NSApp setDelegate:]), If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
SDL will not register its own. This means that SDL will not terminate using SDL will not register its own. This means that SDL will not terminate using
SDL_Quit if it receives a termination request, it will terminate like a SDL_Quit if it receives a termination request, it will terminate like a
normal app, and it will not send a SDL_DROPFILE when you request to open a normal app, and it will not send a SDL_DROPFILE when you request to open a
file with the app. To solve these issues, put the following code in your file with the app. To solve these issues, put the following code in your
NSApplicationDelegate implementation: NSApplicationDelegate implementation:
```objc ```objc
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{ {
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) { if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
SDL_Event event; SDL_Event event;
event.type = SDL_QUIT; event.type = SDL_QUIT;
SDL_PushEvent(&event); SDL_PushEvent(&event);
} }
return NSTerminateCancel; return NSTerminateCancel;
} }
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{ {
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) { if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
SDL_Event event; SDL_Event event;
event.type = SDL_DROPFILE; event.type = SDL_DROPFILE;
event.drop.file = SDL_strdup([filename UTF8String]); event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0); return (SDL_PushEvent(&event) > 0);
} }
return NO; return NO;
} }
``` ```
# Using the Simple DirectMedia Layer with a traditional Makefile # Using the Simple DirectMedia Layer with a traditional Makefile
An existing autoconf/automake build system for your SDL app has good chances An existing autoconf/automake build system for your SDL app has good chances
to work almost unchanged on macOS. However, to produce a "real" Mac binary to work almost unchanged on macOS. However, to produce a "real" Mac binary
that you can distribute to users, you need to put the generated binary into a that you can distribute to users, you need to put the generated binary into a
so called "bundle", which is basically a fancy folder with a name like so called "bundle", which is basically a fancy folder with a name like
"MyCoolGame.app". "MyCoolGame.app".
To get this build automatically, add something like the following rule to To get this build automatically, add something like the following rule to
your Makefile.am: your Makefile.am:
```make ```make
bundle_contents = APP_NAME.app/Contents bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
``` ```
You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
what will be visible to the user in the Finder. Usually it will be the same what will be visible to the user in the Finder. Usually it will be the same
as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME` as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
usually is "TestGame". You might also want to use `@PACKAGE@` to use the usually is "TestGame". You might also want to use `@PACKAGE@` to use the
package name as specified in your configure.ac file. package name as specified in your configure.ac file.
If your project builds more than one application, you will have to do a bit If your project builds more than one application, you will have to do a bit
more. For each of your target applications, you need a separate rule. more. For each of your target applications, you need a separate rule.
If you want the created bundles to be installed, you may want to add this If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am: rule to your Makefile.am:
```make ```make
install-exec-hook: APP_NAME_bundle install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/ mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/ cp -r $< /$(DESTDIR)$(prefix)Applications/
``` ```
This rule takes the Bundle created by the rule from step 3 and installs them This rule takes the Bundle created by the rule from step 3 and installs them
into "$(DESTDIR)$(prefix)/Applications/". into "$(DESTDIR)$(prefix)/Applications/".
Again, if you want to install multiple applications, you will have to augment Again, if you want to install multiple applications, you will have to augment
the make rule accordingly. the make rule accordingly.
But beware! That is only part of the story! With the above, you end up with But beware! That is only part of the story! With the above, you end up with
a barebones .app bundle, which is double-clickable from the Finder. But a barebones .app bundle, which is double-clickable from the Finder. But
there are some more things you should do before shipping your product... there are some more things you should do before shipping your product...
1. The bundle right now probably is dynamically linked against SDL. That 1. The bundle right now probably is dynamically linked against SDL. That
means that when you copy it to another computer, *it will not run*, means that when you copy it to another computer, *it will not run*,
unless you also install SDL on that other computer. A good solution unless you also install SDL on that other computer. A good solution
for this dilemma is to static link against SDL. On OS X, you can for this dilemma is to static link against SDL. On OS X, you can
achieve that by linking against the libraries listed by achieve that by linking against the libraries listed by
```bash ```bash
sdl-config --static-libs sdl-config --static-libs
``` ```
instead of those listed by instead of those listed by
```bash ```bash
sdl-config --libs sdl-config --libs
``` ```
Depending on how exactly SDL is integrated into your build systems, the Depending on how exactly SDL is integrated into your build systems, the
way to achieve that varies, so I won't describe it here in detail way to achieve that varies, so I won't describe it here in detail
2. Add an 'Info.plist' to your application. That is a special XML file which 2. Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file, information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window. when you click on the .app, or if you look at the "Get Info" window.
More information about Info.plist files can be found on Apple's homepage. More information about Info.plist files can be found on Apple's homepage.
As a final remark, let me add that I use some of the techniques (and some As a final remark, let me add that I use some of the techniques (and some
variations of them) in [Exult](https://github.com/exult/exult) and variations of them) in [Exult](https://github.com/exult/exult) and
[ScummVM](https://github.com/scummvm/scummvm); both are available in source on [ScummVM](https://github.com/scummvm/scummvm); both are available in source on
the net, so feel free to take a peek at them for inspiration! the net, so feel free to take a peek at them for inspiration!
# Using the Simple DirectMedia Layer with Xcode # Using the Simple DirectMedia Layer with Xcode
These instructions are for using Apple's Xcode IDE to build SDL applications. These instructions are for using Apple's Xcode IDE to build SDL applications.
## First steps ## First steps
The first thing to do is to unpack the Xcode.tar.gz archive in the The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides). top level SDL directory (where the Xcode.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory, Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line: you should unpack the archive manually from the command line:
```bash ```bash
cd [path_to_SDL_source] cd [path_to_SDL_source]
tar zxf Xcode.tar.gz tar zxf Xcode.tar.gz
``` ```
This will create a new folder called Xcode, which you can browse This will create a new folder called Xcode, which you can browse
normally from the Finder. normally from the Finder.
## Building the Framework ## Building the Framework
The SDL Library is packaged as a framework bundle, an organized The SDL Library is packaged as a framework bundle, an organized
relocatable folder hierarchy of executable code, interface headers, relocatable folder hierarchy of executable code, interface headers,
and additional resources. For practical purposes, you can think of a and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library. file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it. To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect /Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the it to be located there. However, it will function the same in any of the
following locations: following locations:
* ~/Library/Frameworks * ~/Library/Frameworks
* /Local/Library/Frameworks * /Local/Library/Frameworks
* /System/Library/Frameworks * /System/Library/Frameworks
## Build Options ## Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL. There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library. "Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself. "Development" should be used to debug SDL apps or the library itself.
## Building the Testers ## Building the Testers
Open the SDLTest project and build away! Open the SDLTest project and build away!
## Using the Project Stationary ## Using the Project Stationary
Copy the stationary to the indicated folders to access it from Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier? the "New Project" and "Add target" menus. What could be easier?
## Setting up a new project by hand ## Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips: Some of you won't want to use the Stationary so I'll give some tips:
(this is accurate as of Xcode 12.5.) (this is accurate as of Xcode 12.5.)
* Click "File" -> "New" -> "Project... * Click "File" -> "New" -> "Project...
* Choose "macOS" and then "App" from the "Application" section. * Choose "macOS" and then "App" from the "Application" section.
* Fill out the options in the next window. User interface is "XIB" and * Fill out the options in the next window. User interface is "XIB" and
Language is "Objective-C". Language is "Objective-C".
* Remove "main.m" from your project * Remove "main.m" from your project
* Remove "MainMenu.xib" from your project * Remove "MainMenu.xib" from your project
* Remove "AppDelegates.*" from your project * Remove "AppDelegates.*" from your project
* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path * Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "\$(HOME)/Library/Frameworks" to the frameworks search path * Add "\$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Add your files * Add your files
* Clean and build * Clean and build
## Building from command line ## Building from command line
Use `xcode-build` in the same directory as your .pbxproj file Use `xcode-build` in the same directory as your .pbxproj file
## Running your app ## Running your app
You can send command line args to your app by either invoking it from You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the the command line (in *.app/Contents/MacOS) or by entering them in the
Executables" panel of the target settings. Executables" panel of the target settings.
# Implementation Notes # Implementation Notes
Some things that may be of interest about how it all works... Some things that may be of interest about how it all works...
## Working directory ## Working directory
In SDL 1.2, the working directory of your SDL app is by default set to its In SDL 1.2, the working directory of your SDL app is by default set to its
parent, but this is no longer the case in SDL 2.0 and later. SDL2 does not parent, but this is no longer the case in SDL 2.0 and later. SDL2 does not
change the working directory, which means it'll be whatever the command line change the working directory, which means it'll be whatever the command line
prompt that launched the program was using, or if launched by double-clicking prompt that launched the program was using, or if launched by double-clicking
in the Finder, it will be "/", the _root of the filesystem_. Plan accordingly! in the Finder, it will be "/", the _root of the filesystem_. Plan accordingly!
You can use SDL_GetBasePath() to find where the program is running from and You can use SDL_GetBasePath() to find where the program is running from and
chdir() there directly. chdir() there directly.
## You have a Cocoa App! ## You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called, starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method. which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself. to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this. Functionality may be added in the future to help this.
# Bug reports # Bug reports
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/). Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
Please feel free to report bugs there! Please feel free to report bugs there!

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# Nintendo 3DS # Nintendo 3DS
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by: SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
- [Pierre Wendling](https://github.com/FtZPetruska) - [Pierre Wendling](https://github.com/FtZPetruska)
Credits to: Credits to:
- The awesome people who ported SDL to other homebrew platforms. - The awesome people who ported SDL to other homebrew platforms.
- The Devkitpro team for making all the tools necessary to achieve this. - The Devkitpro team for making all the tools necessary to achieve this.
## Building ## Building
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run: To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
```bash ```bash
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
cmake --build build cmake --build build
cmake --install build cmake --install build
``` ```
## Notes ## Notes
- Currently only software rendering is supported. - Currently only software rendering is supported.
- SDL2main should be used to ensure ROMFS is enabled. - SDL2main should be used to ensure ROMFS is enabled.
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function. - By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory. - `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information. - The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.

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Native Client Native Client
================================================================================ ================================================================================
Requirements: Requirements:
* Native Client SDK (https://developer.chrome.com/native-client), * Native Client SDK (https://developer.chrome.com/native-client),
(tested with Pepper version 33 or higher). (tested with Pepper version 33 or higher).
The SDL backend for Chrome's Native Client has been tested only with the PNaCl The SDL backend for Chrome's Native Client has been tested only with the PNaCl
toolchain, which generates binaries designed to run on ARM and x86_32/64 toolchain, which generates binaries designed to run on ARM and x86_32/64
platforms. This does not mean it won't work with the other toolchains! platforms. This does not mean it won't work with the other toolchains!
================================================================================ ================================================================================
Building SDL for NaCl Building SDL for NaCl
================================================================================ ================================================================================
Set up the right environment variables (see naclbuild.sh), then configure SDL with: Set up the right environment variables (see naclbuild.sh), then configure SDL with:
configure --host=pnacl --prefix some/install/destination configure --host=pnacl --prefix some/install/destination
Then "make". Then "make".
As an example of how to create a deployable app a Makefile project is provided As an example of how to create a deployable app a Makefile project is provided
in test/nacl/Makefile, which includes some monkey patching of the common.mk file in test/nacl/Makefile, which includes some monkey patching of the common.mk file
provided by NaCl, without which linking properly to SDL won't work (the search provided by NaCl, without which linking properly to SDL won't work (the search
path can't be modified externally, so the linker won't find SDL's binaries unless path can't be modified externally, so the linker won't find SDL's binaries unless
you dump them into the SDK path, which is inconvenient). you dump them into the SDK path, which is inconvenient).
Also provided in test/nacl is the required support file, such as index.html, Also provided in test/nacl is the required support file, such as index.html,
manifest.json, etc. manifest.json, etc.
SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure. SDL apps for NaCl run on a worker thread using the ppapi_simple infrastructure.
This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem), This allows for blocking calls on all the relevant systems (OpenGL ES, filesystem),
hiding the asynchronous nature of the browser behind the scenes...which is not the hiding the asynchronous nature of the browser behind the scenes...which is not the
same as making it disappear! same as making it disappear!
================================================================================ ================================================================================
Running tests Running tests
================================================================================ ================================================================================
Due to the nature of NaCl programs, building and running SDL tests is not as Due to the nature of NaCl programs, building and running SDL tests is not as
straightforward as one would hope. The script naclbuild.sh in build-scripts straightforward as one would hope. The script naclbuild.sh in build-scripts
automates the process and should serve as a guide for users of SDL trying to build automates the process and should serve as a guide for users of SDL trying to build
their own applications. their own applications.
Basic usage: Basic usage:
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35) ./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
This will build testgles2.c by default. This will build testgles2.c by default.
If you want to build a different test, for example testrendercopyex.c: If you want to build a different test, for example testrendercopyex.c:
SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35 SOURCES=~/sdl/SDL/test/testrendercopyex.c ./naclbuild.sh ~/naclsdk/pepper_35
Once the build finishes, you have to serve the contents with a web server (the Once the build finishes, you have to serve the contents with a web server (the
script will give you instructions on how to do that with Python). script will give you instructions on how to do that with Python).
================================================================================ ================================================================================
RWops and nacl_io RWops and nacl_io
================================================================================ ================================================================================
SDL_RWops work transparently with nacl_io. Two functions control the mount points: SDL_RWops work transparently with nacl_io. Two functions control the mount points:
int mount(const char* source, const char* target, int mount(const char* source, const char* target,
const char* filesystemtype, const char* filesystemtype,
unsigned long mountflags, const void *data); unsigned long mountflags, const void *data);
int umount(const char *target); int umount(const char *target);
For convenience, SDL will by default mount an httpfs tree at / before calling For convenience, SDL will by default mount an httpfs tree at / before calling
the app's main function. Such setting can be overridden by calling: the app's main function. Such setting can be overridden by calling:
umount("/"); umount("/");
And then mounting a different filesystem at / And then mounting a different filesystem at /
It's important to consider that the asynchronous nature of file operations on a It's important to consider that the asynchronous nature of file operations on a
browser is hidden from the application, effectively providing the developer with browser is hidden from the application, effectively providing the developer with
a set of blocking file operations just like you get in a regular desktop a set of blocking file operations just like you get in a regular desktop
environment, which eases the job of porting to Native Client, but also introduces environment, which eases the job of porting to Native Client, but also introduces
a set of challenges of its own, in particular when big file sizes and slow a set of challenges of its own, in particular when big file sizes and slow
connections are involved. connections are involved.
For more information on how nacl_io and mount points work, see: For more information on how nacl_io and mount points work, see:
https://developer.chrome.com/native-client/devguide/coding/nacl_io https://developer.chrome.com/native-client/devguide/coding/nacl_io
https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h https://src.chromium.org/chrome/trunk/src/native_client_sdk/src/libraries/nacl_io/nacl_io.h
To be able to save into the directory "/save/" (like backup of game) : To be able to save into the directory "/save/" (like backup of game) :
mount("", "/save", "html5fs", 0, "type=PERSISTENT"); mount("", "/save", "html5fs", 0, "type=PERSISTENT");
And add to manifest.json : And add to manifest.json :
"permissions": [ "permissions": [
"unlimitedStorage" "unlimitedStorage"
] ]
================================================================================ ================================================================================
TODO - Known Issues TODO - Known Issues
================================================================================ ================================================================================
* Testing of all systems with a real application (something other than SDL's tests) * Testing of all systems with a real application (something other than SDL's tests)
* Key events don't seem to work properly * Key events don't seem to work properly

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Nokia N-Gage Nokia N-Gage
============ ============
SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage SDL2 port for Symbian S60v1 and v2 with a main focus on the Nokia N-Gage
(Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev). (Classic and QD) by [Michael Fitzmayer](https://github.com/mupfdev).
Compiling Compiling
--------- ---------
SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project. SDL is part of the [N-Gage SDK.](https://github.com/ngagesdk) project.
The library is included in the The library is included in the
[toolchain](https://github.com/ngagesdk/ngage-toolchain) as a [toolchain](https://github.com/ngagesdk/ngage-toolchain) as a
sub-module. sub-module.
A complete example project based on SDL2 can be found in the GitHub A complete example project based on SDL2 can be found in the GitHub
account of the SDK: [Wordle](https://github.com/ngagesdk/wordle). account of the SDK: [Wordle](https://github.com/ngagesdk/wordle).
Current level of implementation Current level of implementation
------------------------------- -------------------------------
The video driver currently provides full screen video support with The video driver currently provides full screen video support with
keyboard input. keyboard input.
At the moment only the software renderer works. At the moment only the software renderer works.
Audio is not yet implemented. Audio is not yet implemented.
Acknowledgements Acknowledgements
---------------- ----------------
Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the Thanks to Hannu Viitala, Kimmo Kinnunen and Markus Mertama for the
valuable insight into Symbian programming. Without the SDL 1.2 port valuable insight into Symbian programming. Without the SDL 1.2 port
which was specially developed for CDoom (Doom for the Nokia 9210), this which was specially developed for CDoom (Doom for the Nokia 9210), this
adaptation would not have been possible. adaptation would not have been possible.
I would like to thank my friends I would like to thank my friends
[Razvan](https://twitter.com/bewarerazvan) and [Dan [Razvan](https://twitter.com/bewarerazvan) and [Dan
Whelan](https://danwhelan.ie/), for their continuous support. Without Whelan](https://danwhelan.ie/), for their continuous support. Without
you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would you and the [N-Gage community](https://discord.gg/dbUzqJ26vs), I would
have lost my patience long ago. have lost my patience long ago.
Last but not least, I would like to thank the development team of Last but not least, I would like to thank the development team of
[EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your [EKA2L1](https://12z1.com/) (an experimental Symbian OS emulator). Your
patience and support in troubleshooting helped me a lot. patience and support in troubleshooting helped me a lot.

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Simple DirectMedia Layer 2 for OS/2 & eComStation Simple DirectMedia Layer 2 for OS/2 & eComStation
================================================================================ ================================================================================
SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016 SDL port for OS/2, authored by Andrey Vasilkin <digi@os2.snc.ru>, 2016
OpenGL not supported by this port. OpenGL not supported by this port.
Additional optional environment variables: Additional optional environment variables:
SDL_AUDIO_SHARE SDL_AUDIO_SHARE
Values: 0 or 1, default is 0 Values: 0 or 1, default is 0
Initializes the device as shareable or exclusively acquired. Initializes the device as shareable or exclusively acquired.
SDL_VIDEODRIVER SDL_VIDEODRIVER
Values: DIVE or VMAN, default is DIVE Values: DIVE or VMAN, default is DIVE
Use video subsystem: Direct interface video extensions (DIVE) or Use video subsystem: Direct interface video extensions (DIVE) or
Video Manager (VMAN). Video Manager (VMAN).
You may significantly increase video output speed with OS4 kernel and patched You may significantly increase video output speed with OS4 kernel and patched
files vman.dll and dive.dll or with latest versions of ACPI support and video files vman.dll and dive.dll or with latest versions of ACPI support and video
driver Panorama. driver Panorama.
Latest versions of OS/4 kernel: Latest versions of OS/4 kernel:
http://gus.biysk.ru/os4/ http://gus.biysk.ru/os4/
(Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4) (Info: https://www.os2world.com/wiki/index.php/Phoenix_OS/4)
Patched files vman.dll and dive.dll: Patched files vman.dll and dive.dll:
http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR http://gus.biysk.ru/os4/test/pached_dll/PATCHED_DLL.RAR
Compiling: Compiling:
---------- ----------
Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see: Open Watcom 1.9 or newer is tested. For the new Open Watcom V2 fork, see:
https://github.com/open-watcom/ and https://open-watcom.github.io https://github.com/open-watcom/ and https://open-watcom.github.io
WATCOM environment variable must to be set to the Open Watcom install WATCOM environment variable must to be set to the Open Watcom install
directory. To compile, run: wmake -f Makefile.os2 directory. To compile, run: wmake -f Makefile.os2
Installing: Installing:
----------- -----------
- eComStation: - eComStation:
If you have previously installed SDL2, make a Backup copy of SDL2.dll If you have previously installed SDL2, make a Backup copy of SDL2.dll
located in D:\ecs\dll (where D: is disk on which installed eComStation). located in D:\ecs\dll (where D: is disk on which installed eComStation).
Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll Stop all programs running with SDL2. Copy SDL2.dll to D:\ecs\dll
- OS/2: - OS/2:
Copy SDL2.dll to any directory on your LIBPATH. If you have a previous Copy SDL2.dll to any directory on your LIBPATH. If you have a previous
version installed, close all SDL2 applications before replacing the old version installed, close all SDL2 applications before replacing the old
copy. Also make sure that any other older versions of DLLs are removed copy. Also make sure that any other older versions of DLLs are removed
from your system. from your system.
Joysticks in SDL2: Joysticks in SDL2:
------------------ ------------------
The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version. The joystick code in SDL2 is a direct forward-port from the SDL-1.2 version.
Here is the original documentation from SDL-1.2: Here is the original documentation from SDL-1.2:
The Joystick detection only works for standard joysticks (2 buttons, 2 axes The Joystick detection only works for standard joysticks (2 buttons, 2 axes
and the like). Therefore, if you use a non-standard joystick, you should and the like). Therefore, if you use a non-standard joystick, you should
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
file or CONFIG.SYS, so SDL applications can provide full capability to your file or CONFIG.SYS, so SDL applications can provide full capability to your
device. The syntax is: device. The syntax is:
SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS] SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls, So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
the line should be: the line should be:
SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0 SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
If you want to add spaces in your joystick name, just surround it with If you want to add spaces in your joystick name, just surround it with
quotes or double-quotes: quotes or double-quotes:
SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0 SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
or or
SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0 SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
Note however that Balls and Hats are not supported under OS/2, and the Note however that Balls and Hats are not supported under OS/2, and the
value will be ignored... but it is wise to define these correctly because value will be ignored... but it is wise to define these correctly because
in the future those can be supported. in the future those can be supported.
Also the number of buttons is limited to 2 when using two joysticks, Also the number of buttons is limited to 2 when using two joysticks,
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes 4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
and 8 when using a joystick with 2 axes. Notice however these are limitations and 8 when using a joystick with 2 axes. Notice however these are limitations
of the Joystick Port hardware, not OS/2. of the Joystick Port hardware, not OS/2.

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Pandora Pandora
===================================================================== =====================================================================
( http://openpandora.org/ ) ( http://openpandora.org/ )
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES - A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
support to work on the pandora under the framebuffer. This driver do not have support to work on the pandora under the framebuffer. This driver do not have
input support for now, so if you use it you will have to add your own control code. input support for now, so if you use it you will have to add your own control code.
The video driver name is "pandora" so if you have problem running it from The video driver name is "pandora" so if you have problem running it from
the framebuffer, try to set the following variable before starting your application : the framebuffer, try to set the following variable before starting your application :
"export SDL_VIDEODRIVER=pandora" "export SDL_VIDEODRIVER=pandora"
- OpenGL ES support was added to the x11 driver, so it's working like the normal - OpenGL ES support was added to the x11 driver, so it's working like the normal
x11 driver one with OpenGLX support, with SDL input event's etc.. x11 driver one with OpenGLX support, with SDL input event's etc..
David Carré (Cpasjuste) David Carré (Cpasjuste)
cpasjuste@gmail.com cpasjuste@gmail.com

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Platforms Platforms
========= =========
We maintain the list of supported platforms on our wiki now, and how to We maintain the list of supported platforms on our wiki now, and how to
build and install SDL for those platforms: build and install SDL for those platforms:
https://wiki.libsdl.org/Installation https://wiki.libsdl.org/Installation

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Porting Porting
======= =======
* Porting To A New Platform * Porting To A New Platform
The first thing you have to do when porting to a new platform, is look at The first thing you have to do when porting to a new platform, is look at
include/SDL_platform.h and create an entry there for your operating system. include/SDL_platform.h and create an entry there for your operating system.
The standard format is "__PLATFORM__", where PLATFORM is the name of the OS. The standard format is "__PLATFORM__", where PLATFORM is the name of the OS.
Ideally SDL_platform.h will be able to auto-detect the system it's building Ideally SDL_platform.h will be able to auto-detect the system it's building
on based on C preprocessor symbols. on based on C preprocessor symbols.
There are two basic ways of building SDL at the moment: There are two basic ways of building SDL at the moment:
1. The "UNIX" way: ./configure; make; make install 1. The "UNIX" way: ./configure; make; make install
If you have a GNUish system, then you might try this. Edit configure.ac, If you have a GNUish system, then you might try this. Edit configure.ac,
take a look at the large section labelled: take a look at the large section labelled:
"Set up the configuration based on the host platform!" "Set up the configuration based on the host platform!"
Add a section for your platform, and then re-run autogen.sh and build! Add a section for your platform, and then re-run autogen.sh and build!
2. Using an IDE: 2. Using an IDE:
If you're using an IDE or other non-configure build system, you'll probably If you're using an IDE or other non-configure build system, you'll probably
want to create a custom SDL_config.h for your platform. Edit SDL_config.h, want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
add a section for your platform, and create a custom SDL_config_{platform}.h, add a section for your platform, and create a custom SDL_config_{platform}.h,
based on SDL_config_minimal.h and SDL_config.h.in based on SDL_config_minimal.h and SDL_config.h.in
Add the top level include directory to the header search path, and then add Add the top level include directory to the header search path, and then add
the following sources to the project: the following sources to the project:
src/*.c src/*.c
src/atomic/*.c src/atomic/*.c
src/audio/*.c src/audio/*.c
src/cpuinfo/*.c src/cpuinfo/*.c
src/events/*.c src/events/*.c
src/file/*.c src/file/*.c
src/haptic/*.c src/haptic/*.c
src/joystick/*.c src/joystick/*.c
src/power/*.c src/power/*.c
src/render/*.c src/render/*.c
src/render/software/*.c src/render/software/*.c
src/stdlib/*.c src/stdlib/*.c
src/thread/*.c src/thread/*.c
src/timer/*.c src/timer/*.c
src/video/*.c src/video/*.c
src/audio/disk/*.c src/audio/disk/*.c
src/audio/dummy/*.c src/audio/dummy/*.c
src/filesystem/dummy/*.c src/filesystem/dummy/*.c
src/video/dummy/*.c src/video/dummy/*.c
src/haptic/dummy/*.c src/haptic/dummy/*.c
src/joystick/dummy/*.c src/joystick/dummy/*.c
src/main/dummy/*.c src/main/dummy/*.c
src/thread/generic/*.c src/thread/generic/*.c
src/timer/dummy/*.c src/timer/dummy/*.c
src/loadso/dummy/*.c src/loadso/dummy/*.c
Once you have a working library without any drivers, you can go back to each Once you have a working library without any drivers, you can go back to each
of the major subsystems and start implementing drivers for your platform. of the major subsystems and start implementing drivers for your platform.
If you have any questions, don't hesitate to ask on the SDL mailing list: If you have any questions, don't hesitate to ask on the SDL mailing list:
http://www.libsdl.org/mailing-list.php http://www.libsdl.org/mailing-list.php
Enjoy! Enjoy!
Sam Lantinga (slouken@libsdl.org) Sam Lantinga (slouken@libsdl.org)

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@@ -1,51 +1,51 @@
PS2 PS2
====== ======
SDL2 port for the Sony Playstation 2 contributed by: SDL2 port for the Sony Playstation 2 contributed by:
- Francisco Javier Trujillo Mata - Francisco Javier Trujillo Mata
Credit to Credit to
- The guys that ported SDL to PSP & Vita because I'm taking them as reference. - The guys that ported SDL to PSP & Vita because I'm taking them as reference.
- David G. F. for helping me with several issues and tests. - David G. F. for helping me with several issues and tests.
## Building ## Building
To build SDL2 library for the PS2, make sure you have the latest PS2Dev status and run: To build SDL2 library for the PS2, make sure you have the latest PS2Dev status and run:
```bash ```bash
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PS2DEV/ps2sdk/ps2dev.cmake
cmake --build build cmake --build build
cmake --install build cmake --install build
``` ```
## Hints ## Hints
The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`. The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30. If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30.
## Notes ## Notes
If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer. If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer.
So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`. So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
It could be something similar as: It could be something similar as:
```c ```c
..... .....
SDL_PS2_SKIP_IOP_RESET(); SDL_PS2_SKIP_IOP_RESET();
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
..... .....
``` ```
For a release binary is recommendable to reset the IOP always. For a release binary is recommendable to reset the IOP always.
Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected. Remember to do a clean compilation everytime you enable or disable the `SDL_PS2_SKIP_IOP_RESET` otherwise the change won't be reflected.
## Getting PS2 Dev ## Getting PS2 Dev
[Installing PS2 Dev](https://github.com/ps2dev/ps2dev) [Installing PS2 Dev](https://github.com/ps2dev/ps2dev)
## Running on PCSX2 Emulator ## Running on PCSX2 Emulator
[PCSX2](https://github.com/PCSX2/pcsx2) [PCSX2](https://github.com/PCSX2/pcsx2)
[More PCSX2 information](https://pcsx2.net/) [More PCSX2 information](https://pcsx2.net/)
## To Do ## To Do
- PS2 Screen Keyboard - PS2 Screen Keyboard
- Dialogs - Dialogs
- Others - Others

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@@ -1,36 +1,36 @@
PSP PSP
====== ======
SDL2 port for the Sony PSP contributed by: SDL2 port for the Sony PSP contributed by:
- Captian Lex - Captian Lex
- Francisco Javier Trujillo Mata - Francisco Javier Trujillo Mata
- Wouter Wijsman - Wouter Wijsman
Credit to Credit to
Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
Geecko for his PSP GU lib "Glib2d" Geecko for his PSP GU lib "Glib2d"
## Building ## Building
To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run: To build SDL2 library for the PSP, make sure you have the latest PSPDev status and run:
```bash ```bash
cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake cmake -S. -Bbuild -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=$PSPDEV/psp/share/pspdev.cmake
cmake --build build cmake --build build
cmake --install build cmake --install build
``` ```
## Getting PSP Dev ## Getting PSP Dev
[Installing PSP Dev](https://github.com/pspdev/pspdev) [Installing PSP Dev](https://github.com/pspdev/pspdev)
## Running on PPSSPP Emulator ## Running on PPSSPP Emulator
[PPSSPP](https://github.com/hrydgard/ppsspp) [PPSSPP](https://github.com/hrydgard/ppsspp)
[Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions) [Build Instructions](https://github.com/hrydgard/ppsspp/wiki/Build-instructions)
## Compiling a HelloWorld ## Compiling a HelloWorld
[PSP Hello World](https://pspdev.github.io/basic_programs.html#hello-world) [PSP Hello World](https://psp-dev.org/doku.php?id=tutorial:hello_world)
## To Do ## To Do
- PSP Screen Keyboard - PSP Screen Keyboard
- Dialogs - Dialogs

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@@ -1,180 +1,180 @@
Raspberry Pi Raspberry Pi
============ ============
Requirements: Requirements:
Raspbian (other Linux distros may work as well). Raspbian (other Linux distros may work as well).
Features Features
-------- --------
* Works without X11 * Works without X11
* Hardware accelerated OpenGL ES 2.x * Hardware accelerated OpenGL ES 2.x
* Sound via ALSA * Sound via ALSA
* Input (mouse/keyboard/joystick) via EVDEV * Input (mouse/keyboard/joystick) via EVDEV
* Hotplugging of input devices via UDEV * Hotplugging of input devices via UDEV
Raspbian Build Dependencies Raspbian Build Dependencies
--------------------------- ---------------------------
sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
You also need the VideoCore binary stuff that ships in /opt/vc for EGL and You also need the VideoCore binary stuff that ships in /opt/vc for EGL and
OpenGL ES 2.x, it usually comes pre-installed, but in any case: OpenGL ES 2.x, it usually comes pre-installed, but in any case:
sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
NEON NEON
---- ----
If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so
that SDL will select some otherwise-disabled highly-optimized code. The that SDL will select some otherwise-disabled highly-optimized code. The
original Pi units don't have NEON, the Pi2 probably does, and the Pi3 original Pi units don't have NEON, the Pi2 probably does, and the Pi3
definitely does. definitely does.
Cross compiling from x86 Linux Cross compiling from x86 Linux
------------------------------ ------------------------------
To cross compile SDL for Raspbian from your desktop machine, you'll need a To cross compile SDL for Raspbian from your desktop machine, you'll need a
Raspbian system root and the cross compilation tools. We'll assume these tools Raspbian system root and the cross compilation tools. We'll assume these tools
will be placed in /opt/rpi-tools will be placed in /opt/rpi-tools
sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
You'll also need a Raspbian binary image. You'll also need a Raspbian binary image.
Get it from: http://downloads.raspberrypi.org/raspbian_latest Get it from: http://downloads.raspberrypi.org/raspbian_latest
After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img" After unzipping, you'll get file with a name like: "<date>-wheezy-raspbian.img"
Let's assume the sysroot will be built in /opt/rpi-sysroot. Let's assume the sysroot will be built in /opt/rpi-sysroot.
export SYSROOT=/opt/rpi-sysroot export SYSROOT=/opt/rpi-sysroot
sudo kpartx -a -v <path_to_raspbian_image>.img sudo kpartx -a -v <path_to_raspbian_image>.img
sudo mount -o loop /dev/mapper/loop0p2 /mnt sudo mount -o loop /dev/mapper/loop0p2 /mnt
sudo cp -r /mnt $SYSROOT sudo cp -r /mnt $SYSROOT
sudo apt-get install qemu binfmt-support qemu-user-static sudo apt-get install qemu binfmt-support qemu-user-static
sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
sudo mount --bind /dev $SYSROOT/dev sudo mount --bind /dev $SYSROOT/dev
sudo mount --bind /proc $SYSROOT/proc sudo mount --bind /proc $SYSROOT/proc
sudo mount --bind /sys $SYSROOT/sys sudo mount --bind /sys $SYSROOT/sys
Now, before chrooting into the ARM sysroot, you'll need to apply a workaround, Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
edit $SYSROOT/etc/ld.so.preload and comment out all lines in it. edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
sudo chroot $SYSROOT sudo chroot $SYSROOT
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 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
exit exit
sudo umount $SYSROOT/dev sudo umount $SYSROOT/dev
sudo umount $SYSROOT/proc sudo umount $SYSROOT/proc
sudo umount $SYSROOT/sys sudo umount $SYSROOT/sys
sudo umount /mnt sudo umount /mnt
There's one more fix required, as the libdl.so symlink uses an absolute path There's one more fix required, as the libdl.so symlink uses an absolute path
which doesn't quite work in our setup. which doesn't quite work in our setup.
sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
The final step is compiling SDL itself. The final step is compiling SDL itself.
export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$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" 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$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
cd <SDL SOURCE> cd <SDL SOURCE>
mkdir -p build;cd build mkdir -p build;cd build
LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
make make
make install make install
To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths: To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
Apps don't work or poor video/audio performance Apps don't work or poor video/audio performance
----------------------------------------------- -----------------------------------------------
If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to
update the RPi's firmware. Note that doing so will fix these problems, but it update the RPi's firmware. Note that doing so will fix these problems, but it
will also render the CMA - Dynamic Memory Split functionality useless. will also render the CMA - Dynamic Memory Split functionality useless.
Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
low in general, specially if a 1080p TV is hooked up. low in general, specially if a 1080p TV is hooked up.
See here how to configure this setting: http://elinux.org/RPiconfig See here how to configure this setting: http://elinux.org/RPiconfig
Using a fixed gpu_mem=128 is the best option (specially if you updated the Using a fixed gpu_mem=128 is the best option (specially if you updated the
firmware, using CMA probably won't work, at least it's the current case). firmware, using CMA probably won't work, at least it's the current case).
No input No input
-------- --------
Make sure you belong to the "input" group. Make sure you belong to the "input" group.
sudo usermod -aG input `whoami` sudo usermod -aG input `whoami`
No HDMI Audio No HDMI Audio
------------- -------------
If you notice that ALSA works but there's no audio over HDMI, try adding: If you notice that ALSA works but there's no audio over HDMI, try adding:
hdmi_drive=2 hdmi_drive=2
to your config.txt file and reboot. to your config.txt file and reboot.
Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062 Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
Text Input API support Text Input API support
---------------------- ----------------------
The Text Input API is supported, with translation of scan codes done via the The Text Input API is supported, with translation of scan codes done via the
kernel symbol tables. For this to work, SDL needs access to a valid console. kernel symbol tables. For this to work, SDL needs access to a valid console.
If you notice there's no SDL_TEXTINPUT message being emitted, double check that If you notice there's no SDL_TEXTINPUT message being emitted, double check that
your app has read access to one of the following: your app has read access to one of the following:
* /proc/self/fd/0 * /proc/self/fd/0
* /dev/tty * /dev/tty
* /dev/tty[0...6] * /dev/tty[0...6]
* /dev/vc/0 * /dev/vc/0
* /dev/console * /dev/console
This is usually not a problem if you run from the physical terminal (as opposed This is usually not a problem if you run from the physical terminal (as opposed
to running from a pseudo terminal, such as via SSH). If running from a PTS, a to running from a pseudo terminal, such as via SSH). If running from a PTS, a
quick workaround is to run your app as root or add yourself to the tty group, quick workaround is to run your app as root or add yourself to the tty group,
then re-login to the system. then re-login to the system.
sudo usermod -aG tty `whoami` sudo usermod -aG tty `whoami`
The keyboard layout used by SDL is the same as the one the kernel uses. The keyboard layout used by SDL is the same as the one the kernel uses.
To configure the layout on Raspbian: To configure the layout on Raspbian:
sudo dpkg-reconfigure keyboard-configuration sudo dpkg-reconfigure keyboard-configuration
To configure the locale, which controls which keys are interpreted as letters, To configure the locale, which controls which keys are interpreted as letters,
this determining the CAPS LOCK behavior: this determining the CAPS LOCK behavior:
sudo dpkg-reconfigure locales sudo dpkg-reconfigure locales
OpenGL problems OpenGL problems
--------------- ---------------
If you have desktop OpenGL headers installed at build time in your RPi or cross If you have desktop OpenGL headers installed at build time in your RPi or cross
compilation environment, support for it will be built in. However, the chipset compilation environment, support for it will be built in. However, the chipset
does not actually have support for it, which causes issues in certain SDL apps does not actually have support for it, which causes issues in certain SDL apps
since the presence of OpenGL support supersedes the ES/ES2 variants. since the presence of OpenGL support supersedes the ES/ES2 variants.
The workaround is to disable OpenGL at configuration time: The workaround is to disable OpenGL at configuration time:
./configure --disable-video-opengl ./configure --disable-video-opengl
Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER
environment variable: environment variable:
export SDL_RENDER_DRIVER=opengles2 export SDL_RENDER_DRIVER=opengles2
Notes Notes
----- -----
* When launching apps remotely (via SSH), SDL can prevent local keystrokes from * When launching apps remotely (via SSH), SDL can prevent local keystrokes from
leaking into the console only if it has root privileges. Launching apps locally leaking into the console only if it has root privileges. Launching apps locally
does not suffer from this issue. does not suffer from this issue.

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@@ -1,41 +1,41 @@
RISC OS RISC OS
======= =======
Requirements: Requirements:
* RISC OS 3.5 or later. * RISC OS 3.5 or later.
* [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm). * [SharedUnixLibrary](http://www.riscos.info/packages/LibraryDetails.html#SharedUnixLibraryarm).
* [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support. * [DigitalRenderer](http://www.riscos.info/packages/LibraryDetails.html#DRendererarm), for audio support.
* [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions. * [Iconv](http://www.netsurf-browser.org/projects/iconv/), for `SDL_iconv` and related functions.
Compiling: Compiling:
---------- ----------
Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported. Currently, SDL2 for RISC OS only supports compiling with GCCSDK under Linux. Both the autoconf and CMake build systems are supported.
The following commands can be used to build SDL2 for RISC OS using autoconf: The following commands can be used to build SDL2 for RISC OS using autoconf:
./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics ./configure --host=arm-unknown-riscos --prefix=$GCCSDK_INSTALL_ENV --disable-gcc-atomics
make make
make install make install
The following commands can be used to build SDL2 for RISC OS using CMake: The following commands can be used to build SDL2 for RISC OS using CMake:
cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF cmake -Bbuild-riscos -DCMAKE_TOOLCHAIN_FILE=$GCCSDK_INSTALL_ENV/toolchain-riscos.cmake -DRISCOS=ON -DCMAKE_INSTALL_PREFIX=$GCCSDK_INSTALL_ENV -DCMAKE_BUILD_TYPE=Release -DSDL_GCC_ATOMICS=OFF
cmake --build build-riscos cmake --build build-riscos
cmake --build build-riscos --target install cmake --build build-riscos --target install
Current level of implementation Current level of implementation
------------------------------- -------------------------------
The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported. The video driver currently provides full screen video support with keyboard and mouse input. Windowed mode is not yet supported, but is planned in the future. Only software rendering is supported.
The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions. The filesystem APIs return either Unix-style paths or RISC OS-style paths based on the value of the `__riscosify_control` symbol, as is standard for UnixLib functions.
The audio, loadso, thread and timer APIs are currently provided by UnixLib. The audio, loadso, thread and timer APIs are currently provided by UnixLib.
GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake. GCC atomics are currently broken on some platforms, meaning it's currently necessary to compile with `--disable-gcc-atomics` using autotools or `-DSDL_GCC_ATOMICS=OFF` using CMake.
The joystick, locale and power APIs are not yet implemented. The joystick, locale and power APIs are not yet implemented.

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@@ -1,83 +1,86 @@
Touch Touch
=========================================================================== ===========================================================================
System Specific Notes System Specific Notes
=========================================================================== ===========================================================================
Linux: Linux:
The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it. The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
Mac: Mac:
The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do. The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
iPhone: iPhone:
Works out of box. Works out of box.
Windows: Windows:
Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
Events ===========================================================================
=========================================================================== Events
SDL_FINGERDOWN: ===========================================================================
Sent when a finger (or stylus) is placed on a touch device. SDL_FINGERDOWN:
Fields: Sent when a finger (or stylus) is placed on a touch device.
* event.tfinger.touchId - the Id of the touch device. Fields:
* event.tfinger.fingerId - the Id of the finger which just went down. * event.tfinger.touchId - the Id of the touch device.
* event.tfinger.x - the x coordinate of the touch (0..1) * event.tfinger.fingerId - the Id of the finger which just went down.
* event.tfinger.y - the y coordinate of the touch (0..1) * event.tfinger.x - the x coordinate of the touch (0..1)
* event.tfinger.pressure - the pressure of the touch (0..1) * event.tfinger.y - the y coordinate of the touch (0..1)
* event.tfinger.pressure - the pressure of the touch (0..1)
SDL_FINGERMOTION:
Sent when a finger (or stylus) is moved on the touch device. SDL_FINGERMOTION:
Fields: Sent when a finger (or stylus) is moved on the touch device.
Same as SDL_FINGERDOWN but with additional: Fields:
* event.tfinger.dx - change in x coordinate during this motion event. Same as SDL_FINGERDOWN but with additional:
* event.tfinger.dy - change in y coordinate during this motion event. * event.tfinger.dx - change in x coordinate during this motion event.
* event.tfinger.dy - change in y coordinate during this motion event.
SDL_FINGERUP:
Sent when a finger (or stylus) is lifted from the touch device. SDL_FINGERUP:
Fields: Sent when a finger (or stylus) is lifted from the touch device.
Same as SDL_FINGERDOWN. Fields:
Same as SDL_FINGERDOWN.
Functions
=========================================================================== ===========================================================================
SDL provides the ability to access the underlying SDL_Finger structures. Functions
These structures should _never_ be modified. ===========================================================================
SDL provides the ability to access the underlying SDL_Finger structures.
The following functions are included from SDL_touch.h These structures should _never_ be modified.
To get a SDL_TouchID call SDL_GetTouchDevice(int index). The following functions are included from SDL_touch.h
This returns a SDL_TouchID.
IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this! To get a SDL_TouchID call SDL_GetTouchDevice(int index).
This returns a SDL_TouchID.
The number of touch devices can be queried with SDL_GetNumTouchDevices(). IMPORTANT: If the touch has been removed, or there is no touch with the given index, SDL_GetTouchDevice() will return 0. Be sure to check for this!
A SDL_TouchID may be used to get pointers to SDL_Finger. The number of touch devices can be queried with SDL_GetNumTouchDevices().
SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device. A SDL_TouchID may be used to get pointers to SDL_Finger.
The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following: SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
float x = event.tfinger.x; The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
float y = event.tfinger.y;
float x = event.tfinger.x;
float y = event.tfinger.y;
To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled. To get a SDL_Finger, call SDL_GetTouchFinger(SDL_TouchID touchID, int index), where touchID is a SDL_TouchID, and index is the requested finger.
As a result, be very careful to check for NULL return values. This returns a SDL_Finger *, or NULL if the finger does not exist, or has been removed.
A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
A SDL_Finger has the following fields: As a result, be very careful to check for NULL return values.
* x, y:
The current coordinates of the touch. A SDL_Finger has the following fields:
* pressure: * x, y:
The pressure of the touch. The current coordinates of the touch.
* pressure:
The pressure of the touch.
Notes
===========================================================================
For a complete example see test/testgesture.c ===========================================================================
Notes
Please direct questions/comments to: ===========================================================================
jim.tla+sdl_touch@gmail.com For a complete example see test/testgesture.c
(original author, API was changed since)
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com
(original author, API was changed since)

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@@ -1,60 +1,60 @@
# Versioning # Versioning
## Since 2.23.0 ## Since 2.23.0
SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak SDL follows an "odd/even" versioning policy, similar to GLib, GTK, Flatpak
and older versions of the Linux kernel: and older versions of the Linux kernel:
* The major version (first part) increases when backwards compatibility * The major version (first part) increases when backwards compatibility
is broken, which will happen infrequently. is broken, which will happen infrequently.
* If the minor version (second part) is divisible by 2 * If the minor version (second part) is divisible by 2
(for example 2.24.x, 2.26.x), this indicates a version of SDL that (for example 2.24.x, 2.26.x), this indicates a version of SDL that
is believed to be stable and suitable for production use. is believed to be stable and suitable for production use.
* In stable releases, the patchlevel or micro version (third part) * In stable releases, the patchlevel or micro version (third part)
indicates bugfix releases. Bugfix releases should not add or indicates bugfix releases. Bugfix releases should not add or
remove ABI, so the ".0" release (for example 2.24.0) should be remove ABI, so the ".0" release (for example 2.24.0) should be
forwards-compatible with all the bugfix releases from the forwards-compatible with all the bugfix releases from the
same cycle (for example 2.24.1). same cycle (for example 2.24.1).
* The minor version increases when new API or ABI is added, or when * The minor version increases when new API or ABI is added, or when
other significant changes are made. Newer minor versions are other significant changes are made. Newer minor versions are
backwards-compatible, but not fully forwards-compatible. backwards-compatible, but not fully forwards-compatible.
For example, programs built against SDL 2.24.x should work fine For example, programs built against SDL 2.24.x should work fine
with SDL 2.26.x, but programs built against SDL 2.26.x will not with SDL 2.26.x, but programs built against SDL 2.26.x will not
necessarily work with 2.24.x. necessarily work with 2.24.x.
* If the minor version (second part) is not divisible by 2 * If the minor version (second part) is not divisible by 2
(for example 2.23.x, 2.25.x), this indicates a development prerelease (for example 2.23.x, 2.25.x), this indicates a development prerelease
of SDL that is not suitable for stable software distributions. of SDL that is not suitable for stable software distributions.
Use with caution. Use with caution.
* The patchlevel or micro version (third part) increases with * The patchlevel or micro version (third part) increases with
each prerelease. each prerelease.
* Each prerelease might add new API and/or ABI. * Each prerelease might add new API and/or ABI.
* Prereleases are backwards-compatible with older stable branches. * Prereleases are backwards-compatible with older stable branches.
For example, 2.25.x will be backwards-compatible with 2.24.x. For example, 2.25.x will be backwards-compatible with 2.24.x.
* Prereleases are not guaranteed to be backwards-compatible with * Prereleases are not guaranteed to be backwards-compatible with
each other. For example, new API or ABI added in 2.25.1 each other. For example, new API or ABI added in 2.25.1
might be removed or changed in 2.25.2. might be removed or changed in 2.25.2.
If this would be a problem for you, please do not use prereleases. If this would be a problem for you, please do not use prereleases.
* Only upgrade to a prerelease if you can guarantee that you will * Only upgrade to a prerelease if you can guarantee that you will
promptly upgrade to the stable release that follows it. promptly upgrade to the stable release that follows it.
For example, do not upgrade to 2.23.x unless you will be able to For example, do not upgrade to 2.23.x unless you will be able to
upgrade to 2.24.0 when it becomes available. upgrade to 2.24.0 when it becomes available.
* Software distributions that have a freeze policy (in particular Linux * Software distributions that have a freeze policy (in particular Linux
distributions with a release cycle, such as Debian and Fedora) distributions with a release cycle, such as Debian and Fedora)
should usually only package stable releases, and not prereleases. should usually only package stable releases, and not prereleases.
## Before 2.23.0 ## Before 2.23.0
Older versions of SDL followed a similar policy, but instead of the Older versions of SDL followed a similar policy, but instead of the
odd/even rule applying to the minor version, it applied to the patchlevel odd/even rule applying to the minor version, it applied to the patchlevel
(micro version, third part). For example, 2.0.22 was a stable release (micro version, third part). For example, 2.0.22 was a stable release
and 2.0.21 was a prerelease. and 2.0.21 was a prerelease.

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@@ -1,114 +1,114 @@
Using SDL with Microsoft Visual C++ Using SDL with Microsoft Visual C++
=================================== ===================================
### by Lion Kimbro with additions by James Turk ### by Lion Kimbro with additions by James Turk
You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL
yourself. yourself.
### Building SDL ### Building SDL
0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from 0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from
the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web). the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web).
_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_ _Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_
1. Open the Visual Studio solution file at `./VisualC/SDL.sln`. 1. Open the Visual Studio solution file at `./VisualC/SDL.sln`.
2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog, 2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog,
all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with
the `Platform Toolset`. the `Platform Toolset`.
If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`. If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`.
3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_ 3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_
panel in the _FileView_ tab), and selecting `Build`. panel in the _FileView_ tab), and selecting `Build`.
You may get a few warnings, but you should not get any errors. You may get a few warnings, but you should not get any errors.
Later, we will refer to the following `.lib` and `.dll` files that have just been generated: Later, we will refer to the following `.lib` and `.dll` files that have just been generated:
- `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll` - `./VisualC/Win32/Debug/SDL2.dll` or `./VisualC/Win32/Release/SDL2.dll`
- `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib` - `./VisualC/Win32/Debug/SDL2.lib` or `./VisualC/Win32/Release/SDL2.lib`
- `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib` - `./VisualC/Win32/Debug/SDL2main.lib` or `./VisualC/Win32/Release/SDL2main.lib`
_Note for the `x64` versions, just replace `Win32` in the path with `x64`_ _Note for the `x64` versions, just replace `Win32` in the path with `x64`_
### Creating a Project with SDL ### Creating a Project with SDL
- Create a project as a `Win32 Application`. - Create a project as a `Win32 Application`.
- Create a C++ file for your project. - Create a C++ file for your project.
- Set the C runtime to `Multi-threaded DLL` in the menu: - Set the C runtime to `Multi-threaded DLL` in the menu:
`Project|Settings|C/C++ tab|Code Generation|Runtime Library `. `Project|Settings|C/C++ tab|Code Generation|Runtime Library `.
- Add the SDL `include` directory to your list of includes in the menu: - Add the SDL `include` directory to your list of includes in the menu:
`Project|Settings|C/C++ tab|Preprocessor|Additional include directories ` `Project|Settings|C/C++ tab|Preprocessor|Additional include directories `
*VC7 Specific: Instead of doing this, I find it easier to add the *VC7 Specific: Instead of doing this, I find it easier to add the
include and library directories to the list that VC7 keeps. Do this by include and library directories to the list that VC7 keeps. Do this by
selecting Tools|Options|Projects|VC++ Directories and under the "Show selecting Tools|Options|Projects|VC++ Directories and under the "Show
Directories For:" dropbox select "Include Files", and click the "New Directories For:" dropbox select "Include Files", and click the "New
Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you
installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the
dropbox selection to "Library Files" and add [SDLROOT]\\lib.* dropbox selection to "Library Files" and add [SDLROOT]\\lib.*
The "include directory" I am referring to is the `./include` folder. The "include directory" I am referring to is the `./include` folder.
Now we're going to use the files that we had created earlier in the *Build SDL* step. Now we're going to use the files that we had created earlier in the *Build SDL* step.
Copy the following file into your Project directory: Copy the following file into your Project directory:
- `SDL2.dll` - `SDL2.dll`
Add the following files to your project (It is not necessary to copy them to your project directory): Add the following files to your project (It is not necessary to copy them to your project directory):
- `SDL2.lib` - `SDL2.lib`
- `SDL2main.lib` - `SDL2main.lib`
To add them to your project, right click on your project, and select To add them to your project, right click on your project, and select
`Add files to project`. `Add files to project`.
**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line **Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line
and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration
(e.g. Release,Debug).** (e.g. Release,Debug).**
### Hello SDL2 ### Hello SDL2
Here's a sample SDL snippet to verify everything is setup in your IDE: Here's a sample SDL snippet to verify everything is setup in your IDE:
``` ```
#include "SDL.h" #include "SDL.h"
int main( int argc, char* argv[] ) int main( int argc, char* argv[] )
{ {
const int WIDTH = 640; const int WIDTH = 640;
const int HEIGHT = 480; const int HEIGHT = 480;
SDL_Window* window = NULL; SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL; SDL_Renderer* renderer = NULL;
SDL_Init(SDL_INIT_VIDEO); SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();
return 0; return 0;
} }
``` ```
### That's it! ### That's it!
I hope that this document has helped you get through the most difficult part of using the SDL: installing it. I hope that this document has helped you get through the most difficult part of using the SDL: installing it.
Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues). Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues).
### Credits ### Credits
Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port. Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port.
This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org). This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org).
Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com). Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com).
Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net) Minor Fixes and Visual C++ 7 Information (In Green) was added by [James Turk](mailto:james@conceptofzero.net)

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