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553 Commits

Author SHA1 Message Date
Sam Lantinga
98d1f3a45a Updated to version 2.32.8 for release 2025-06-02 16:00:39 -07:00
Ryan C. Gordon
1226e6b2bc Revert "opengles2: Restore previous default texture_formats."
This reverts commit 9f7ccbe8d4.

Fixes #13109.

(cherry picked from commit 3c08172d06)
2025-06-02 09:38:50 -07:00
Francisco Javier Trujillo Mata
213b074697 Fix wrong callback type
(cherry picked from commit c89357bf60)
(cherry picked from commit d0c2d8bc40)
2025-05-20 11:12:16 -07:00
Sam Lantinga
4177e06c09 Fixed rare crash trying to interrupt SDL_WaitEvent()
Fixes https://github.com/libsdl-org/SDL/issues/12797

(cherry picked from commit 992e4c59bd)
(cherry picked from commit 33eb167da8)
2025-05-19 14:24:41 -07:00
Joe [ReRezd]
4318013777 Fix: GameCube controller adapter hotplug not working
SDL_PrivateJoystickAdded was called before setting the InstanceId in the adapters ctx->joysticks array.  This would eventually broadcast the SDL_EVENT_JOYSTICK_ADDED event with the new InstanceId, if your program listens for the added events and opens joysticks at that point it would always fail because there would be no matching InstanceId in the ctx->joysticks array.

(cherry picked from commit afd1e51023)
(cherry picked from commit 4b4f6b3e22)
2025-05-19 08:26:52 -07:00
Sam Lantinga
3364486f56 Define illegal_instruction() when it will be actually used
(cherry picked from commit 29d2116495)
(cherry picked from commit 2163887f29)
2025-05-08 13:10:28 -07:00
Sam Clegg
dc69988fdf [emscripten] Remove reference to Module['createContext']
Backported from https://github.com/libsdl-org/SDL/pull/12970

(cherry picked from commit c0f78dee5e)
2025-05-06 14:46:53 -07:00
A. Wilcox
4ed1fc5bff cpuinfo: Use auxv for AltiVec on Linux if possible
The SIGILL handler is not very reliable and can cause crashes.

Linux provides the CPU's AltiVec support status in getauxval.

(cherry picked from commit 7490471796)
(cherry picked from commit 17e6208c1b)
2025-05-04 14:02:12 -07:00
Ozkan Sezer
84081d884b don't prototype strdup() for __clang_analyzer__ case in windows builds.
Fixes:  https://github.com/libsdl-org/SDL/issues/12948.
(cherry picked from commit 17bba029ba)
2025-05-04 20:48:24 +03:00
Sam Lantinga
a5fad8b0cb Updated to version 2.32.7 for development 2025-05-04 09:18:06 -07:00
Sam Lantinga
6510d6ccbf Updated to version 2.32.6 for release 2025-05-04 08:52:05 -07:00
Derek Schuff
b0b50da4b6 Port #12581 to SDL2
This fixes undefined behavior resulting from adding offsets to nullptr.

(cherry picked from commit a220e7c422)
2025-05-01 21:36:53 -07:00
Sam Lantinga
8b7a088efc Call IOHIDDeviceClose() if needed in hid_close() on macOS
Unregistering the input report callback marks the device as disconnected, so IOHIDDeviceClose() would never be called if the device wasn't already disconnected  when hid_close() was called.

Fixes https://github.com/libsdl-org/SDL/issues/12255

(cherry picked from commit 2442c85cb8)
2025-04-29 11:24:27 -07:00
Sam Lantinga
7fc5edab8e Revert "Don't leak device handle in macOS 10.10 or newer"
This reverts commit 5925c27efb.

Fixes https://github.com/libsdl-org/SDL/issues/12807

(cherry picked from commit 5b951141d2)
2025-04-29 11:24:27 -07:00
Cameron Gutman
24ccde693e events: Fix undefined behavior when disabling some event types
Shifting a signed int left by 31 is UB.

(cherry picked from commit 15fd3fcdc2)
2025-04-29 00:32:43 -05:00
Sam Lantinga
f46ef5d76d Fixed reliability of initializing Switch controllers on macOS
It looks like both macOS (15.1.1) and SDL are trying to talk to the controller at the same time, which can cause interleaved replies or even locking up the controller. Waiting a bit before talking to the controller seems to take care of this.

(cherry picked from commit 45b01d16b1)
2025-04-28 20:23:37 -07:00
Petar Popovic
5696677558 SDL_BlitSurface() comment: only dstrect is modified in function
(cherry picked from commit 035518d065)
2025-04-22 10:23:02 -07:00
Boris I. Bendovsky
093307f1f4 [SDL2] Fix using of DXSDK_DIR in older CMake
- Remove duplicate 'dollar' symbol in the path
- Use command 'file' to normalize file paths

(cherry picked from commit 40b1eac541)
2025-04-22 10:12:55 -07:00
Ozkan Sezer
f54014e173 SDL_cpuinfo.h: only include immintrin.h for x86 targets.
Reference issue: https://github.com/libsdl-org/SDL_image/issues/537
Reference issue: https://github.com/libsdl-org/SDL_mixer/issues/648

(cherry picked from commit bfab0a968f)
2025-04-03 19:55:04 +03:00
Sam Lantinga
64ad33884d Updated to version 2.32.5 for development 2025-03-31 12:58:50 -07:00
Sam Lantinga
2359383fc1 Updated to version 2.32.4 for release 2025-03-31 09:12:51 -07:00
Sam Lantinga
b2a95b2482 Default SDL_HINT_ACCELEROMETER_AS_JOYSTICK to 0 on Linux
The Linux joystick driver supports associating sensor devices with the related controller device, so enable that by default.

Fixes https://github.com/libsdl-org/SDL/issues/12043

(cherry picked from commit 3e47181800)
2025-03-25 09:09:59 -07:00
Carl Åstholm
2708e08f40 emscripten: Don't use legacy JS library functions for assertions
(cherry picked from commit 54f5b73333)
(cherry picked from commit a8f0eb4c33)
2025-03-20 16:36:25 -07:00
Dragon-Baroque
3f6efbf2df The posix4 library has been merged into the libc library
Backported from commit 07e4dea693.
Reference issue: https://github.com/libsdl-org/SDL/issues/12588.

(cherry picked from commit d63b3376a4)
2025-03-20 09:48:20 +03:00
Sam Lantinga
9b048e73a2 Fixed raw input device GUIDs changing randomly between runs
On Windows 11, apparently HidD_GetManufacturerString() and HidD_GetProductString() can return TRUE without actually filling in any string data.

Fixes https://github.com/libsdl-org/SDL/issues/12566

(cherry picked from commit 4fc9509ab7)
(cherry picked from commit 52146cf067)
2025-03-17 13:57:58 -07:00
Sam Lantinga
d3bb91522f Fixed crash if info->path is NULL
(cherry picked from commit 715301cef5)
(cherry picked from commit 46a51b4298)
2025-03-17 09:48:13 -07:00
SDL Wiki Bot
c8c4c97727 Sync SDL2 wiki -> header
[ci skip]

(cherry picked from commit fc536dcb7e)
2025-03-12 22:55:50 +03:00
Sam Lantinga
f08a5cfcab Fixed sscanf("026", "%1x%1x%1x", &r, &g, &b)
Fixes https://github.com/libsdl-org/SDL/issues/12510

(cherry picked from commit be6ed6e9c4)
(cherry picked from commit 1caae3e9e4)
2025-03-10 15:45:43 -07:00
SDL Wiki Bot
e9d2f60e1c Sync SDL2 wiki -> header
[ci skip]

(cherry picked from commit 22a87a22ca)
2025-03-07 22:45:02 +03:00
Neal Gompa
9e079fe9c7 pipewire: Ensure that the correct struct is used for enumeration APIs
PipeWire now requires the correct struct type is used, otherwise
it will fail to compile.

Reference: 188d920733

Fixes: https://github.com/libsdl-org/SDL/issues/12224
(cherry picked from commit d35bef64e9)
(cherry picked from commit 6be87ceb33)
2025-03-06 14:37:46 -05:00
Sam Lantinga
53c022c880 Updated to version 2.32.3 for development 2025-03-01 18:13:50 -08:00
Sam Lantinga
e11183ea6c Updated to version 2.32.2 for release 2025-03-01 18:03:11 -08:00
Sam Lantinga
024c27645a Added support for the "%n" sscanf format specifier
(cherry picked from commit 6980325310)
(cherry picked from commit ab44451578)
2025-02-25 08:08:55 -08:00
SDL Wiki Bot
c2047f0496 Sync SDL2 wiki -> header
[ci skip]

(cherry picked from commit 52ac07d327)
2025-02-25 08:08:55 -08:00
Tomasz Pakuła
220895d4d2 [SDL2] Add SDL_HINT_JOYSTICK_HAPTIC_AXES
Allows users to overwrite the number of haptic axes defined for a given
joystick. Also supports a "wildcard" VID:PID of 0xFFFF/0xFFFF

(cherry picked from commit 0809be4ec5)
2025-02-25 08:08:55 -08:00
Petter Reinholdtsen
282f7a84fc Changed PULSEAUDIO_FlushRecording() to only flush audio present when called.
When the flushing is not able to keep up with the audio stream coming in,
it will end up flushing forever and block API clients from getting any audio.

Fixes #9706

(cherry picked from commit 24693ac285)
2025-02-25 08:08:55 -08:00
Cameron Gutman
9be8c2a899 keyboard: Fix comment regarding implicit calls to SDL_StartTextInput()
It was always done inside SDL_VideoInit().

(cherry picked from commit 92cadaf917)
2025-02-25 08:08:55 -08:00
Anonymous Maarten
51e20f1666 ci: drop classic Intel compiler
1) The classic Intel compiler is depreated in favor of the oneapi compiler
2) SPA_FALLTHROUGH is used in pipewire's spa/utils/json.h, and causes build errors

(cherry picked from commit d2eb72fd14)
2025-02-23 21:40:48 +01:00
Anonymous Maarten
a34c8403e7 ci: GitHub is retiring Ubuntu 20.04 support
backport of 8d3db06ff2

(cherry picked from commit b4d733619a)
2025-02-23 21:40:48 +01:00
Anonymous Maarten
dc74448014 ci: clang32 on msys2 is EOL
backport of 70f657e520

(cherry picked from commit ed2c004c8a)
2025-02-23 21:40:40 +01:00
Paper
155f99a4e6 thread/windows: fix stack overflow in exception naming
(cherry picked from commit 1a853973ab)
(cherry picked from commit 6421f12d7f)
2025-02-20 08:20:58 -08:00
Ozkan Sezer
63bb1a8583 dynapi: use DosScanEnv() for os/2.
(cherry picked from commit ee49025f80)
2025-02-20 11:50:04 +03:00
Sam Lantinga
8b0c9e1dce Don't leak device handle in macOS 10.10 or newer
Merged upstream fix for macOS:
cdc473dfe4

In one of the early versions of macOS, when you try to close the device
with IOHIDDeviceClose() that is being physically disconnected.
Starting with some version of macOS, this crash bug was fixed,
and starting with macSO 10.15 the opposite effect took place:
in some environments crash happens if IOHIDDeviceClose() is _not_ called.

This patch is to keep a workaround for old versions of macOS,
and don't have a leak in new/tested environments.

Fixes https://github.com/libsdl-org/SDL/issues/12255

(cherry picked from commit 5925c27efb)
2025-02-19 17:00:05 -08:00
Sam Clegg
7f74c1ed63 Fix SDL_emscriptenaudio.c under wasm64
Verified locally by running `browser64.test_sdl2_mixer_wav` in
emscripten.

(cherry picked from commit aa00738a21)
2025-02-19 17:00:05 -08:00
Sam Lantinga
7a44b1ab00 Updated to version 2.32.0 for release 2025-02-08 09:10:22 -08:00
Sam Lantinga
3e97d41da4 Updated to version 2.31.1 for RC build 2025-02-08 08:56:53 -08:00
ds-sloth
dab0205174 Delete src/thread/n3ds/SDL_syscond.c 2025-02-06 18:12:31 -08:00
Ryan C. Gordon
d2693d4c7d dynapi: Don't use SDL_getenv; it might malloc before the app sets an allocator.
Use platform-specific code instead, so SDL's allocator never comes into play.
2025-02-06 12:40:13 -05:00
Sam Lantinga
ed7e7edb70 Don't use the HIDAPI driver for Thrustmaster wheels
Closes https://github.com/libsdl-org/SDL/pull/12173

(cherry picked from commit 6782cfe2c5)
2025-02-05 17:21:48 -08:00
Thomas Bernard
466cedc0da fix: in sdl2.pc libdir was changed to prefix
(cherry picked from commit 9464f334b5)
2025-02-05 07:49:11 -08:00
Thomas Bernard
b84adb3720 fix: do note assume "make", use $(MAKE)
(cherry picked from commit 1c9643249d)
2025-02-05 07:49:11 -08:00
Sam Lantinga
2847273885 Fixed mis-cherry-pick 2025-02-01 11:03:33 -08:00
Anonymous Maarten
799ede831e testatomic: destroy threads + free all memory at quit to fix --trackmem
(cherry picked from commit 831c79d32f)
2025-02-01 11:02:53 -08:00
Sam Lantinga
482d964733 Don't filter out controllers when launched by Steam under Proton
Fixes https://github.com/libsdl-org/SDL/issues/11579
Fixes https://github.com/libsdl-org/SDL/issues/12106

(cherry picked from commit 3060105cfa)
2025-01-31 15:40:21 -08:00
Sam Lantinga
da0cf3f634 Fixed detecting Steam Deck controller on Proton 9.04
Newer versions of Proton properly pass through the Steam virtual gamepad VID/PID, but older Proton (9.x and older) don't, so we have to rely on Steam and Proton hiding controllers we shouldn't have access to.

Fixes https://github.com/libsdl-org/SDL/issues/12106
2025-01-31 15:32:33 -08:00
Sam Lantinga
55a75875f0 Improved XInput controller detection
Sometimes we'll get a Windows.Gaming.Input callback before the raw input device is even in the list, so try some other methods to better detect XInput devices.
2025-01-31 08:45:20 -08:00
Deve
934d6954e2 Fixed crash when trying to disconnect secondary display on iOS 2025-01-29 14:45:49 -08:00
Sam Lantinga
0efe8892d6 Skip IsRegularFileOrPipe() check on Emscripten
The sandbox guarantees that this will be true.

Fixes https://github.com/libsdl-org/SDL/issues/12108

(backported from from commit 1c7cc60286)
2025-01-28 10:47:10 +03:00
Ryan C. Gordon
d3a4d62fc2 .wikiheaders-options: Removed wikipreamble setting.
Reference https://github.com/libsdl-org/sdlwiki/issues/713.
2025-01-24 01:51:11 -05:00
Anonymous Maarten
3f02118264 ci: bump to NetBSD 10.1
(cherry picked from commit 98c447802f)
(cherry picked from commit 18ecd2ccad)
2025-01-23 00:32:56 +03:00
Tomasz Pakuła
5bf8955b25 Use proper polar direction when creating FF_RUMBLE effect
Uses proper polar direction of 90 degrees. Previous value probably came from mistakenly using spherical system default.
2025-01-20 16:52:11 -08:00
Tomasz Pakuła
529ed102fc Translate conditional effect direction instead of hardcoding it to 0
Provious code wrongly assumed that direction is not an important part
of conditional effect. Moreover, if there's need to hardcode polar
direction, the default should be 0x4000 (north).

For one axis affects, a direction of 0 means complete lack of force, if
a FFB-enabled device takes direction into force calculation. A sine function
graph can be used to represent the resulting forces where X is the input
direction and Y is the force multiplier (360 degrees equals to 1).

This fixes conditional effect playback on Moza Racing devices, which do
not ignore direction field.
2025-01-20 16:52:11 -08:00
Sam Lantinga
4b19f7e012 Added support for the 8BitDo Ultimate 2C Wireless in Bluetooth mode
Closes https://github.com/libsdl-org/SDL/pull/11415

(cherry picked from commit c7d1fd90ea)
2025-01-18 07:07:12 -08:00
ROllerozxa
878ea48b60 Vita: Fix off-by-one error for synthetic mouse events
(cherry picked from commit cdc5483cf9)
2025-01-16 11:59:25 -08:00
Ozkan Sezer
ab8bd0ef86 fix emscripten builds 2025-01-16 18:50:00 +03:00
Sam Lantinga
9f25821ffd Fixed detection of function keys on Emscripten
Fixes https://github.com/libsdl-org/SDL/issues/11973

(cherry picked from commit 67382e9c83)
2025-01-16 07:32:38 -08:00
CasualPokePlayer
780ec8fac0 Set EGL surface for foreign X11 windows
Also slightly changes up the cleanup code for SetupWindowData, to avoid copy pasting.

See #10611
2025-01-16 10:20:25 -05:00
SDL Wiki Bot
220a23dad2 Sync SDL2 wiki -> header
[ci skip]
2025-01-15 15:27:42 +00:00
Anonymous Maarten
d7825af4de ci: bump FreeBSD to 14.2
[sdl-ci-filter netbsd]
[sdl-ci-filter freebsd]
(cherry picked from commit db97da4ccb)
2025-01-15 06:20:02 +03:00
Sam Lantinga
91b76f5c29 Fixed potentially overlapping memcpy() to use memmove() 2025-01-14 14:34:29 -08:00
SDL Wiki Bot
aa9b4ec894 Sync SDL2 wiki -> header
[ci skip]
2025-01-11 16:25:41 +00:00
Frank Praznik
0efeb82a28 wayland: Only apply the toplevel bounds to resizable windows 2025-01-06 17:20:10 -05:00
Frank Praznik
e5a3fcd071 wayland: Apply toplevel bounds to windows
Apply the supplied xdg-toplevel bounds to resizable windows during initial mapping. Libdecor functionality will have to be added separately, as the functionality needs to be added to the library first.
2025-01-06 17:13:16 -05:00
Anonymous Maarten
ebe561f916 Revert "cmake: consider X11 as not available when xext.h is not found"
This reverts commit fe5468799b.
2025-01-06 20:35:09 +01:00
Erica Z
f804293a27 fix integer overflow ub in testautomation_sdltest
Patch originally from https://github.com/libsdl-org/sdl2-compat/pull/241
2025-01-06 10:37:46 -05:00
Erica Z
793103ef52 comment out signed multiplication overflow ub in testplatform
Patch originally from https://github.com/libsdl-org/sdl2-compat/pull/241
2025-01-06 10:36:32 -05:00
Daniel Tang
db2997548c Let SDL_IM_MODULE=fcitx override Wayland as a workaround to fix key repetition detection (#11859) 2025-01-05 14:34:30 -08:00
Anonymous Maarten
fe5468799b cmake: consider X11 as not available when xext.h is not found
This is user friendlier than straight up erroring

Backport of 16ad3e5af6
2025-01-05 16:06:01 +01:00
Ryan C. Gordon
c9c991b559 test_fuzzer: Patched to compile on Visual Studio. 2025-01-04 01:02:10 -05:00
Ryan C. Gordon
20574c016a coreaudio: Workaround for crash when disconnecting a bluetooth audio device.
Our understanding of what's going on here might be incorrect, but it seems
like we're getting this callback at a point where we shouldn't be able to,
with a device we've already closed.

If we're on the wrong track, this code should still be harmless; it just
verifies a device is still in the open list before dereferencing it.

Reference Issue #10432.
2025-01-04 00:30:31 -05:00
Anonymous Maarten
1fa217434b Avoid undefined signed overflow in SDLTest_RandomIntegerInRange
Partial backport of efba42a67b
2025-01-04 01:07:40 +01:00
SDL Wiki Bot
9dc8c82082 Sync SDL2 wiki -> header
[ci skip]
2025-01-03 13:15:22 +00:00
Joshua Root
6024c2731f prepare_audioqueue: legacy OS compatibility fix 2025-01-02 14:16:33 -08:00
Joshua Root
d58f026827 windowWillStartLiveResize: legacy OS compatibility fix 2025-01-02 14:16:33 -08:00
Joshua Root
ed0eb7714a showAlert: legacy OS compatibility fix 2025-01-02 14:16:33 -08:00
Anonymous Maarten
123b967a99 Port back nolibc SDL_strtol implementations from SDL3 to SDL2 2025-01-02 21:46:28 +01:00
Anonymous Maarten
840638404a testautomation: port back SDL3's strtol and strtod tests
Triggered by b713e7581b
2025-01-02 01:31:34 +01:00
Sam Lantinga
adb51845af Fixed N3DS_TOUCH_ID, 0 is an invalid touch ID 2025-01-01 09:06:23 -08:00
Sam Lantinga
5a25183b39 Revert "Backed out Vita touch ID change for SDL2"
This reverts commit a326ebce61.

It turns out that 0 is an invalid touch ID for SDL2, per the documentation for SDL_GetTouchDevice()
2025-01-01 09:03:24 -08:00
Sam Lantinga
a326ebce61 Backed out Vita touch ID change for SDL2
0 is still a valid touch ID in SDL2 and shouldn't be changed at this point
2025-01-01 08:24:31 -08:00
Sam Lantinga
2b5b8fdbd5 Updated copyright for 2025 2025-01-01 07:47:53 -08:00
Sam Lantinga
0efb7c7829 Fixed spacing 2024-12-30 10:05:40 -08:00
Arquimedes
89977d0d16 Update SDLActivity.java
Fix Full immersive mode in Android 9 and higher.

LAYOUT_IN_DISPLAY_CUTOUT_MODE_SHORT_EDGES
will make sure to use all the screen when  the fullscreen flag is enabled.

The other option is 
LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS will work in some cases but in devices that have a camera in the middle this flag will not work.
2024-12-30 09:56:35 -08:00
Anonymous Maarten
fc608ffb5f cmake: really disable xrandr by default on Solarir
Fixes libsdl-org/SDL#10099
2024-12-28 11:57:03 +01:00
Anonymous Maarten
5ac94b519c cmake: disable xrandr by default on Solaris
Backport of 0be6dc5734

Fixes libsdl-org/SDL#10099
2024-12-28 04:04:31 +01:00
Anonymous Maarten
e02f651c05 cmake: Solaris' SunPro has alternative way to link to pthread libraries
Fixes libsdl-org/SDL#10096

(cherry picked from commit 4fbd6cba60)
2024-12-28 03:46:52 +01:00
Ryan C. Gordon
96b4535cc7 misc: Fixed typo in iOS error message. 2024-12-26 23:36:28 -05:00
Ryan C. Gordon
e55a23050e misc: Make SDL_OpenURL work with VisionOS, tvOS, etc.
(cherry picked from commit 7bbe6025be)
2024-12-26 23:36:06 -05:00
Ryan C. Gordon
c6e1806ba9 misc: Fix SDL_OpenURL on newer iOS releases.
Apparently as of iOS 18.2, the deprecated API we were using just refuses to
work at all.

Fixes #11728.

(cherry picked from commit ffed1c50c0)
2024-12-26 23:35:29 -05:00
Sam Lantinga
ddfdb0ca7b Don't overwrite non-CRC gamepad mapping with a new mapping that specifies a CRC
Fixes https://github.com/libsdl-org/SDL/issues/11723

(cherry picked from commit 1413bfb185)
2024-12-26 20:20:39 -08:00
Sam Lantinga
348bb53cc1 Corrected CoreAudio surround sound channel layouts
Fixes https://github.com/libsdl-org/SDL/issues/11709

(cherry picked from commit b2178857dc)
2024-12-24 15:10:35 -08:00
Blaž Tomažič
e79b0ce2e4 Use pthread_setname_np also on Android
Set thread name on Android the same way as we do on Linux.

Acording to Bionic source code this function is available since 2013 [1] and
hase the same signature.

[1] 2a1bb4e646
2024-12-24 07:40:04 -08:00
Sam Lantinga
884c8b684a Allow rendering during the modal resize loop on macOS
Fixes https://github.com/libsdl-org/SDL/issues/11508

(cherry picked from commit 9a43c08146)
2024-12-23 11:55:49 -08:00
Wolfywolfy
9491389baf Remove EXTRA_CFLAGS. 2024-12-20 15:19:09 -08:00
Sam Lantinga
974098464f Enable high refresh rates on iOS
Fixes https://github.com/libsdl-org/SDL/issues/7518

(cherry picked from commit 835b6e0c1a)
2024-12-18 14:43:33 -08:00
Sam Lantinga
7f880c9121 Fixed crash if the controller product name is NULL
This happens when the Razer Synapse software emulates a controller with a keyboard

(cherry picked from commit 7117d545a3)
2024-12-17 16:54:55 -08:00
Ryan C. Gordon
ad93f50ee6 emscriptenaudio: Removed comment about Firefox not supporting userActivation.
It does now, and has since Firefox 120 (around November 2023).

(cherry picked from commit e0cee83a3a)
2024-12-12 10:52:49 -05:00
Ryan C. Gordon
bc88a43d97 .wikiheaders-option: Filled in quickref metadata.
This is still disabled because SDL2's documentation can be spotty at times,
but it's better to have this stuff available in case we ever make some
documentation improvements.
2024-12-12 10:49:36 -05:00
Sam Lantinga
9791069d78 Fixed Chinese locales on PSP (thanks @ccawley2011!)
(cherry picked from commit 962268ca21)
2024-12-10 14:48:14 -08:00
Anonymous Maarten
3c142abcb2 Build optimized stripped MinGW binary releases 2024-12-09 17:21:54 +01:00
Anonymous Maarten
d890d2594a Add build-release.py updates from satellite libraries
Ported from fc2fd42197

[ci skip]
2024-12-08 04:34:44 +01:00
Anonymous Maarten
af94954161 Add test sources to mingw release artifact 2024-12-07 02:05:15 +01:00
Anonymous Maarten
c46bec009b vc: bump CMake compatibility version of sdl2-config.cmake 2024-12-05 04:30:34 +01:00
Frank Praznik
91bb1bb6fd wayland: Check the returned display value for null
In reality, this condition will never occur, since the index is checked before calling the display retrieval function, but aggressive LTO with jump threading can generate a warning if this isn't explicitly checked.
2024-12-03 11:53:14 -05:00
Sam Lantinga
e539135104 Fixed potential buffer overflow
(cherry picked from commit 6aab5a089d)
2024-12-03 08:34:34 -08:00
Christian Ehrhardt
8d00ca02f1 dynapi: order for a reproducible build
The objfiles of different builds show various differences in
the calls to SDL_DYNAPI_entry elements. This is generated
dynamically by gendynapi.pl which uses an unordered opendir/readdir
pair. To make the build reproducible and thereby e.g. debugging
easier change this to be used in an ordered fashion.

Fixes #11565.

(cherry picked from commit 5418740c4a)
2024-12-02 09:54:50 -08:00
staphen
a4ec0b1531 Fix order of events in case audio buffer size changes 2024-11-28 22:28:24 +03:00
Ivan Epifanov
6428cee892 Vita: implement mousewheel and buttons 4/5 2024-11-27 08:23:40 -08:00
Peter Seiderer
b64540dd66 DirectFB: fix DirectFB_SetTextureScaleMode() declaration
Fixes:

  src/video/directfb/SDL_DirectFB_render.c: In function ‘DirectFB_CreateRenderer’:
  src/video/directfb/SDL_DirectFB_render.c:1153:35: error: assignment to ‘void (*)(SDL_Renderer *, SDL_Texture *, SDL_ScaleMode)’ from incompatible pointer type ‘void (*)(void)’ [-Wincompatible-pointer-types]
   1153 |     renderer->SetTextureScaleMode = DirectFB_SetTextureScaleMode;
        |                                   ^

Signed-off-by: Peter Seiderer <ps.report@gmx.net>
---
Notes:
  - declaration was just recently changed by commit 'Fix warning for Android
    NDK compiler: "function declaration without a prototype is deprecated in
    all versions of C [-Wstrict-prototypes]"', see
    ccade50587
2024-11-27 08:21:10 -08:00
Sam Lantinga
a5da9be5e6 Fixed build 2024-11-24 17:54:55 -08:00
Starbuck5
9f07ac8bba Speed up full-surface fills
(cherry picked from commit 7a3f5ef129)
2024-11-24 17:45:24 -08:00
Anonymous Maarten
ba433e4a5d ci: merge all workflows 2024-11-23 20:00:37 +01:00
Anonymous Maarten
dface78331 ci: don't do 'brew install pkg-config' anymore
Assume it is installed by default
2024-11-22 21:47:15 +01:00
Wouter Wijsman
f39c5cf989 PSP: Add locale support 2024-11-22 08:37:39 -08:00
Alibek Omarov
f9c50e1bf7 Add proguard rules for SDL2
Based on existing work by @AntTheAlchemist on SDL3 branch.
2024-11-20 10:13:53 -08:00
Anonymous Maarten
e924f12a7b cmake: Compatibility with CMake < 3.10 will be removed in a future CMake version 2024-11-17 21:53:32 +01:00
Anonymous Maarten
c672c0e80f ci: pin MSVC ARM Windows SDK version to 10.0.22621.0 2024-11-17 21:33:53 +01:00
Ozkan Sezer
51570d9257 build system: disable 3dNow! support by default
Closes: https://github.com/libsdl-org/SDL/issues/11472.
2024-11-17 17:55:32 +03:00
jimtahu
d1af211010 Always Use Next Display Index
WIN_AddDisplay asserted that the returned index is the expected next
one in the list. This can be an unexpected number when displays are
add and removed in a batch (eg, Remote Desktop disconnect and reconnect).
Instead always just make use of the next index, even if it is not the
expected next index value. This fixes issue #9105

(cherry picked from commit bee8874629)
2024-11-15 14:35:55 -08:00
rsn8887
6dcf75710c SDL_vitatouch.c: re-enable front touch on Vita 2024-11-15 10:13:35 -08:00
Ryan C. Gordon
17b9ed7d82 audio: Favor OpenSL ES over AAudio.
There are low-latency fixes in SDL3 that really need to be backported to SDL2
before AAudio will be nicer across a range of devices, so OpenSL ES is safer
in SDL2 at the moment. At least, we suspect as such.

Fixes #11457.
2024-11-13 18:22:59 -05:00
Sam Lantinga
f1a3a18c1e Removed SDL_HINT_ENABLE_STEAM_CONTROLLERS
This was only respected on Steam Link hardware, which now uses SDL3 where it has been replaced by SDL_HINT_JOYSTICK_HIDAPI_STEAM.
2024-11-08 15:23:31 -08:00
L zard
b308172862 testautomation keyboard: use space instead of a
(cherry picked from commit 1ed1bc1d5d)
2024-11-08 18:21:32 +03:00
Zack Middleton
761ea32b74 Fix SDL_PRIs64 to use standard PRId64
PRIs64 doesn't exist in C standards.

(cherry picked from commit 8a2cac7aaa)
2024-11-08 12:40:50 +03:00
Sam Lantinga
74ff82f4a2 Support multiple joystick buttons bound to the same gamepad button
(cherry picked from commit ed943318e2)
2024-11-05 11:50:18 -08:00
Ryan C. Gordon
67b537cef4 .wikiheader-options: Treat SDL int types (Uint64, etc) as API prefixes.
This makes any reference to them in the docs link to their wiki pages.

Also fixup the integer type documentation, so the SDL2 wiki _has_ actual
pages for them.  :)
2024-11-01 23:52:03 -04:00
Anonymous Maarten
48aa1cccf7 Port build-script from SDL3
[ci skip]
2024-11-02 01:58:46 +01:00
SDL Wiki Bot
15bc3f25ee Sync SDL2 wiki -> header
[ci skip]
2024-11-01 19:42:53 +00:00
Wouter Wijsman
7cbb131c75 PSP: Allow building tests in parallel 2024-11-01 08:56:13 -04:00
Sam Lantinga
3b7a45853c Fixed the PS5 controller face buttons on Amazon Fire TV, Android 11
(cherry picked from commit 09495059df)
2024-10-30 05:23:54 -07:00
Sam Lantinga
d2b9ecd281 Revert "aaudio: Set low-latency audio mode."
This reverts commit 1e016fd5ea.

In order to use low latency mode, you need to set low latency callbacks. This has always been recommended and is apparently required on Android 15. SDL3 has these implemented correctly but SDL2 does not, so we should revert this for now.

Fixes https://github.com/libsdl-org/SDL/issues/11376
2024-10-29 22:32:59 -07:00
dv-senna
478dff3585 SDL_vulkan.h: undefine VK_DEFINE_HANDLER and VK_DEFINE_NON_DISPATCHABLE_HANDLE
Allows including vulkan.hpp in user code in C++ before SDL_vulkan.h w/o errors.
Fixes:  https://github.com/libsdl-org/SDL/issues/11328 .

(cherry picked from commit 149ecffd6f)
2024-10-29 20:35:10 +03:00
Ryan C. Gordon
5b0e838a74 wasapi: Deal with device buffer sizes changing.
Otherwise, it would fill the previous size's worth of data into the current
size's buffer.

Fixes #11122.
2024-10-28 13:43:48 -04:00
SDL Wiki Bot
96e7306a7a Sync SDL2 wiki -> header
[ci skip]
2024-10-27 21:41:54 +00:00
Jordan Christiansen
a22baafcf4 docs: Explain events for already plugged in controllers 2024-10-27 14:41:06 -07:00
Ryan C. Gordon
e5348c611d cocoa: Patched to compile. 2024-10-24 23:59:12 -04:00
Ryan C. Gordon
5cb87ff99f cocoa: Make sure GL context destruction happens on the main thread.
Fixes #10900.

(cherry picked from commit 344546b4ea)
2024-10-24 23:48:58 -04:00
Ryan C. Gordon
00f15dd215 emscripten: scale mousewheel X coordinates correctly, not just Y coordinates.
Fixes #10454.

(cherry picked from commit 4ea26a7771)
2024-10-23 23:39:40 -04:00
Ivan Epifanov
52714d5063 VITA: fix SDL_ShowMessageBox by using different memory type 2024-10-22 12:19:50 -07:00
SDL Wiki Bot
bcf1397e33 Sync SDL2 wiki -> header
[ci skip]
2024-10-20 01:02:07 +00:00
SDL Wiki Bot
1af0b39833 Sync SDL2 wiki -> header
[ci skip]
2024-10-20 00:51:30 +00:00
SDL Wiki Bot
4ca7a19348 Sync SDL2 wiki -> header
[ci skip]
2024-10-19 18:04:39 +00:00
Ivan Epifanov
86fd4ed83c VITA: fix yuv texture update 2024-10-17 07:54:02 -07:00
Sam Lantinga
b6fa4dc794 Only use Steam Virtual Gamepads if we're running under Steam
Fixes https://github.com/libsdl-org/SDL/issues/11214
Fixes https://github.com/libsdl-org/SDL/issues/11215

(cherry picked from commit 8a30def5f2)
2024-10-16 17:51:50 -07:00
Sam Lantinga
cfb3db01dc Added support for the Steam Virtual Gamepad on macOS Sequoia
(cherry picked from commit d7b1ba1bfc)
2024-10-16 17:51:50 -07:00
Ozkan Sezer
a976f7f71b SDL_stdinc.h: provide a prototype for strdup for __clang_analyzer__ case
Because strdup is not ANSI but POSIX, and its prototype might be hidden..

Reference issue: https://github.com/libsdl-org/SDL/issues/11219.

(cherry picked from commit 3ebfdb04be)
2024-10-16 22:03:50 +03:00
Pierre Wendling
378234437f VisualC: Set the correct component to false.
When SDL2_main would not be found, it would incorrectly flag the shared SDL2 library as not found.
2024-10-13 09:00:35 -07:00
Cameron Cawley
23d456e146 3DS: Support simple message boxes 2024-10-12 16:07:34 -07:00
Cameron Cawley
d7bb56f163 3DS: Only bundle resources with tests that need them 2024-10-12 16:06:54 -07:00
Cameron Cawley
084dbb6410 Allow for more fine tuning of Duff's device routines 2024-10-12 16:06:54 -07:00
Cameron Cawley
90f792f83c Reduce the size of the SDL_blit_0 alpha code 2024-10-12 16:06:54 -07:00
Cameron Cawley
e2f27362cb testdrawchessboard: Allow using the standard render API 2024-10-12 13:56:51 -07:00
Sam Lantinga
da4608ed03 Fixed typo in SDL_audio.h 2024-10-10 08:49:41 -07:00
Guldoman
5fe010270a x11: Set correct clipboard target type in SelectionRequest handling 2024-10-09 07:31:43 -07:00
Sam Clegg
3deb07ea39 [emscripten] Fixes for data addresses above 2gb
This includes both wasm64 and wasm32 when addressing more than 2gb of
memory.

Fixes: #9052
2024-10-08 16:35:58 -04:00
Sam Lantinga
da19244f7f Added support for wired XBox controllers on macOS 15.0 Sequoia
Fixes https://github.com/libsdl-org/SDL/issues/11002

(cherry picked from commit 7da728a642)
2024-10-07 16:41:34 -07:00
Sam Lantinga
bb33eb409e Fixed detecting the Steam Virtual Gamepad on macOS 2024-10-07 16:21:44 -07:00
Frank Praznik
a86f8dedb9 wayland: Add support for setting window icons via the xdg-toplevel-icon-v1 protocol 2024-10-07 14:24:33 -04:00
Frank Praznik
ea77d1d385 wayland: Factor out the general SHM buffer allocation/free functions from the cursor code 2024-10-07 14:24:33 -04:00
Anonymous Maarten
e4126d8d6f Add parametrized release script
[ci skip]
2024-10-04 23:42:29 +02:00
Ryan C. Gordon
2c60d95ee2 .wikiheaders-options: fix redundant language. 2024-10-04 15:41:54 -04:00
Ryan C. Gordon
ef05f66c08 .wikiheaders-options: Declare SDL3 the current stable API! 2024-10-04 15:39:12 -04:00
Ryan C. Gordon
9f7ccbe8d4 opengles2: Restore previous default texture_formats.
They were inadvertently byteswapped when making the rest of the backend
bigendian-friendly.

Fixes #11031.
2024-10-04 02:32:24 -04:00
Frank Praznik
643437f5b0 Reapply "wayland: Don't initialize OpenGL when the window flags didn't specify it"
This reverts commit 120b8d4189.

The issue this was patching over in Vanilla-Conquer was the lack of an exposure event when showing a window, which has since been remedied.

Attaching EGL window objects can also cause protocol violations now that the explicit sync protocol is in use, if SDL creates one and then the client tries to attach one itself, so they really shouldn't be created unless the client specifically requested it.
2024-10-02 13:50:14 -04:00
Anonymous Maarten
2b2907db18 Add docs to mingw release and don't modify libtool files in mingw's Makefile 2024-10-01 23:04:32 +02:00
Anonymous Maarten
8291b1be36 Port SDL3 release scripts to SDL2
[skip ci]
2024-10-01 21:09:41 +02:00
Vladimir Serbinenko
1edaad1721 Handle wayland touch cancel message
Suppose host has some three-finger gesture. Then we get the following sequence
of events:
DOWN-DOWN-DOWN-MOTION-CANCEL

Note that there is no UP in this sequence. So if we don't handle CANCEL then
we end up thinking that fingers are still touching the screen. Ideally we
should inform the application that cancel has happened as not to trigger
spurious taps but still this is way better than being stuck with phantom
finger touch.
2024-09-26 13:35:31 -04:00
Sam Lantinga
c9f3cbe02f Don't use BlitARGBto555PixelAlpha() for SDL_PIXELFORMAT_ARGB1555
This didn't properly take into account destination alpha.

Fixes https://github.com/libsdl-org/SDL/issues/8401

(cherry picked from commit 1aea43846e)
2024-09-25 21:58:20 -07:00
Cameron Gutman
656b599828 Throttle tickle reports to PS4/PS5 controllers
UpdateDevice() can be called at an arbitrary rate, so we need to
pace ourselves to avoid filling up the rumble queue with these.

(cherry picked from commit 6ec8b1a173)
2024-09-25 07:21:31 -07:00
Cameron Gutman
7eb85b07e0 kmsdrm: Fix one more place that doesn't try to drop master 2024-09-23 18:59:54 -05:00
Cameron Gutman
dab4f856c1 kmsdrm: Keep fd around if we can drop master
Modern kernels (v5.8+) allow non-root usage of drmDropMaster(), so
we can hold on to our fd after dropping master on it. This fixes
populating drm_fd in the KMSDRM SysWMinfo when using Vulkan.

Also add a missing error check for open() while we're here.
2024-09-22 16:36:34 -07:00
Cameron Gutman
a4a8a29075 cmake: don't check c++ compiler flags for asan when CXX is not enabled
Backport of fd2b9c0602 to SDL2
2024-09-21 12:14:53 -05:00
SDL Wiki Bot
c43b976e5b Sync SDL2 wiki -> header 2024-09-21 13:17:38 +00:00
Erin Melucci
055ce096f5 Don't call GetMessageTime on Xbox platforms
Fixes a compilation issue due to the GAMES partition of WinAPI not including GetMessageTime
2024-09-20 07:26:38 -07:00
T3hD0gg
ec9a9fee58 Add Thrustmaster TMX VID & PID to wheel device list.
(cherry picked from commit 594edb6bd2)
2024-09-18 22:22:01 -07:00
Cameron Gutman
e239295491 wayland: Fix memory leaks 2024-09-18 20:44:26 -04:00
Ozkan Sezer
46ee6a3848 update config.guess and config.sub from mainstream 2024-09-18 17:33:10 +03:00
Ozkan Sezer
d6b7be8abd autotools, libtool, win32: add 'aarch64' support to the file magic test.
From libtool development commit 1638a6407573b74517b57a0f6e596918344a4394
2024-09-17 14:10:02 +03:00
Sam Lantinga
1b26b54402 Verify that the subsystems were successfully initialized
(cherry picked from commit 0548050fc5)
2024-09-15 12:05:31 -07:00
Loymdayddaud
bc9d12e560 Typo fix 2024-09-14 21:13:56 -07:00
Anders Jenbo
d9b4b7d0e0 Spell "unknown" correctly
(cherry picked from commit ee377793fe)
2024-09-13 12:29:56 -07:00
Ryan C. Gordon
58f2586b44 pulseaudio: Hotplug thread fixes.
This used a tiny stack, which apparently upsets Blender for various
technical reasons. Instead, just use the default stack size, which should
give it plenty of space to work.

If the thread failed to create, we would then wait on a semaphore that would
never trigger, so don't do that anymore!

Fixes #10806.

(cherry-picked from commit b7dc30ca24)
2024-09-12 18:00:58 -04:00
SDL Wiki Bot
ea820edc62 Sync SDL2 wiki -> header 2024-09-10 15:35:30 +00:00
Frank Praznik
8fa99993af wayland: Send exposure events when showing or resizing the window
Clients may rely on this event to signal when they should redraw themselves, so send it when appropriate.
2024-09-10 10:19:48 -04:00
Simon McVittie
54757c29dd x11vulkan: Use the correct SONAME of libX11-xcb.so.1 on Linux, etc.
On most Unix platforms supported by SDL, the canonical name used to load
a library at runtime includes its ABI major version, and the name
without a version is not guaranteed to exist on non-developer systems.
libX11-xcb.so.1 is correct on Linux, and probably on other Unix
platforms like FreeBSD.

A notable exception is OpenBSD, which apparently does not use
ABI-suffixed names, so continue to use libX11-xcb.so there.

Signed-off-by: Simon McVittie <smcv@collabora.com>
(cherry picked from commit 7713a7eec7)
2024-09-09 12:54:02 -07:00
Sam Lantinga
f5ed158d1f SDL_XINPUT_Enabled() returns false until XInput DLL is successfully loaded
We make sure we initialize XInput first, so that anything checking whether it's enabled gets a valid result based on whether we were able to load it or not.

(cherry picked from commit 8f46cb771c)
2024-09-06 11:24:43 -07:00
Sam Lantinga
5aadfd4eaf Fixed race condition at startup that could cause a crash in the XInput driver
(cherry picked from commit 6d7c211faf)
2024-09-06 10:17:37 -07:00
Sam Lantinga
224a37faab Fixed memory leak in testthread
(cherry picked from commit dfe6efcd2d)
2024-09-05 07:11:56 -07:00
Sam Lantinga
a75227aaeb Use atomic variables for thread communication
Fixes https://github.com/libsdl-org/SDL/issues/10711

(cherry picked from commit a0f36fb85b)
2024-09-05 07:09:27 -07:00
Ozkan Sezer
37d3eea939 testlocale, testplatform, testqsort: replace exit(1) calls with return 1 2024-09-05 00:28:32 +03:00
Sam Lantinga
2834d8b3b7 Revert "Sync SDL2 wiki -> header"
This reverts commit f23cc950f5.

This edit was incorrect.
2024-09-04 09:15:20 -07:00
Sam Lantinga
10b4a79379 Make newer DRM and GBM functions optional
Fixes https://github.com/libsdl-org/SDL/issues/10675

(cherry picked from commit d501f6db07)
2024-09-02 11:11:02 -07:00
Anonymous Maarten
57f1ea71ab Increase maximum line length of SDLTest_LogAllocations 2024-09-01 02:18:47 +02:00
Anonymous Maarten
2ae8b4c651 test: use SDL_test for parsing arguments in all non-interactive tests 2024-08-31 23:49:22 +02:00
Anonymous Maarten
47a525610c ci: build in RelWithDebInfo mode 2024-08-31 23:49:22 +02:00
Anonymous Maarten
510eda22f1 SDL_test: print stack traces of leaks on Windows
(ported from SDL3)
2024-08-31 23:49:22 +02:00
Anonymous Maarten
877c19da41 SDL_test: do late addres to name conversion, if libunwind supports it 2024-08-31 23:49:22 +02:00
Anonymous Maarten
622b511613 Copy sdlprocdump from SDL3 2024-08-31 23:49:22 +02:00
Anonymous Maarten
564765d22b ctest: fail if there are outstanding allocations
backport of b68ac011e0
2024-08-31 23:49:22 +02:00
Anonymous Maarten
1260ada519 SDL_test: use mutex based on SDL_atomic_t in memory tracking
SDL_Mutex or SDL_SpinLock cannot be used as these use SDL_malloc internally.

Backport of c7a1876536
2024-08-31 23:49:22 +02:00
Ozkan Sezer
4eac44bed4 RAWINPUT_JoystickOpen: add missing SDL_stack_free() calls.
Fixes https://github.com/libsdl-org/SDL/issues/10574.
(cherry picked from commit 845212388e)
2024-08-25 11:05:50 +03:00
Francisco Javier Trujillo Mata
1b8d5631ef Allow MessageBox to work without window 2024-08-23 11:50:00 -07:00
Sam Lantinga
0de601dc64 Added support for the Retro-bit Controller in PS3 mode
Fixes https://github.com/libsdl-org/SDL/issues/10557

(cherry picked from commit e75175129f)
2024-08-19 16:47:54 -07:00
Sam Lantinga
a3546e5069 PSP: Throw SDL_EVENT_QUIT event upon exit (thanks @sharkwouter!)
Closes https://github.com/libsdl-org/SDL/pull/10565

(cherry picked from commit 59ac561062)
2024-08-18 08:30:03 -07:00
Sam Lantinga
4bd07ea9a4 Revert "PSP: Throw SDL_Quit event upon exit"
This reverts commit e52e68d160.
2024-08-18 08:27:29 -07:00
Wouter Wijsman
e52e68d160 PSP: Throw SDL_Quit event upon exit 2024-08-18 08:22:20 -07:00
Ozkan Sezer
30972d7e7f SDL_x11mouse.c: avoid -Wunused-variable if xinput2 is not available 2024-08-17 11:23:32 +03:00
ds-sloth
2824d138b9 SDL_rwops.c: stdio_seek - skip API call for RW_SEEK_CUR with 0 offset
Reference Issue #10556.
2024-08-16 17:12:34 -04:00
Frank Praznik
8fcbf972c6 wayland: Send fake warp coordinates when emulating warps with relative mode
Send the fake warp coordinates when emulating warps with relative mode to ensure that it appears that the cursor is always reset to where the application expects it to be.

Fixes cases where games can continue moving the camera if the mouse is lifted during motion.
2024-08-16 11:24:13 -04:00
Frank Praznik
5b57573439 x11: Track cursor visibility internally
Cursor visibility in the SDL input layer only reflects whether ShowCursor/HideCursor was called. In the case of relative mode, the cursor can be hidden, but the SDL_Mouse visibility flag will be true.

Track cursor visibility separately in the X11 driver. Fixes the cursor becoming visible when using the warping relative mode with XWayland.

(cherry picked from commit b0713a7d30)
2024-08-16 10:34:36 -04:00
Sam Lantinga
b360214950 Use drmModeAddFB() if drmModeAddFB2WithModifiers() fails
Fixes https://github.com/libsdl-org/SDL/issues/10276

(cherry picked from commit 8e99ec34bb)
2024-08-15 11:53:02 -07:00
Wohlstand
dd6c663918 SDL_vitatouch.c: Fixed the incorrect touch device IDs
- Begining of device ID with 0 violates the SDL's specification that means the 0 is an error, invalid, failure, etc. But on Vita here it's an actual device...
- Replacing 0 and 1 with 1 and 2 to resolve this violation.
2024-08-14 08:32:02 -07:00
Anonymous Maarten
764c44db02 cmake/test: don't test swift on ios/tvos platform 2024-08-14 10:35:43 +00:00
Anonymous Maarten
52090046fe cmake: ios and tvos applications need to link to SDL2main library 2024-08-14 10:35:43 +00:00
Anonymous Maarten
3d7007fb2d testgles: ignore GLES deprecation on Apple platforms 2024-08-14 10:35:43 +00:00
Anonymous Maarten
248cb3ca9c Fix -Wdeclaration-after-statement warnings 2024-08-14 10:35:43 +00:00
Anonymous Maarten
354a35c1d7 cmake: port back Apple changes from SDL3 2024-08-14 10:35:43 +00:00
Sam Lantinga
70890b175e Fixed build 2024-08-13 07:39:43 -07:00
Ilya Mizus
586a2dc721 Fixed secondary screens on KMSDRM (#10535)
* Removed window movement to left top corner that breaks secondary screens on KMSDRM

(cherry picked from commit ce98550cbb)
2024-08-13 07:20:07 -07:00
Ryan C. Gordon
155c3bb0a3 SDL_GLattr: formatted wiki documentation to be wikiheaders-friendly.
Reference https://github.com/libsdl-org/sdlwiki/issues/544
2024-08-12 01:23:12 -04:00
KaJe
5ecbc00f36 Add Cammus C12 VID & PID to wheel device list.
Add Cammus C12 in the SDL wheel list to enable wheel detection for them.

(cherry picked from commit e1571d704d)
2024-08-09 06:48:49 -07:00
Sam Lantinga
a5bff78d81 kmsdrm: free the connector when looking for available devices
Fixes https://github.com/libsdl-org/SDL/issues/10499

(cherry picked from commit 1a57ea7fba)
2024-08-08 09:29:38 -07:00
Sam Lantinga
5ca0639a42 Fixed crash when the current mouse capture window is destroyed
Fixes https://github.com/libsdl-org/SDL/issues/10494

(cherry picked from commit 91d97a367e)
2024-08-07 12:28:53 -07:00
hsnovel
81252eb06d add failsafe for querying cache line size on linux 2024-08-06 09:51:00 -07:00
Sam Lantinga
1512013320 Added detail about why a file couldn't be opened (thanks mgerhardy!)
Fixes https://github.com/libsdl-org/SDL/issues/10484
2024-08-06 05:45:48 -07:00
Sam Lantinga
8f5d3ca57d Added SDL_CreateRenderer to the "see also" for SDL_RenderPresent() 2024-08-05 07:58:02 -07:00
Sam Lantinga
2efbe7fa3f Implemented left-justification in SDL_PrintString()
Fixes https://github.com/libsdl-org/SDL/issues/10310

(cherry picked from commit f59d66f4b1)
2024-08-04 20:05:41 -07:00
Anonymous Maarten
5c013a4f0d ci: add GDK
SDL2 port of 31b3f5ea79
2024-08-04 17:17:43 +02:00
Anonymous Maarten
7cf3234efe cmake: SDL2 target is not always available 2024-08-04 15:52:16 +02:00
Sam Lantinga
230f1debd0 Fixed macOS build 2024-08-01 14:11:06 -07:00
Sam Lantinga
0b6eff4167 Fixed building on macOS with OpenGL disabled
Fixes https://github.com/libsdl-org/SDL/issues/6226
2024-08-01 13:57:26 -07:00
Sam Lantinga
7fdf794377 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)
2024-07-29 13:50:55 -07:00
Sam Lantinga
15c73f5bfe Fixed whitespace
(cherry picked from commit 67b973b5fa)
2024-07-29 12:52:40 -07:00
SDL Wiki Bot
eee439debe Sync SDL2 wiki -> header 2024-07-29 19:46:06 +00:00
Ryan C. Gordon
0ba3d9862d SDL_RWFromFile: On Apple platforms, offer a hint to not look in resource dirs.
Fixes #8403.
2024-07-29 15:45:03 -04:00
Charles Cross
e306cbcbee Updates CheckLibUDev() to match main, fixing missing HAVE_LIBUDEV 2024-07-29 07:21:14 -07:00
Ozkan Sezer
2cb2897e50 SDL_mslibc.c: revert PR/10303 changes 2024-07-28 22:47:51 +03:00
Frank Praznik
5d1ca1c8c7 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)
2024-07-27 20:30:52 -04:00
Anonymous Maarten
50a6a39dd6 cmake: use genexes for linking against apple frameworks 2024-07-27 17:13:52 +02:00
Ozkan Sezer
73066492f6 testshader.c: include stdlib.h for exit() 2024-07-22 17:40:56 +03:00
Ozkan Sezer
86b4d035db 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)
2024-07-22 16:02:00 +03:00
Anonymous Maarten
5d606eaae2 stdinc: c23 deprecated _Static_assert in favor of static_assert
(cherry picked from commit 22bfbdbc02)
2024-07-21 21:55:10 +03:00
Charlie Birks
6e931bee01 emscripten: restore key event prevent default behaviour
This restores the behaviour before 9221548114 where we only preventDefault the event if:
- the key is recognised
- the event is enabled
- the event is not filtered

(ignoring the KEYPRESS special case, which is unchanged)
2024-07-19 09:39:00 -07:00
Anonymous Maarten
fd32342ced ci: build MSVC workflows using Ninja generator 2024-07-19 10:20:11 +00:00
Anonymous Maarten
ab4370c247 cmake: detect ARM64EC and enable SDL_LIBC by default 2024-07-19 10:20:11 +00:00
Anonymous Maarten
7fb8b62a4d cmake: fix building UWP with non-MSVC generator 2024-07-19 10:20:11 +00:00
Anonymous Maarten
11c0dfbdfe Fix UWP build in non-UNICODE mode 2024-07-19 10:20:11 +00:00
vanfanel
5ab1151508 Fix KMSDRM double buffering. 2024-07-18 14:35:00 -07:00
vanfanel
9e6b8d56e3 Add SDL_VIDEO_DOUBLE_BUFFER support to the Wayland backend. 2024-07-17 16:36:04 -04:00
Amir
ccade50587 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.
2024-07-17 10:51:30 -07:00
Ryan C. Gordon
3f9591babe README-macos: fixed some text.
(cherry picked from commit 199e6929e5)
2024-07-16 08:27:12 -04:00
Anonymous Maarten
256269afb3 sdl2-config.in: use backtics instead of $() for older shells
/bin/sh of Solaris does not understand $()
2024-07-14 19:36:46 +02:00
Anonymous Maarten
2eeb39298e pthread: timespec.tv_nsec must be less then 1000000000 ns 2024-07-14 17:29:07 +02:00
ceski
3b7eafedb3 Add a Windows mapping for SplitFish Game Controller
(cherry picked from commit 68cf17d0d4)
2024-07-12 22:04:29 -07:00
Anonymous Maarten
bc39952b23 cmake: only add SDL_LIBC=0 compile options to SDL2 libraries 2024-07-12 23:09:56 +02:00
Anonymous Maarten
a25f94c9a8 ci: run VC tests under sdlprocdump 2024-07-12 18:47:18 +02:00
Anonymous Maarten
bba51871a8 cmake: only link SDL2 against test executables 2024-07-12 18:47:18 +02:00
Sam Lantinga
b057159db7 Make sure SDL subsystems are initialized before starting threads 2024-07-12 09:09:57 -07:00
Sam Lantinga
b378bc5c83 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.
2024-07-12 08:00:04 -07:00
Sam Lantinga
b13dcf24d6 Fixed OS/2 build 2024-07-11 13:55:24 -07:00
Sam Lantinga
551164812a Added TLS initialization and shutdown functions
Fixes https://github.com/libsdl-org/SDL/issues/8576

(cherry picked from commit b517043936)
2024-07-11 13:10:15 -07:00
Ozkan Sezer
956a8bf6c0 ci: bump FreeBSD
Reference issue: https://github.com/libsdl-org/SDL/issues/10224.
2024-07-11 18:55:50 +03:00
Ryan C. Gordon
663411ff77 haiku: Don't change the cwd on startup if launched from a Terminal.
This patch was written by @pulkomandy. Thanks!

Reference Issue #7596.
2024-07-11 11:42:21 -04:00
Substring
a2215ff81c KMSDRM: fix unsupported modifiers
(cherry picked from commit 9548bba63a)
2024-07-10 14:42:32 -07:00
Ahmed Essam
b80f6ec05c emscripten: don't consume key down/up events if the user disabled them 2024-07-10 09:29:43 -07:00
Sam Lantinga
3899cb1696 Revert "Fixed build"
This reverts commit 026dfc6305.

Fixed build again!
2024-07-08 14:46:15 -07:00
Sam Lantinga
026dfc6305 Fixed build 2024-07-08 11:39:08 -07:00
Sam Lantinga
e22c89536a Make sure we're actually running on Windows before using D3D renderers 2024-07-08 11:28:29 -07:00
Frank Praznik
849c905d8c wayland: Always create a viewport for the window if available
Viewports decouple the buffer from the window size and avoids the window geometry hacks used to prevent problems if a buffer with an old size in the pipeline ends up being committed.

Fixes an invalid geometry warning and incorrect overview size for fullscreen windows on GNOME, and avoids flicker when entering/exiting fullscreen or moving the window between scaled and non-scaled displays.
2024-07-08 11:54:10 -04:00
mariob92
58e179c8b5 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)
2024-07-06 11:56:38 -07:00
Sam Lantinga
4c44450258 Improved detection of Nintendo Switch Pro controller report mode
Fixes https://github.com/libsdl-org/SDL/issues/10182

(cherry picked from commit 4ba2e9f4f4)
2024-07-06 05:30:08 -07:00
Ozkan Sezer
6a10309568 SDL_hidapi.c: work-around watcom build error when libusb is enabled 2024-07-05 18:56:10 +03:00
Max Maisel
22770e6496 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.
2024-07-05 08:27:09 -07:00
Sam Lantinga
a4cbba1276 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)
2024-07-05 08:23:17 -07:00
Ryan C. Gordon
b47deb58a2 vitagxm: Patched to compile. 2024-07-04 20:37:46 -04:00
Ryan C. Gordon
2c32fd254c Revert "render: Set renderer->window to NULL in SDL_DestroyRendererWithoutFreeing."
This reverts commit 9f8dffbd2d.

This causes some tests to fail, and wasn't otherwise a necessary change, so
I'm backing it out.

(Looks like some sort of interaction with software renderers and their
surfaces not getting destroyed...?)

(cherry picked from commit f9a06c20ed)
2024-07-04 19:47:39 -04:00
Ryan C. Gordon
5f0f337d33 vitagxm: Patched to compile. 2024-07-04 18:48:21 -04:00
Ryan C. Gordon
1413d67748 render: SDL_DestroyWindow hollows out its renderer but doesn't free it.
This allows apps to destroy the window and renderer in either order, but
makes sure that the renderer can properly clean up its resources while OpenGL
contexts and libraries are still loaded, etc.

If the window is destroyed first, the renderer is (mostly) destroyed but its
pointer remains valid. Attempts to use the renderer will return an error,
but it can still be explicitly destroyed, at which time the struct is free'd.

If the renderer is destroyed first, everything works as before, and a new
renderer can still be created on the existing window.

Fixes #10174.

(cherry picked from commit cab3defc18)
2024-07-04 18:46:43 -04:00
Ryan C. Gordon
944dc4701c render: Manage memory for SDL_Renderer* at higher level.
Previously, each backend would allocate and free the renderer struct. Now
the higher level does it, so the backends only manage their private resources.

This removes some boilerplate and avoids some potential accidents.

(Manually cherry-picked from 39c8434f5f)

Reference Issue #10174.
2024-07-04 18:17:20 -04:00
Sam Lantinga
845ebbbe96 Added support for the ROG RAIKIRI
(cherry picked from commit a04596c9a7)
2024-07-03 13:54:31 -07:00
Sam Lantinga
cd8ea5e3f1 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)
2024-07-03 11:47:20 -07:00
Sam Lantinga
288aea3b40 Fixed build 2024-06-29 11:22:29 -07:00
Sam Lantinga
0d9e54237c 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)
2024-06-29 11:13:01 -07:00
Sam Lantinga
a3f0c373d3 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)
2024-06-29 11:04:15 -07:00
Ozkan Sezer
a0ec7c0906 libtool.m4: fix appending of -no_fixup_chains to allow_undefined_flag. 2024-06-29 17:50:40 +03:00
Ozkan Sezer
98ec8b88c1 acinclude/libtool.m4: updates from mainstream git:
- Disables chained fixups for macOS ('-no_fixup_chains' if supported by
  linker), because it is not compatible with '-undefined dynamic_lookup'
- Fixes Wstrict-prototypes warnings
- Regenerate the 'configure' script.
2024-06-29 17:03:04 +03:00
1F616EMO
3bf2b90da0 Remove the inconsistent and lag-causing usleep call in SDL_fcitx.c 2024-06-29 00:08:08 -07:00
Ryan C. Gordon
14183f8eca SDL_endian.h: Fix byte order detection on Solaris (and some SPARC compilers).
Fixes #10093.
2024-06-28 00:11:23 -04:00
Ryan C. Gordon
d96f1d5360 begin_code: Solaris Studio has __has_attribute defined by isn't usable here.
Fixes #10095.
2024-06-27 20:38:45 -04:00
Ryan C. Gordon
3e4bb5acd0 x11: Fix build when X_HAVE_UTF8_STRING is not defined.
Fixes #10094.
2024-06-27 01:53:39 -04:00
Ryan C. Gordon
498cbffd89 atomic: Solaris needs the _nv variant of atomic_or_uint.
(This means "new value" and returns the atomically updated value. Before, we
were returning a value from a void function.)
2024-06-27 01:43:25 -04:00
Ryan C. Gordon
b23343b7cd configure.ac: Explicitly disable Vulkan support on Solaris.
Fixes #10100.
2024-06-27 01:39:44 -04:00
Sam Lantinga
ee3b2b7de1 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)
2024-06-26 15:55:31 -07:00
Sam Lantinga
88bbab275f Fixed building with older libdrm headers
(cherry picked from commit 8949de3978)
2024-06-26 15:55:08 -07:00
Sam Lantinga
ecde0ca6b6 Fixed building with the steamrt/scout SDK
(cherry picked from commit 4b82bed259)
2024-06-26 15:54:53 -07:00
Sam Lantinga
64d4baccb5 Fix building with the steamrt/scout SDK
(cherry picked from commit b552f26e6a)
2024-06-26 15:54:20 -07:00
Francisco Javier Trujillo Mata
10c14e78b6 Fixing systimer 2024-06-26 15:28:16 -07:00
Francisco Javier Trujillo Mata
4d82ceae0c Add slash to cwd call 2024-06-26 14:55:30 -07:00
Frank Praznik
20f1061cc8 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.
2024-06-26 12:19:14 -04:00
Frank Praznik
3b88d4f46f wayland: Fix double free when deleting an output display 2024-06-26 12:19:14 -04:00
Cecill Etheredge
6589287ed6 fix: Use drmModeAddFB2WithModifiers instead of drmModeAddFB to allow using GBM modifiers.
This fixes corrupt framebuffers on platforms that require the use of modifiers.

(cherry picked from commit 620e875335)
2024-06-25 14:21:17 -07:00
Anonymous Maarten
8ae7841d91 Revert "Make sdl2-config interpreter configurable"
This reverts commit b9f005505b.

Making the interpreter configurable is a band-aid fix.
So revert the workaround until we know the actual cause.
2024-06-25 00:44:55 +02:00
Edoardo Lolletti
99d7b9e626 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)
2024-06-24 11:51:21 -07:00
Anonymous Maarten
b9f005505b Make sdl2-config interpreter configurable 2024-06-23 23:30:50 +02:00
Ganael Laplanche
ab5740bde2 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
2024-06-23 00:06:55 -07:00
Blaž Tomažič
6a2dd96ac7 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.
2024-06-20 09:35:28 -07:00
Blaž Tomažič
b444e656cd android: add an option to manually pass the context when loading a native library 2024-06-20 09:35:28 -07:00
SDL Wiki Bot
c1d10c36e7 Sync SDL2 wiki -> header 2024-06-20 16:30:15 +00:00
expikr
194d72bb29 Add SDL_MOUSE_RELATIVE_CURSOR_VISIBLE (#7947)
(cherry picked from commit ee559d51be)
2024-06-20 09:28:58 -07:00
Aikawa Yataro
4800edfa0c Update qsort implementation
(cherry picked from commit 0fe9f5da54)
2024-06-19 05:47:55 +03:00
Sam Lantinga
5a26b26880 Fixed requesting USB permission on Android 14 (thanks @ikhoeyZX!)
Fixes https://github.com/libsdl-org/SDL/issues/9831

(cherry picked from commit 8ab1ffca8a)
2024-06-17 15:11:48 -07:00
Sam Lantinga
a6fdd155fb 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)
2024-06-17 12:14:59 -07:00
Miku AuahDark
77285b6c3f 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)
2024-06-17 09:55:03 -07:00
SDL Wiki Bot
744eb00b04 Sync SDL2 wiki -> header 2024-06-16 15:02:26 +00:00
rfht
177dfddaf7 simplify OpenBSD D-pad calculation with bitwise operation (#7996)
(cherry picked from commit 4d63c919f9)
2024-06-16 05:56:35 -07:00
Ryan C. Gordon
510f413bb8 coreaudio: simplify memory leak fix.
I _did_ appreciate the explanation, but it doesn't have to live in the
source code; also we can just release `devuid` and then check for error with
the usual macro, since SDL is done with it either way at this point.

(cherry picked from commit 17af09f3a9)
2024-06-15 11:47:27 -04:00
obeecodes
a9da8dd22d Addressed memory leak in SDL_coreaudio.m
(cherry picked from commit 3b5dce10c4)
2024-06-15 08:09:14 -07:00
Ozkan Sezer
a4d240d295 SDL_events.c: remove long long casts an the override of SDL_PRIs64 2024-06-14 18:47:56 +03:00
Ozkan Sezer
9422c57201 revert commit ac25395 as it broke linux.. 2024-06-14 14:56:32 +03:00
Ozkan Sezer
ac253956b9 SDL_events.c: override of SDL_PRIs64 for mingw is no longer needed
(cherry picked from commit 65d911aff0)
2024-06-14 14:51:10 +03:00
Ozkan Sezer
948b926d47 SDL_qsort.c: better match private funcs' compare args to SDL3 version. 2024-06-14 14:50:32 +03:00
SDL Wiki Bot
143d5d779c Sync SDL2 wiki -> header 2024-06-14 06:11:54 +00:00
Sam Lantinga
169f77ed5e 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)
2024-06-13 00:02:00 -07:00
Sam Lantinga
6b9bf71133 Try to guess the type of a Nintendo Switch controller if we can't read the device info
(cherry picked from commit 6619de8f24)
2024-06-13 00:01:40 -07:00
Sam Lantinga
f1b19aa744 Ignore spurious reply packets when reading Nintendo Switch controller reports
(cherry picked from commit 5ee9a840b1)
2024-06-12 23:59:07 -07:00
Ozkan Sezer
ce6d3c5cc1 SDL_qsort.c: change private function compare args to SDL_CompareCallback
fixes watcom os/2 and win32 builds after commit b2b2369414
2024-06-13 04:50:56 +03:00
Ryan C. Gordon
b2b2369414 Moved function pointer params to typedefs, etc, for latest wikiheaders. 2024-06-12 19:29:21 -04:00
Sam Lantinga
477c718744 Added wiki-style documentation for SDL_JoystickGUID 2024-06-08 08:50:24 -07:00
Hanicef
1c3090a1ac Fix broken dead key behavior on Wayland
This fixes numerous problems regarding dead keys on Wayland. Most
notably, Wayland was enforcing dead keys on SDL_KEYDOWN and SDL_KEYUP
events, which caused unresponsiveness on keys that were mapped to dead
keys (tilde on US-Intl is most notable for this, commonly used as a
console key).

When starting text input, not all state was reset properly. The text
input protocol requires to be re-enabled every time text input changes,
which SDL did not do. Also, XKB compose state was not reset at all,
causing composite and dead keys to carry over from when text input was
disabled.
2024-06-08 11:43:20 -04:00
Sam Lantinga
7fce9f3fd0 Minor cleanup for SDL style 2024-06-07 09:26:55 -07:00
Sam Lantinga
2e8bd8f1f3 Fixed build 2024-06-07 09:05:10 -07:00
Fabrice Desclaux
22c14442e2 Fix spurious LCtrl on RAlt key pressed 2024-06-07 08:45:47 -07:00
Oleg
0f9191a643 Added VRS DirectForce Pro wheelbase VID/PID to wheel devices list
(cherry picked from commit 7529b4bed5)
2024-06-06 09:54:40 -07:00
Frank Praznik
fc6bbde525 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.
2024-06-06 09:50:38 -04:00
Sam Lantinga
f520062ad1 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)
2024-06-05 19:29:48 -07:00
Sam Lantinga
e2f597de84 Added support for the Saitek Cyborg V.3 Rumble Pad in PS3 mode
(cherry picked from commit b6ca360228)
2024-06-05 19:28:26 -07:00
Ozkan Sezer
70faef84aa build-scripts/ltmain.sh: minor updates hand-picked from mainstream 2024-06-05 23:11:10 +03:00
Sam Lantinga
997ef88605 Sort joystick drivers in Android.mk
(cherry picked from commit 27728db41d)
2024-06-05 12:09:45 -07:00
Sam Lantinga
f725ce492c Build the dummy joystick driver on Android
Fixes https://github.com/libsdl-org/SDL/issues/9978

(cherry picked from commit 69bfa5c951)
2024-06-05 12:09:39 -07:00
erysdren
e1bb00cdc9 Add a basic ShowMessageBox implementation for PSP (#9932) 2024-06-05 17:36:18 +02:00
erysdren
6da5242535 SDL_render_psp.c: Fix crash in PSP_DestroyRenderer() 2024-06-04 15:06:44 -07:00
Wouter Wijsman
018f2791c7 PSP: Add on-screen keyboard support 2024-06-04 14:04:45 -07:00
Carlo Bramini
2cb1a2d0a7 SDL_assert: add support for aarch64-w64-mingw32
GCC 15 development branch provides an experimental support for Windows on ARM64, which will be officially released next year, according to latest news.
I tried to compile SDL2 with this new compiler but I got a tiny problem into SDL_assert.h because it couldn't find the right platform.
However, it has been easy to fix and I included it into this PR.
More details can be also found here:
https://learn.microsoft.com/en-us/cpp/intrinsics/debugbreak?view=msvc-170
2024-06-03 10:52:11 -07:00
Wouter Wijsman
295266c708 Merge pull request #9953 from sharkwouter/fix-double-libs-in-pkgconfig
CMake: Prevent double SDL2 and SDL2main entries in sdl2.pc
2024-06-03 14:49:10 +02:00
Wouter Wijsman
1803e6555f CMake: Prevent double SDL2 and SDL2main entries in sdl2.pc 2024-06-03 10:53:45 +02:00
Ozkan Sezer
863670c0a8 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)
2024-06-01 22:37:50 +03:00
Sam Lantinga
35d719ef25 Added support for the Razer Kitsune in PS5 mode
(cherry picked from commit e3beaa1972)
2024-05-31 15:18:46 -07:00
mechakotik
1568501dd6 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)
2024-05-31 11:33:01 -07:00
Ozkan Sezer
d5e5d4a802 move vista+ display config function ptr calls to device->driverdata
backport from PR/9923 (commit e4518af377)
2024-05-31 20:04:20 +03:00
Sam Lantinga
51ba036e64 Verify that the timer callback is passed the correct parameters 2024-05-30 16:53:28 -07:00
Anonymous Maarten
5e876db89f autotools needs to check d3d12sdklayers.h too 2024-05-28 17:02:26 +02:00
Ozkan Sezer
0439fc6007 Makefile.in: add VisualC-GDK to SRC_DIST
Fixes https://github.com/libsdl-org/SDL/issues/9913
2024-05-28 14:10:24 +03:00
Ozkan Sezer
6825a4aabb SDL_config_os2.h: remove duplicated HAVE_WCSL* defines. 2024-05-28 08:01:02 +03:00
Sam Lantinga
8bc47dc3f1 Fixed compiling SDL_platform_defines.h on macOS with older compilers (thanks @sezero!)
Fixes #9632

(cherry picked from commit 36015ad5e5)
2024-05-27 14:38:41 -07:00
Ozkan Sezer
b3081bbbd2 regenerated the configure script. 2024-05-27 23:40:04 +03:00
Cameron Cawley
65d8c07c7d Allow building the Raspberry Pi video driver with standard EGL headers 2024-05-27 12:30:58 -07:00
Anonymous Maarten
6c29778826 VC+d3d12: use __has_include to detect presence of d3d12 ehaders
backport of 4fa5006247
2024-05-27 02:42:20 +02:00
Anonymous Maarten
6c10201e58 cmake: direct3d12 renderer needs d3d12.h and d3d12sdklayers.h
Older MinGW releases don't ship d3d12sdklayers.h

backport of 3af4f120d0
2024-05-27 02:34:26 +02:00
Anonymous Maarten
c79e616806 d3d12: older Windows SDK headers contain wrong function prototypes
Declare correct function pointers ourselves.

Backport of:
- 98fcf112e7
- 89a4d9ae67
2024-05-25 00:41:47 +02:00
Anonymous Maarten
54c435409b d3d12: xbox has no DXGI_PRESENT flags 2024-05-25 00:41:47 +02:00
Sam Lantinga
964e0c9b47 Added Linux bindings for the Qanba Drone 2 Arcade Joystick
(cherry picked from commit 98a9ca5e32)
2024-05-23 15:35:03 -07:00
SDL Wiki Bot
01314ff1d4 Sync SDL2 wiki -> header 2024-05-21 20:45:35 +00:00
SDL Wiki Bot
f88e8da176 Sync SDL2 wiki -> header 2024-05-20 16:47:07 +00:00
Ryan C. Gordon
0466c45605 hidapi: Replace BSD license with "original" hidapi license.
HIDAPI's source code licensing says this:

```
HIDAPI can be used under one of three licenses.

1. The GNU General Public License, version 3.0, in LICENSE-gpl3.txt
2. A BSD-Style License, in LICENSE-bsd.txt.
3. The more liberal original HIDAPI license. LICENSE-orig.txt

The license chosen is at the discretion of the user of HIDAPI. For example:
1. An author of GPL software would likely use HIDAPI under the terms of the
GPL.

2. An author of commercial closed-source software would likely use HIDAPI
under the terms of the BSD-style license or the original HIDAPI license.
```

Since the original license in LICENSE-orig.txt is basically only clause 3 of
the zlib license (do not remove this notice from the source code), it makes
sense to switch to it, since it adds no new requirements to the user.

(Plus, it's extremely short and direct, which is always nice.)

The entire license:

```
 HIDAPI - Multi-Platform library for
 communication with HID devices.

 Copyright 2009, Alan Ott, Signal 11 Software.
 All Rights Reserved.

 This software may be used by anyone for any reason so
 long as the copyright notice in the source files
 remains intact.
```

Fixes #9786.

(cherry picked from commit dd09d4b4ee)
2024-05-20 12:45:36 -04:00
SDL Wiki Bot
a26d2e705d Sync SDL2 wiki -> header 2024-05-20 01:51:21 +00:00
Phena Ildanach
fdf28471c0 hidapi: Use a whitelist for libusb when other backends are available 2024-05-17 11:17:56 -07:00
APGR22
e4fc07cad0 Added NULL pointer check
(cherry picked from commit 961488b0dc)
2024-05-17 09:01:11 -07:00
SDL Wiki Bot
c419c4ce99 Sync SDL2 wiki -> header 2024-05-16 17:17:42 +00:00
Frank Praznik
a25a5a243c wayland: Disable warp emulation when restoring cursor visibility with the shape protocol
(cherry picked from commit 67f3a3ee54)
2024-05-16 13:01:19 -04:00
Frank Praznik
3794e3dc90 wayland: Set the cursor visibility flag when using the cursor shape protocol
(cherry picked from commit 9ac523f940)
2024-05-16 12:00:28 -04:00
Anonymous Maarten
62f35ab1b6 Use SDL_test + don't use macros
The structure of the existing loop makes the inner loop of the previous commit unnecessary.

Manual backport of 558630d59c
2024-05-16 17:54:13 +02:00
SDL Wiki Bot
67bea86b10 Sync SDL2 wiki -> header 2024-05-16 15:51:44 +00:00
Ryan C. Gordon
1c3a1e1139 wikiheaders: Updated to latest, cleaned up category documentation a little.
This documentation needs a LOT of work--maybe someday--but it's definitely not
_broken_ right now, which is good enough for now.
2024-05-16 11:49:21 -04:00
Oleg
96e3799495 Added Moza wheelbases VID/PID to wheel devices list
(cherry picked from commit 79cabeef18)
2024-05-15 19:40:34 -07:00
Oleg
1f54ee1da6 Added Simucube wheelbases VID/PID to wheel devices list
(cherry picked from commit dc9d9dd85a)
2024-05-15 19:40:34 -07:00
Oleg
0c7a83ecd5 Added Cammus C5 wheelbase VID/PID to wheel devices list
(cherry picked from commit ce9177b64f)
2024-05-15 19:40:34 -07:00
Ryan C. Gordon
0805990668 wikiheaders: Automatically categorize API symbols by subsystem. 2024-05-14 10:50:37 -04:00
Sam Lantinga
efaa58732a 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)
2024-05-10 12:19:18 -07:00
Ozkan Sezer
b6899f82fb 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)
2024-05-10 18:56:24 +03:00
Ozkan Sezer
312a8a19d7 SDL_x11sym.h: corrected XQueryKeymap() proto.
Noticed this in SDL-1.2 in a gcc-13 build, which emitted the following
warning:  (No such warnings in SDL2 and SDL3, due to macro differences)

./src/video/x11/SDL_x11sym.h:84:48: warning: argument 2 of type 'char *' declared as a pointer [-Warray-parameter=]
   84 | SDL_X11_SYM(int,XQueryKeymap,(Display* a,char *b),(a,b),return)
      |                                          ~~~~~~^
./src/video/x11/SDL_x11dyn.c:95:15: note: in definition of macro 'SDL_X11_SYM'
   95 |         rc fn params { ret p##fn args ; }
      |               ^~~~~~
In file included from ./src/video/x11/SDL_x11dyn.h:27,
                 from ./src/video/x11/SDL_x11dyn.c:26:
/usr/include/X11/Xlib.h:2980:5: note: previously declared as an array 'char[32]'
 2980 |     char [32]           /* keys_return */
      |     ^~~~~~~~~

The original actually was char[32] but was changed with
8ada1e8a6e
(https://bugzilla.libsdl.org/show_bug.cgi?id=170
https://github.com/libsdl-org/SDL-1.2/issues/101)

(cherry picked from commit b2fca55e5c)
2024-05-10 18:56:10 +03:00
SDL Wiki Bot
b8b1ebf57b Sync SDL2 wiki -> header 2024-05-09 20:40:40 +00:00
Ryan C. Gordon
62175552e9 SDL_video.h: Make a note that changing fullscreen mode might reset renderers. 2024-05-09 14:52:12 -04:00
SDL Wiki Bot
f23cc950f5 Sync SDL2 wiki -> header 2024-05-09 17:59:37 +00:00
Ryan C. Gordon
ed0eb7ee06 SDL_video.h: Add a '\sa' for SDL_GLContext to SDL_GL_CreateContext. 2024-05-09 13:37:53 -04:00
SDL Wiki Bot
7d0ea2a881 Sync SDL2 wiki -> header 2024-05-09 17:33:40 +00:00
SDL Wiki Bot
dd48b6f8cf Sync SDL2 wiki -> header 2024-05-09 17:28:40 +00:00
SDL Wiki Bot
17ad4fdf4b Sync SDL2 wiki -> header 2024-05-09 03:56:41 +00:00
SDL Wiki Bot
1b7c2c9e41 Sync SDL2 wiki -> header 2024-05-09 03:46:31 +00:00
Ryan C. Gordon
7d60ff9965 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
2024-05-08 16:41:58 -04:00
Ryan C. Gordon
d499b25a3f SDL_vulkan.h: Fixed typo in SDL_Vulkan_LoadLibrary docs. 2024-05-08 03:53:07 -04:00
Ryan C. Gordon
06f437e1b6 wikiheaders: sync up with main branch. 2024-05-07 14:24:39 -04:00
Sam Lantinga
8c92af5e54 Added a Windows mapping for the SPEEDLINK STRIKE Gamepad
Fixes https://github.com/libsdl-org/SDL/issues/9705

(cherry picked from commit 01d560df50)
2024-05-06 10:11:39 -07:00
Ozkan Sezer
d8fbeec096 autotools, cmake, macOS: Do not use the system iconv() by default
backport from PR #9676 by @flibitijibibo
2024-05-03 11:56:50 +03:00
Ryan C. Gordon
8b4e389ad0 wikiheaders: updated from SDL3, plus fixes to headers to deal with that. 2024-05-02 13:00:03 -04:00
Ozkan Sezer
63ea838db6 test, watcom.mif: revert 78391e6530
%copy isn't recognized by older wmake versions.
2024-05-01 17:37:20 +03:00
Ozkan Sezer
78391e6530 test, watcom.mif: revert 9ecdcd8bb and use %copy instead
Ref.: https://github.com/open-watcom/open-watcom-v2/issues/1281.
2024-05-01 17:02:50 +03:00
Ozkan Sezer
9ecdcd8bb6 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 11:02:10 +03:00
Ryan C. Gordon
8f6a5c9ad2 wikiheaders-options: Correct project full name. 2024-04-30 22:01:23 -04:00
Ryan C. Gordon
59937e0fd5 wikiheaders: manpages See Also sections should specify 3 vs 3type.
(cherry picked from commit 5481ea4cd4)
2024-04-30 21:56:43 -04:00
Ryan C. Gordon
2f54d8a458 wikiheaders: Manpages go in man3 directory, even if they're 3type.
(cherry picked from commit 9210c68c44)
2024-04-30 21:56:34 -04:00
Sam Lantinga
1caa427035 Fixed building with GDK (thanks @Romans-I-XVI!) 2024-04-30 10:20:55 -07:00
Austin Sojka
7554e82ec3 Added GDK app constrained/unconstrained events (#9608) 2024-04-30 10:19:29 -07:00
yuanhecai
75340b827d loongarch: Delete the configuration of the compilation option "mlasx" 2024-04-25 20:33:12 -07:00
Sam Lantinga
67c60e0b9c Fixed build error (thanks @sezero!)
(cherry picked from commit ac5a61cd60)
2024-04-25 09:45:36 -07:00
Tyson Whitehead
45b804c158 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.
2024-04-25 08:47:55 -07:00
Tyson Whitehead
0963c11af8 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.
2024-04-25 08:47:55 -07:00
Frank Praznik
863d4a0f2a 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)
2024-04-25 10:44:55 -04:00
Sam Lantinga
59cc43ccbb Added a note about WIN+V for future reference (thanks @orconut!) 2024-04-24 09:38:26 -07:00
Sam Lantinga
33af02ae68 Fixed Win+V handling (pasting from clipboard history) on Windows (thanks @ocornut!)
Fixes https://github.com/libsdl-org/SDL/issues/9613
2024-04-24 09:22:57 -07:00
Ryan C. Gordon
ab10bf54f2 SDL_TextInputEvent: Improve documentation.
Fixes https://github.com/libsdl-org/sdlwiki/issues/516
2024-04-24 11:17:25 -04:00
Ozkan Sezer
26e3d65ea8 CI, macOS: install autoconf.
Reference issue: https://github.com/libsdl-org/SDL/issues/9606 .
2024-04-24 00:33:14 +03:00
Ryan C. Gordon
e03ad30a57 docs: heavy editing to make this happy with latest wikibridge.
The public headers saw lots of cleanups, backporting from SDL3 docs, and
merging with the wiki.

The markdown files in docs/README-*.md were converted to Unix endlines.
2024-04-23 14:21:54 -04:00
Ryan C. Gordon
a96196c958 include: Fixed SDL_AudioFormat documentation. 2024-04-23 10:19:26 -04:00
Ryan C. Gordon
623a83f2b5 Sync wiki -> SDL2. 2024-04-23 10:00:05 -04:00
Ryan C. Gordon
e69d0e516b wikiheaders_options: People can include specific headers if they want!
Reference Issue #9536.
2024-04-22 18:48:27 -04:00
yassineimounachen
8f18e2f52d 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)
2024-04-22 11:36:30 -07:00
Sam Lantinga
4e29be814e Fixed compilation with C89 (thanks @d-s-a!)
Closes https://github.com/libsdl-org/SDL/pull/9564
2024-04-17 07:47:29 -07:00
Sam Lantinga
effc16954f Fixed build 2024-04-15 09:32:00 -07:00
Cameron Cawley
59a0416819 3DS: Improve framebuffer support 2024-04-15 04:38:28 -10:00
Cameron Cawley
154ec5c57a testmouse: Create the window on the touch screen when building for the 3DS 2024-04-15 03:33:10 -10:00
Cameron Cawley
4df852cbbf 3DS: Ensure that touchscreen events are associated with a window 2024-04-15 03:33:10 -10:00
Cameron Cawley
6c6b497f89 Prefer display modes that exactly match the desired format or refresh rate 2024-04-15 03:31:10 -10:00
Cameron Cawley
596096a86a Add a quirk for fullscreen-only video drivers 2024-04-15 03:30:21 -10:00
Romans-I-XVI
4c3b8b2b93 Fixed reference path for buildshaders.bat
This makes it so the build still works when project is referenced by another solution
2024-04-15 03:23:33 -10:00
Ryan C. Gordon
e75d72670f include: Fixes to make the headers friendly with the latest wikiheaders. 2024-04-11 01:17:27 -04:00
Anonymous Maarten
9216b7a5ee stdinc: modify default alloca prototype
For compatibilty with TinyCC.

Backport of 06758685a5
2024-04-10 10:05:08 +02:00
Clownacy
1fa6142903 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.
2024-04-02 12:03:01 -07:00
Zhuoran
906ad64d7b Fix Caps Lock and Backspace mapping for Colemak 2024-04-02 07:48:58 -07:00
Brian Collins
f1690e265e 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.
2024-04-01 16:18:02 -07:00
Ryan C. Gordon
02246aaeb9 wikiheaders.pl: Report a function's header file name.
(cherry picked from commit e055a9fc2d)
2024-03-31 12:58:19 -04:00
Ozkan Sezer
4d91f0e796 SDL_stdinc.h: Android passes sizeof(ENUM) == sizeof(int) assertion
Reference issue: https://github.com/libsdl-org/SDL/issues/9392 .

(cherry picked from commit 6cf71ca9a9)
2024-03-28 21:10:00 +03:00
Ryan C. Gordon
0d8ce4a761 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.
2024-03-28 09:47:28 -04:00
Sam Lantinga
5fff9bc1e3 Don't fail joystick initialization if udev isn't available 2024-03-25 11:45:41 -07:00
Ozkan Sezer
358a80a473 remove non-existent vulkan.hpp and vulkan_mir.h from Xcode project 2024-03-25 21:23:24 +03:00
Anonymous Maarten
eb185e8d88 VisualC: remove vulkan.hpp 2024-03-25 18:04:40 +01:00
Alynne
cbc9bd9804 Add Yawman Arrow flightstick controller
(cherry picked from commit 2b4c75690c)
2024-03-25 06:35:32 -07:00
Wouter Wijsman
5d80179954 PSP: send initial SDL_JOYDEVICEADDED event 2024-03-24 17:09:41 -07:00
Tyson Whitehead
6e1611cc77 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.
2024-03-24 11:48:31 -07:00
rofl0r
6ba3e56538 SDL_GetWindowSurface: update documentation re: surface->pixels 2024-03-24 11:33:32 -07:00
rofl0r
7b6695f4d4 PSP: zero-copy WindowSurface API for direct VRAM access
if all one needs is a raw framebuffer to the PSP's vram,
instead of dealing with renderers and textures, that need to be
copied hence and forth, this method allows one to create a window,
set the pixel format using SDL_SetWindowDisplayMode() - preferably
BGR565 for optimal speed (the other possible natively supported
option is ABGR8888) - and then request SDL_GetWindowSurface(),
which provides one with a surface with direct framebuffer access.
note that the pixels pointer inside the surface will be switched
after each call because of double-buffering.

it's advisable to overwrite all pixels of the PSP visible area
(480x272) to not encounter old data.

after writing the pixels, a call to SDL_UpdateWindowSurface()
sends the changes to the graphics chip.

the result is a raw framerate of 250 fps with BGR565 mode, under
optimal circumstances - i.e. nothing else is done than drawing,
and the drawing loop is as simple as possible.
that leaves about 12 ms per frame for other tasks and still allow
a fluent 60 fps.
2024-03-24 11:33:32 -07:00
rofl0r
37c664a13d PSP: fix regression, GetTicks64 should return millisecs
introduced in 82b449611a
2024-03-23 16:53:28 -07:00
Sylvain
763d768f7d Fix bug #9331 - SDL3 Android crash getVibrator() == null
(cherry picked from commit 1855ce68af)
2024-03-23 16:32:00 -07:00
rofl0r
82b449611a PSP: improve performance counter res to us granularity 2024-03-23 09:31:42 -07:00
Marcel Hild
fa18c9bf4a Add support for MadCatz Saitek Side Panel Control Deck
Signed-off-by: Marcel Hild <hild@b4mad.net>
(cherry picked from commit 67e425bcf8)
2024-03-22 09:16:20 -07:00
Frank Praznik
5df737bb3c wayland: Check the returned display pointer before dereferencing
Fixes a crash when all displays are disconnected.
2024-03-20 15:44:32 -04:00
Sam Lantinga
a9ac349846 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)
2024-03-20 10:41:56 -07:00
Pierre Wendling
4a79fe44ff 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)
2024-03-19 16:54:30 -07:00
Cameron Gutman
43f0ae1e54 Improve event processing latency when gamepad/sensor is open
By using the SDL_WaitEventTimeout_Device() path even when polling is required,
we can still achieve sub-millisecond latency for non-gamepad/sensor events when
a gamepad or sensor is in use by the application.
2024-03-19 01:21:49 -05:00
rofl0r
c17d2246fb PSP/Joystick: fix formatting 2024-03-17 13:22:53 -07:00
rofl0r
86f223d664 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.
2024-03-17 13:22:53 -07:00
Sam Lantinga
2d6c100058 Added a mapping for the Defender Joystick Cobra R4 (thanks @kotenok2000!)
(cherry picked from commit d972244d3a)
2024-03-17 12:14:17 -07:00
Sam Lantinga
07f04bb35e Use the CRC as part of the unique key for mappings
(cherry picked from commit 4697153d1e)
2024-03-17 12:14:11 -07:00
Frank Praznik
24aedc1439 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.
2024-03-17 10:46:58 -04:00
Sam Lantinga
b8daf14fe5 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)
2024-03-14 13:36:12 -07:00
Frank Praznik
525c317ed9 wayland: Add cursor-shape-v1 protocol support
This is the preferred method of handling the cursor shape on KDE 6 and likely other window managers going forward.

Manual backport of c2e9693
2024-03-14 09:49:40 -04:00
Frank Praznik
59d4a39456 Add checks for memfd_create() and posix_fallocate() to the autotools build 2024-03-13 11:23:43 -04:00
Frank Praznik
88bdc028ec Fix build (C90 declaration order) 2024-03-12 22:06:36 -04:00
Frank Praznik
d3c89bb479 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)
2024-03-12 20:56:16 -04:00
Sam Lantinga
e54774faca 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)
2024-03-11 17:14:11 -07:00
Anonymous Maarten
3184936950 cmake: we only need a C++ compiler for Android, Haiku and UWP 2024-03-11 01:26:13 +01:00
Sam Lantinga
66054a6515 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)
2024-03-10 15:03:47 -07:00
Sam Lantinga
cd197be53b 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]
2024-03-09 08:40:49 -08:00
Sam Lantinga
528b71284f Added support for the 6-button SEGA Mega Drive Control Pad for Nintendo Online 2024-03-08 12:38:05 -08:00
Sam Lantinga
26054d9934 Fixed mapping for the Sanwa Supply JY-P76USV controller
(cherry picked from commit 57a160c9ab)
2024-03-06 20:54:33 -08:00
Jade Macho
da9bfc43e7 GDK: Partially revert 2670eb44af
MsgWaitForMultipleObjects is desktop-only.

(cherry picked from commit e1e5d33420)
2024-03-06 21:28:00 +03:00
Ozkan Sezer
177a836653 SDL_RWFromFile, stdio: allow named pipes along with regular files.
Fixes https://github.com/libsdl-org/SDL/issues/9174
2024-03-06 18:50:00 +03:00
Sam Lantinga
bdc7ad8f56 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)
2024-03-05 13:53:56 -08:00
Sam Lantinga
75c5cff0bf Fixed "${folder^}Activity: bad substitution" with bash 3.2 on macOS
(cherry picked from commit c36f773eb4)
2024-03-05 13:47:59 -08:00
Sam Lantinga
a842bc29fa Uppercase the first letter of the class name to match Java conventions
Fixes https://github.com/libsdl-org/SDL/issues/8930

(cherry picked from commit 4189edaeb7)
2024-03-03 16:57:16 -08:00
Sam Lantinga
d35dee76c7 Added a mapping for the Sanwa Supply JY-P76USV controller
Fixes https://github.com/libsdl-org/SDL/issues/8644

(cherry picked from commit ccd309c433)
2024-03-03 12:23:59 -08:00
Sam Lantinga
9e1e0fb92f Removed the mapping for the G-Shark GS-GP702
This uses the same chipset as the DragonRise Inc. Generic USB Joystick, which many manufacturers use for different products with different mappings.

In order to add a mapping for a controller using this chipset, we need a unique crc for the device name.

(cherry picked from commit 8d8076263e)
2024-03-03 12:20:43 -08:00
Sam Lantinga
627e15871a SDL_GameControllerGetAppleSFSymbolsNameForAxis() returns NULL if the symbol isn't found 2024-03-03 11:56:29 -08:00
Sam Lantinga
b87116ff03 SDL_GameControllerGetAppleSFSymbolsNameForButton() returns NULL if the symbol isn't found
Fixes https://github.com/libsdl-org/SDL/issues/9071
2024-03-03 11:09:03 -08:00
Sam Lantinga
05f6709617 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)
2024-02-28 08:48:40 -08:00
Frank Praznik
9eaf7d8cc8 wayland: Remove all references to destroyed outputs from windows
The removal of a wl_output may not be accompanied by leave events for the surfaces present on it. Ensure that no window continues to hold a reference to a removed output.
2024-02-27 11:48:45 -05:00
scribam
9a65d123a7 ci: update deprecated node.js 16 actions
(cherry picked from commit 38d24778ed)
2024-02-23 22:02:13 +01:00
scribam
fdbf233cfb ci: bump cross-platform-actions/action version to v0.23.0
(cherry picked from commit cbe330befd)
2024-02-23 23:21:28 +03:00
Frank Praznik
54faea8b89 x11: Don't resize, move, or raise windows when changing the min/max size
The resize/move/raise calls when changing a window's min/max size are redundant, as the video core will call the X11_SetWindowSize() function after the change, and the resize function will perform whatever actions are necessary.
2024-02-23 14:35:56 -05:00
Sam Lantinga
69fb802a90 Fixed Visual Studio warning 4459
(cherry picked from commit d135daad5b)
2024-02-21 23:33:11 +03:00
Ryan C. Gordon
4316c5ec02 audio: fix SSE conversion of Sint8 audio to Float32.
Fixes #9099.
2024-02-21 15:16:08 -05:00
Sam Lantinga
903d888cc3 Convert mouse wheel coordinates to renderer view
Fixes https://github.com/libsdl-org/SDL/issues/9097
2024-02-20 15:44:26 -08:00
Frank Praznik
f24216c2ba 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.
2024-02-18 12:11:29 -05:00
Ryan C. Gordon
df00a7dd4c x11: Cleaned up system cursor code to match previous Wayland change. 2024-02-16 08:37:23 -05:00
Ryan C. Gordon
827917ea60 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.
2024-02-16 08:22:13 -05:00
Simon McVittie
271df2fdd8 emscripten, wayland, x11: Share the table of CSS cursor names
As suggested in #8939.

Signed-off-by: Simon McVittie <smcv@collabora.com>
2024-02-16 07:52:55 -05:00
Simon McVittie
aa6c390bbd 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>
2024-02-16 07:52:55 -05:00
Ryan C. Gordon
67827c0b00 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>
2024-02-16 07:52:55 -05:00
Simon McVittie
e2535ba547 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>
2024-02-16 07:52:55 -05:00
Ryan C. Gordon
6c0e3532fa 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 02:12:45 -05:00
Ozkan Sezer
bc30fb295d don't let SDL_render.c:render_drivers[] have an empty initializer list. 2024-02-15 20:33:24 +03:00
Ozkan Sezer
d0731ab9a3 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
2024-02-15 02:55:02 +03:00
Frank Praznik
699cec1a8d 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
2024-02-14 11:12:41 -05:00
Sam Lantinga
120b8d4189 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
2024-02-12 16:01:48 -08:00
Sam Lantinga
6669d04ea6 Fixed error: unused variable 'axes' [-Werror,-Wunused-variable]
(cherry picked from commit 814a94c349)
2024-02-12 11:18:41 -08:00
Sam Lantinga
971c5c2610 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)
2024-02-12 10:21:34 -08:00
Chris Collins
de0cb94e72 Wayland: Avoid SEGV if a modifier notification comes before the keymap
(cherry picked from commit 0f81598e9f)
2024-02-10 07:04:33 -08:00
Hans-Kristian Arntzen
4ae87e215e 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)
2024-02-10 07:03:03 -08:00
Sam Lantinga
646cccede7 Guarded ElementAlreadyHandled with #ifdef ENABLE_PHYSICAL_INPUT_PROFILE (thanks @Donione!)
Fixes https://github.com/libsdl-org/SDL/issues/9033

(cherry picked from commit 3ebbf0f409)
2024-02-09 16:12:57 -08:00
Sam Lantinga
93d7b6e50c 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)
2024-02-09 01:28:15 -08:00
Sam Lantinga
40b61b81f1 Added VIDPID for OpenFFBoard wheel (thanks @groybe!)
Closes https://github.com/libsdl-org/SDL/pull/7987

(cherry picked from commit 26e947f8ea)
2024-02-07 16:35:49 -08:00
pastdue
d2a3347c19 Emscripten_SetWindowFullscreen: Fix crash due to uninitialized EmscriptenFullscreenStrategy members
(cherry picked from commit 7b74e2eeb8)
2024-02-06 16:27:18 -08:00
meyraud705
a09b0b05eb Fix memory leak in SDL_UpdateSteamVirtualGamepadInfo()
(cherry picked from commit 82d89ff4fb)
2024-02-06 01:56:22 -08:00
Wohlstand
a29f37c14a SDL_windowsopengl.c: WGL: Fixed null-pointer dereference crash
Fixes #8968

Fixed crash after 594a79c2f9
2024-02-03 06:18:56 -08:00
Wohlstand
ca01016577 SDL_audiotypecvt.c: Fixed memory corruption when resampling S16 t F32 2024-02-03 08:20:04 -05:00
Joshua Root
c53c351921 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)
2024-02-02 22:25:17 -08:00
Sam Lantinga
fc787a41dc 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)
2024-02-02 18:31:14 -08:00
Sam Lantinga
05bb182a53 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)
2024-02-02 18:26:01 -08:00
Simon McVittie
58907d2c27 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>
2024-02-02 07:45:06 -08:00
Simon McVittie
a7bd18c0d5 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>
2024-02-02 07:45:06 -08:00
Simon McVittie
f73abd49c3 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>
2024-02-02 07:45:06 -08:00
Sam Lantinga
8eed915dfa Don't use the system iconv on Apple mobile platforms
Fixes https://github.com/libsdl-org/SDL/issues/8964

(cherry picked from commit d6a48e4958)
2024-02-01 15:55:00 -08:00
Sam Lantinga
8ce6fb2513 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
2024-01-30 11:11:10 -08:00
Francisco Javier Trujillo Mata
d34a7c5ed2 Fixing viewport 2024-01-29 20:42:42 -08:00
Francisco Javier Trujillo Mata
36b8438280 Fix scissor usage 2024-01-29 20:42:42 -08:00
Francisco Javier Trujillo Mata
faa8fc2917 Fix color 2024-01-29 20:42:42 -08:00
Ozkan Sezer
971508c0d7 autotools: a few libtool updates from mainstream 2024-01-28 20:04:34 +03:00
Sam Lantinga
c55bd24827 Fixed testautomation log callback calling convention
(cherry picked from commit 9f7eb6c4c1)
2024-01-27 22:44:55 -08:00
Ryan C. Gordon
ec25d6b1e8 aaudio: Backport headphone hotplugging support from SDL3.
Fixes #4985.
2024-01-28 00:19:48 -05:00
Sam Lantinga
bb30a35364 Fixed Watcom build 2024-01-27 20:28:43 -08:00
Sam Lantinga
11c932bf1d Fixed build 2024-01-27 20:18:39 -08:00
Sam Lantinga
f0b8fee88f Added the environment variable SDL_LOGGING to control default log output
(cherry picked from commit 12bdb2b4d0)
2024-01-27 19:46:25 -08:00
Sam Lantinga
6ec3f5a28e Simplified the default log category logic
Now it's much clearer and easier to tweak the defaults

(cherry picked from commit 4fba663368)
2024-01-27 19:34:24 -08:00
Sam Lantinga
2c11068569 Document that the default log priority is error, not critical
(cherry picked from commit a7a98d8bbb)
2024-01-27 19:31:48 -08:00
Ozkan Sezer
fcd1c155cc SDL_rwops.c (SDL_IsRegularFile): fix WinRT build failure due to S_ISREG 2024-01-28 02:20:00 +03:00
Ozkan Sezer
230ae797a7 SDL_RWFromFile, stdio: reject if the file is not a regular file.
Fixes https://github.com/libsdl-org/SDL/issues/8935
2024-01-28 01:44:50 +03:00
Sam Lantinga
5297596132 Report out of memory instead of crashing in SDL_LoadFile_RW()
Fixes https://github.com/libsdl-org/SDL/issues/8935
2024-01-27 12:15:43 -08:00
Sam Lantinga
332213163c Fixed N3DS build 2024-01-27 11:56:33 -08:00
Sam Lantinga
4ff3b28273 Enable text input on video initialization without popping up an on-screen keyboard
Fixes https://github.com/libsdl-org/SDL/issues/8561
2024-01-27 11:52:58 -08:00
Ryan C. Gordon
f931b25f4c wasapi: If GetDeviceBuf can't get a full buffer, go back to waiting.
Reference Issue #8924.
2024-01-26 23:25:43 -05:00
Ryan C. Gordon
1e06a3614f wasapi: Clamp device->spec.samples to the hardware buffer size.
Reference Issue #8924.

(cherry picked from commit ad1a11164c)
2024-01-26 13:59:46 -05:00
Ryan C. Gordon
7aab3f0db6 blendmode: Corrected docs for SDL_BLENDOPERATION_[REV_]SUBTRACT.
They were documented backwards.

Fixes #8910.

(cherry picked from commit ecbbef8b8d)
2024-01-25 17:49:39 -05:00
Sam Lantinga
08caafe2f1 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)
2024-01-25 06:34:29 -08:00
Ningyuan Li
138fe3d43d mayflash adapter PS4 support
(cherry picked from commit d6ebbc2fa4)
2024-01-24 19:26:27 -08:00
Sam Lantinga
b16ef14c7c Make sure we include the matching copy of vk_video headers
(cherry picked from commit 1ac9602909)
2024-01-24 09:41:48 -08:00
Sam Lantinga
0f5a815657 Update to the latest version of the Khronos headers
(cherry picked from commit fc74bf8455)
2024-01-24 09:41:48 -08:00
Sam Lantinga
9196584773 Fixed ambiguity between std::byte and byte in rpcndr.h
Fixes https://github.com/libsdl-org/SDL/issues/8911

(cherry picked from commit a71f99c71f)
2024-01-23 09:02:00 -08:00
Ozkan Sezer
48b62e2e57 make video/pandora to actually compile somehow.
no one ever maintained it for years..
2024-01-23 17:50:10 +03:00
Ozkan Sezer
9e352e61db 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
2024-01-23 04:11:20 +03:00
Ryan C. Gordon
c5c0b2cb34 SDL_ShowMessageBox: Remove #ifdefs and respect SDL_VIDEO_DRIVER hint.
Fixes #8892.

(cherry picked from commit c88c12148d)
2024-01-22 19:44:17 -05:00
Ryan C. Gordon
1e016fd5ea 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.
2024-01-22 18:23:14 -05:00
Ozkan Sezer
aaf426e280 testhaptic.c: include stdlib.h for exit() 2024-01-23 01:20:00 +03:00
Frank Praznik
a8eeb181b6 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
2024-01-22 12:52:59 -05:00
Sam Lantinga
4845027cad Updated to version 2.31.0 for development 2024-01-22 09:12:34 -08:00
1245 changed files with 30297 additions and 15315 deletions

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@@ -0,0 +1,82 @@
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 }}"

62
.github/actions/setup-ninja/action.yml vendored Normal file
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@@ -0,0 +1,62 @@
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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@@ -0,0 +1,93 @@
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

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@@ -1,81 +0,0 @@
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@v3
- 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

48
.github/workflows/build.yml vendored Normal file
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@@ -0,0 +1,48 @@
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 }}

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@@ -1,51 +0,0 @@
name: Build (C/P Actions)
on: [push, pull_request]
jobs:
freebsd:
runs-on: ubuntu-latest
name: FreeBSD
timeout-minutes: 30
steps:
- uses: actions/checkout@v3
- name: Build
uses: cross-platform-actions/action@v0.19.1
with:
operating_system: freebsd
version: '13.2'
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

791
.github/workflows/create-test-plan.py vendored Executable file
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@@ -0,0 +1,791 @@
#!/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"
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, ),
"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_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 = ""
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-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,
}
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\" \\)#" ${VITASDK}/share/vita.toolchain.cmake"""
job.run_tests = False
job.shared = False
job.cc = "arm-vita-eabi-gcc"
job.static_lib = StaticLibType.A
case SdlPlatform.Haiku:
fpic = False
job.build_autotools_tests = False
job.run_tests = False
job.cc = "x86_64-unknown-haiku-gcc"
job.cxx = "x86_64-unknown-haiku-g++"
job.sudo = ""
job.cmake_arguments.extend((
f"-DCMAKE_C_COMPILER={job.cc}",
f"-DCMAKE_CXX_COMPILER={job.cxx}",
"-DSDL_UNIX_CONSOLE_BUILD=ON",
))
job.shared_lib = SharedLibType.SO_0
job.static_lib = StaticLibType.A
case SdlPlatform.N3ds:
job.shared = False
job.apt_packages = ["ninja-build", "binutils"]
job.run_tests = False
job.cc_from_cmake = True
job.cmake_toolchain_file = "${DEVKITPRO}/cmake/3DS.cmake"
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:
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 -> \"$(uname -a)\"\";sudo -E sysctl -w security.pax.aslr.enabled=0;sudo -E sysctl -w security.pax.aslr.global=0;sudo -E pkgin clean;sudo -E pkgin update"
job.cpactions_install_cmd = "sudo -E pkgin -y install cmake dbus pkgconf ninja-build pulseaudio libxkbcommon wayland wayland-protocols libinotify libusb1"
case SdlPlatform.Watcom:
match spec.watcom_platform:
case WatcomPlatform.OS2:
job.watcom_makefile = "Makefile.os2"
job.run_tests = False
case WatcomPlatform.Windows:
job.watcom_makefile = "Makefile.w32"
job.run_tests = True
case _:
raise ValueError(f"Unsupported watcom_platform=${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())

View File

@@ -1,45 +0,0 @@
name: Build (Emscripten)
on: [push, pull_request]
jobs:
emscripten:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: mymindstorm/setup-emsdk@v12
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

352
.github/workflows/generic.yml vendored Normal file
View File

@@ -0,0 +1,352 @@
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 -GNinja \
-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('strings build/{0} | grep "Github Workflow"', matrix.platform.shared-lib)) || 'echo "<Shared library not supported by platform>"' }}
echo "Static library:"
${{ (matrix.platform.static-lib && format('strings build/{0} | grep "Github Workflow"', 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

View File

@@ -1,20 +0,0 @@
name: Build (iOS/tvOS)
on: [push, pull_request]
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: macos-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: iOS, target: Static Library-iOS, sdk: iphoneos }
- { name: tvOS, target: Static Library-tvOS, sdk: appletvos }
steps:
- uses: actions/checkout@v3
- name: Build
run: xcodebuild -project Xcode/SDL/SDL.xcodeproj -target '${{ matrix.platform.target }}' -configuration Release -sdk ${{ matrix.platform.sdk }} clean build

View File

@@ -1,240 +0,0 @@
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 \
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@v3
- 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

View File

@@ -1,80 +0,0 @@
name: Build (MSVC)
on: [push, pull_request]
jobs:
Build:
name: ${{ matrix.platform.name }}
runs-on: windows-latest
strategy:
fail-fast: false
matrix:
platform:
- { name: Windows (x64), flags: -A x64, project: VisualC/SDL.sln, projectflags: '/p:Platform=x64' }
- { name: Windows (x86), flags: -A Win32, project: VisualC/SDL.sln, projectflags: '/p:Platform=Win32' }
- { name: Windows static VCRT (x64), flags: -A x64 -DSDL_FORCE_STATIC_VCRT=ON }
- { name: Windows static VCRT (x86), flags: -A Win32 -DSDL_FORCE_STATIC_VCRT=ON }
- { name: Windows (clang-cl x64), flags: -T ClangCL -A x64 }
- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32 }
- { name: Windows (ARM), flags: -A ARM }
- { name: Windows (ARM64), flags: -A ARM64 }
- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0" -DSDL_TESTS=OFF, nowerror: true,
project: VisualC-WinRT/SDL-UWP.sln, projectflags: '/p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17763.0' }
steps:
- uses: actions/checkout@v3
- name: Create CMake project using SDL as a subproject
shell: python
run: |
import os
import textwrap
srcdir = r"${{ 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@v1.1.3
- name: Build msbuild
if: ${{ matrix.platform.project != '' }}
run: msbuild ${{ matrix.platform.project }} /m /p:BuildInParallel=true /p:Configuration=Release ${{ matrix.platform.projectflags }}

View File

@@ -1,55 +0,0 @@
name: Build (Nintendo 3DS)
on: [push, pull_request]
jobs:
n3ds:
runs-on: ubuntu-latest
container:
image: devkitpro/devkitarm:latest
steps:
- uses: actions/checkout@v3
- 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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@@ -1,73 +0,0 @@
name: Build (Sony Playstation 2)
on: [push, pull_request]
jobs:
ps2:
runs-on: ubuntu-latest
container: ps2dev/ps2dev:latest
steps:
- uses: actions/checkout@v3
- 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

View File

@@ -1,50 +0,0 @@
name: Build (Sony Playstation Portable)
on: [push, pull_request]
jobs:
psp:
runs-on: ubuntu-latest
container: pspdev/pspdev:latest
steps:
- uses: actions/checkout@v3
- 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

403
.github/workflows/release.yml vendored Normal file
View File

@@ -0,0 +1,403 @@
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-2019
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

View File

@@ -1,68 +0,0 @@
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@v3
- 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

View File

@@ -1,95 +0,0 @@
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@v3
- 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

View File

@@ -1,35 +0,0 @@
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@v3
- 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

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

View File

@@ -1,9 +1,9 @@
projectfullname = SDL2
projectshortname = SDL2
projectfullname = Simple Directmedia Layer
projectshortname = SDL
incsubdir = include
wikisubdir = SDL2
readmesubdir = docs
apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_)
apiprefixregex = (SDL_|SDLK_|KMOD_|AUDIO_|[US]int\d+)
mainincludefname = SDL.h
versionfname = include/SDL_version.h
versionmajorregex = \A\#define\s+SDL_MAJOR_VERSION\s+(\d+)\Z
@@ -14,4 +14,18 @@ projecturl = https://libsdl.org/
wikiurl = https://wiki.libsdl.org/SDL2
bugreporturl = https://github.com/libsdl-org/sdlwiki/issues/new
warn_about_missing = 0
wikipreamble = (This is the legacy documentation for stable SDL2, the current stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current development version.)
#wikipreamble = (This is the legacy documentation for SDL2, the previous stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current stable 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();
quickrefenabled = 0 # !!! FIXME: maybe later, but there are probably documentation gaps to fix first.
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

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

View File

@@ -5,8 +5,8 @@ endif()
# MSVC runtime library flags are selected by an abstraction.
set(CMAKE_POLICY_DEFAULT_CMP0091 NEW)
cmake_minimum_required(VERSION 3.0.0...3.5)
project(SDL2 C CXX)
cmake_minimum_required(VERSION 3.0.0...3.10)
project(SDL2 C)
if(CMAKE_SOURCE_DIR STREQUAL PROJECT_SOURCE_DIR)
set(SDL2_SUBPROJECT OFF)
@@ -15,13 +15,15 @@ else()
endif()
if (HAIKU)
enable_language(CXX)
set(LINKER_LANGUAGE CXX)
endif()
set(EXTRA_LIBS)
set(EXTRA_LDFLAGS)
set(CMAKE_DEPENDS)
set(CMAKE_LIBS)
set(PKGCONFIG_LDFLAGS)
set(PKGCONFIG_DEPENDS)
# This is a virtual "library" that just exists to collect up compiler and
@@ -33,8 +35,8 @@ set(PKGCONFIG_DEPENDS)
add_library(sdl-build-options INTERFACE)
if(WINDOWS_STORE)
target_compile_definitions(sdl-build-options INTERFACE "-DSDL_BUILDING_WINRT=1")
target_compile_options(sdl-build-options INTERFACE "-ZW")
target_compile_definitions(sdl-build-options INTERFACE "-DSDL_BUILDING_WINRT=1" "WINAPI_FAMILY=WINAPI_FAMILY_APP")
target_compile_options(sdl-build-options INTERFACE "$<$<COMPILE_LANGUAGE:CXX>:-ZW>" "$<$<COMPILE_LANGUAGE:CXX>:-EHsc>")
endif()
# CMake 3.0 expands the "if(${A})" in "set(OFF 1);set(A OFF);if(${A})" to "if(1)"
@@ -86,8 +88,8 @@ endif()
# See docs/release_checklist.md
set(SDL_MAJOR_VERSION 2)
set(SDL_MINOR_VERSION 29)
set(SDL_MICRO_VERSION 2)
set(SDL_MINOR_VERSION 32)
set(SDL_MICRO_VERSION 8)
set(SDL_VERSION "${SDL_MAJOR_VERSION}.${SDL_MINOR_VERSION}.${SDL_MICRO_VERSION}")
# Set defaults preventing destination file conflicts
@@ -140,6 +142,7 @@ check_cpu_architecture(x86 SDL_CPU_X86)
check_cpu_architecture(x64 SDL_CPU_X64)
check_cpu_architecture(arm32 SDL_CPU_ARM32)
check_cpu_architecture(arm64 SDL_CPU_ARM64)
check_cpu_architecture(arm64ec SDL_CPU_ARM64EC)
check_cpu_architecture(loongarch64 SDL_CPU_LOONGARCH64)
# Check for 64 or 32 bit
@@ -195,7 +198,7 @@ endif()
# so we'll just use libusb when it's available. libusb does not support iOS,
# so we default to yes on iOS.
# 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 ANDROID)
if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR VISIONOS OR WATCHOS OR ANDROID)
set(HIDAPI_SKIP_LIBUSB TRUE)
else()
set(HIDAPI_SKIP_LIBUSB FALSE)
@@ -238,10 +241,10 @@ if(USE_GCC OR USE_CLANG OR USE_INTELCC OR USE_QCC)
endif()
# Default option knobs
if(UNIX OR MINGW OR MSYS OR (USE_CLANG AND NOT WINDOWS) OR VITA OR PSP OR PS2 OR N3DS)
if(UNIX OR MINGW OR MSYS OR (USE_CLANG AND NOT WINDOWS) OR VITA OR PSP OR PS2 OR N3DS OR SDL_CPU_ARM64EC)
set(OPT_DEF_LIBC ON)
endif()
if(WINDOWS)
if(WINDOWS OR MACOS OR IOS OR TVOS OR VISIONOS OR WATCHOS)
set(SDL_SYSTEM_ICONV_DEFAULT OFF)
else()
set(SDL_SYSTEM_ICONV_DEFAULT ON)
@@ -360,6 +363,11 @@ if(VITA OR PSP OR PS2 OR N3DS)
set(SDL_LOADSO_ENABLED_BY_DEFAULT OFF)
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:
set(SDL_STATIC_ENABLED_BY_DEFAULT ON)
if (NOT DEFINED SDL_SHARED_ENABLED_BY_DEFAULT)
@@ -409,7 +417,7 @@ 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_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_3DNOW "Use 3Dnow! 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_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_ARMNEON "Use NEON assembly blitters on ARM" OFF "SDL_ASSEMBLY;SDL_CPU_ARM32" OFF)
@@ -456,17 +464,19 @@ 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_X11 "Use X11 video driver" ${UNIX_SYS})
dep_option(SDL_X11_SHARED "Dynamically load X11 support" ON "SDL_X11" OFF)
set(SDL_X11_OPTIONS Xcursor Xdbe XInput Xfixes Xrandr Xscrnsaver XShape)
foreach(_SUB ${SDL_X11_OPTIONS})
string(TOUPPER "SDL_X11_${_SUB}" _OPT)
dep_option(${_OPT} "Enable ${_SUB} support" ON "SDL_X11" OFF)
endforeach()
dep_option(SDL_X11_XCURSOR "Enable Xcursor support" ON SDL_X11 OFF)
dep_option(SDL_X11_XDBE "Enable Xdbe support" ON SDL_X11 OFF)
dep_option(SDL_X11_XINPUT "Enable XInput support" ON SDL_X11 OFF)
dep_option(SDL_X11_XFIXES "Enable Xfixes support" ON SDL_X11 OFF)
dep_option(SDL_X11_XRANDR "Enable Xrandr support" "${SDL_X11_XRANDR_DEFAULT}" SDL_X11 OFF)
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})
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_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)
set_option(SDL_RPI "Use Raspberry Pi video driver" ${UNIX_SYS})
set_option(SDL_RPI "Use Raspberry Pi 0-3 video driver" ${UNIX_SYS})
set_option(SDL_COCOA "Use Cocoa video driver" ${APPLE})
set_option(SDL_DIRECTX "Use DirectX for Windows audio/video" ${WINDOWS})
set_option(SDL_XINPUT "Use Xinput for Windows" ${WINDOWS})
@@ -926,22 +936,6 @@ if(SDL_ASSEMBLY)
endif()
endif()
if(SDL_LASX)
cmake_push_check_state()
set(CMAKE_REQUIRED_FLAGS "-mlasx")
check_c_source_compiles("
#ifndef __loongarch_asx
#error Assembler CPP flag not enabled
#endif
int main(int argc, char **argv) { return 0; }" CPU_SUPPORTS_LASX)
check_include_file("lasxintrin.h" HAVE_LASXINTRIN_H)
cmake_pop_check_state()
if(CPU_SUPPORTS_LASX AND HAVE_LASXINTRIN_H)
list(APPEND EXTRA_CFLAGS "-mlasx")
set(HAVE_LASX TRUE)
endif()
endif()
if(SDL_ARMSIMD)
set(ORIG_CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS}")
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} -x assembler-with-cpp")
@@ -1107,6 +1101,8 @@ if(SDL_LIBC)
check_symbol_exists(getauxval "sys/auxv.h" HAVE_GETAUXVAL)
check_symbol_exists(elf_aux_info "sys/auxv.h" HAVE_ELF_AUX_INFO)
check_symbol_exists(poll "poll.h" HAVE_POLL)
check_symbol_exists(memfd_create "sys/mman.h" HAVE_MEMFD_CREATE)
check_symbol_exists(posix_fallocate "fcntl.h" HAVE_POSIX_FALLOCATE)
check_library_exists(m pow "" HAVE_LIBM)
if(HAVE_LIBM)
@@ -1688,7 +1684,7 @@ elseif(UNIX AND NOT APPLE AND NOT RISCOS AND NOT HAIKU)
if(FREEBSD OR NETBSD OR OPENBSD OR BSDI)
CheckUSBHID()
endif()
if(LINUX AND HAVE_LINUX_INPUT_H AND NOT ANDROID)
if((LINUX OR FREEBSD) AND HAVE_LINUX_INPUT_H AND NOT ANDROID)
set(SDL_JOYSTICK_LINUX 1)
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/linux/*.c ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c)
list(APPEND SOURCE_FILES ${JOYSTICK_SOURCES})
@@ -1787,18 +1783,11 @@ elseif(WINDOWS)
list(APPEND SOURCE_FILES ${CORE_SOURCES})
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)
list(APPEND SOURCE_FILES ${WINRT_SOURCE_FILES})
endif()
if(MSVC AND NOT SDL_LIBC)
# Prevent codegen that would use the VC runtime libraries.
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/GS-;/Gs1048576")
if(NOT ARCH_64 AND NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/arch:SSE")
endif()
endif()
if(SDL_MISC)
if(WINDOWS_STORE)
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/winrt/*.cpp)
@@ -1824,13 +1813,11 @@ elseif(WINDOWS)
check_include_file(d3d9.h HAVE_D3D_H)
check_include_file(d3d11_1.h HAVE_D3D11_H)
check_c_source_compiles("
#include <winsdkver.h>
#include <sdkddkver.h>
#include <d3d12.h>
#include <d3d12sdklayers.h>
ID3D12Device1 *device;
#if WDK_NTDDI_VERSION > 0x0A000008
int main(int argc, char **argv) { return 0; }
#endif" HAVE_D3D12_H)
int main(int argc, char **argv) {return 0; }
" HAVE_D3D12_H)
check_include_file(ddraw.h HAVE_DDRAW_H)
check_include_file(dsound.h HAVE_DSOUND_H)
check_include_file(dinput.h HAVE_DINPUT_H)
@@ -1842,8 +1829,10 @@ elseif(WINDOWS)
set(HAVE_DIRECTX TRUE)
if(NOT MINGW AND NOT USE_WINSDK_DIRECTX)
# TODO: change $ENV{DXSDL_DIR} to get the path from the include checks
target_link_directories(sdl-build-options INTERFACE "$$ENV{DXSDK_DIR}\\lib\\${PROCESSOR_ARCH}")
target_include_directories(sdl-build-options INTERFACE "$ENV{DXSDK_DIR}\\Include")
file(TO_CMAKE_PATH "$ENV{DXSDK_DIR}\\lib\\${PROCESSOR_ARCH}" SDL2_TMP_DXSDK_LIB_DIR)
target_link_directories(sdl-build-options INTERFACE "${SDL2_TMP_DXSDK_LIB_DIR}")
file(TO_CMAKE_PATH "$ENV{DXSDK_DIR}\\Include" SDL2_TMP_DXSDK_INCLUDE_DIR)
target_include_directories(sdl-build-options INTERFACE "${SDL2_TMP_DXSDK_INCLUDE_DIR}")
endif()
endif()
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
@@ -2078,6 +2067,7 @@ elseif(WINDOWS)
endif()
endif()
enable_language(RC)
file(GLOB VERSION_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.rc)
file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/windows/*.c)
if(MINGW OR CYGWIN)
@@ -2095,7 +2085,7 @@ elseif(APPLE)
# !!! FIXME: we need Carbon for some very old API calls in
# !!! FIXME: src/video/cocoa/SDL_cocoakeyboard.c, but we should figure out
# !!! FIXME: how to dump those.
if(DARWIN OR MACOSX)
if(MACOS)
set(SDL_FRAMEWORK_COCOA 1)
set(SDL_FRAMEWORK_CARBON 1)
endif()
@@ -2109,12 +2099,12 @@ elseif(APPLE)
set(HAVE_SDL_FILE TRUE)
endif()
if(IOS OR TVOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
file(GLOB SDLMAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/uikit/*.c)
endif()
if(SDL_MISC)
if(IOS OR TVOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/ios/*.m)
else()
file(GLOB MISC_SOURCES ${SDL2_SOURCE_DIR}/src/misc/macosx/*.m)
@@ -2139,10 +2129,10 @@ elseif(APPLE)
if(SDL_JOYSTICK)
file(GLOB MFI_JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/iphoneos/*.m)
if(IOS OR TVOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
file(GLOB JOYSTICK_SOURCES ${SDL2_SOURCE_DIR}/src/joystick/steam/*.c)
set(SDL_JOYSTICK_MFI 1)
if(IOS)
if(IOS OR VISIONOS OR WATCHOS)
set(SDL_FRAMEWORK_COREMOTION 1)
endif()
set(SDL_FRAMEWORK_GAMECONTROLLER 1)
@@ -2183,7 +2173,7 @@ elseif(APPLE)
endif()
if(SDL_HAPTIC)
if (IOS OR TVOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
file(GLOB HAPTIC_SOURCES ${SDL2_SOURCE_DIR}/src/haptic/dummy/*.c)
set(SDL_HAPTIC_DUMMY 1)
else()
@@ -2197,7 +2187,7 @@ elseif(APPLE)
endif()
if(SDL_POWER)
if (IOS OR TVOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
file(GLOB POWER_SOURCES ${SDL2_SOURCE_DIR}/src/power/uikit/*.m)
set(SDL_POWER_UIKIT 1)
else()
@@ -2230,7 +2220,7 @@ elseif(APPLE)
endif()
if(SDL_SENSOR)
if(IOS)
if(IOS OR VISIONOS OR WATCHOS)
set(SDL_SENSOR_COREMOTION 1)
set(HAVE_SDL_SENSORS TRUE)
file(GLOB SENSOR_SOURCES ${SDL2_SOURCE_DIR}/src/sensor/coremotion/*.m)
@@ -2240,7 +2230,7 @@ elseif(APPLE)
# iOS hack needed - http://code.google.com/p/ios-cmake/ ?
if(SDL_VIDEO)
if (IOS OR TVOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
set(SDL_VIDEO_DRIVER_UIKIT 1)
set(SDL_FRAMEWORK_COREGRAPHICS 1)
set(SDL_FRAMEWORK_QUARTZCORE 1)
@@ -2261,7 +2251,7 @@ elseif(APPLE)
endif()
if(SDL_OPENGLES)
if(IOS OR TVOS)
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
set(SDL_FRAMEWORK_OPENGLES 1)
set(SDL_VIDEO_OPENGL_ES 1)
set(SDL_VIDEO_RENDER_OGL_ES 1)
@@ -2304,73 +2294,96 @@ elseif(APPLE)
endif()
endif()
# Minimum version for $<LINK_LIBRARY:feature,library-list>
cmake_minimum_required(VERSION 3.24)
# Actually load the frameworks at the end so we don't duplicate include.
if(SDL_FRAMEWORK_COREVIDEO)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreVideo")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreVideo")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,CoreVideo>")
endif()
if(SDL_FRAMEWORK_COCOA)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Cocoa")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Cocoa")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Cocoa>")
endif()
if(SDL_FRAMEWORK_IOKIT)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,IOKit")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,IOKit")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,IOKit>")
endif()
if(SDL_FRAMEWORK_FF)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,ForceFeedback")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,ForceFeedback")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,ForceFeedback>")
endif()
if(SDL_FRAMEWORK_CARBON)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Carbon")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Carbon")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Carbon>")
endif()
if(SDL_FRAMEWORK_COREAUDIO)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreAudio")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreAudio")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,CoreAudio>")
endif()
if(SDL_FRAMEWORK_AUDIOTOOLBOX)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,AudioToolbox")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,AudioToolbox")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,AudioToolbox>")
endif()
if(SDL_FRAMEWORK_AVFOUNDATION)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,AVFoundation")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,AVFoundation")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,AVFoundation>")
endif()
if(SDL_FRAMEWORK_COREBLUETOOTH)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreBluetooth")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreBluetooth")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,CoreBluetooth>")
endif()
if(SDL_FRAMEWORK_COREGRAPHICS)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreGraphics")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreGraphics")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,CoreGraphics>")
endif()
if(SDL_FRAMEWORK_COREMOTION)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,CoreMotion")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,CoreMotion")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Coremotion>")
endif()
if(SDL_FRAMEWORK_FOUNDATION)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Foundation")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Foundation")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Foundation>")
endif()
if(SDL_FRAMEWORK_GAMECONTROLLER)
find_library(GAMECONTROLLER GameController)
if(GAMECONTROLLER)
list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,GameController")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,GameController")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:WEAK_FRAMEWORK,GameController>")
endif()
endif()
if(SDL_FRAMEWORK_METAL)
if(IOS OR TVOS)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,Metal")
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,Metal")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,Metal>")
else()
list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,Metal")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,Metal")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:WEAK_FRAMEWORK,Metal>")
endif()
endif()
if(SDL_FRAMEWORK_OPENGLES)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,OpenGLES")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,OpenGLES")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,OpenGLES>")
endif()
if(SDL_FRAMEWORK_QUARTZCORE)
if(IOS OR TVOS)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,QuartzCore")
if(IOS OR TVOS OR VISIONOS OR WATCHOS)
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,QuartzCore")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,QuartzCore>")
else()
list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,QuartzCore")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,QuartzCore")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:WEAK_FRAMEWORK,QuartzCore>")
endif()
endif()
if(SDL_FRAMEWORK_UIKIT)
list(APPEND EXTRA_LDFLAGS "-Wl,-framework,UIKit")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-framework,UIKit")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:FRAMEWORK,UIKit>")
endif()
if(SDL_FRAMEWORK_COREHAPTICS)
find_library(COREHAPTICS CoreHaptics)
if(COREHAPTICS)
list(APPEND EXTRA_LDFLAGS "-Wl,-weak_framework,CoreHaptics")
list(APPEND PKGCONFIG_LDFLAGS "-Wl,-weak_framework,CoreHaptics")
list(APPEND CMAKE_LIBS "$<LINK_LIBRARY:WEAK_FRAMEWORK,CoreHaptics>")
endif()
endif()
@@ -2689,6 +2702,11 @@ elseif(PSP)
list(APPEND SOURCE_FILES ${PSP_THREAD_SOURCES})
set(HAVE_SDL_THREADS TRUE)
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)
set(SDL_TIMER_PSP 1)
file(GLOB PSP_TIMER_SOURCES ${SDL2_SOURCE_DIR}/src/timer/psp/*.c)
@@ -2721,7 +2739,6 @@ elseif(PSP)
endif()
elseif(PS2)
list(APPEND EXTRA_CFLAGS "-DPS2" "-D__PS2__" "-I$ENV{PS2SDK}/ports/include" "-I$ENV{PS2DEV}/gsKit/include")
file(GLOB PS2_MAIN_SOURCES ${SDL2_SOURCE_DIR}/src/main/ps2/*.c)
set(SDLMAIN_SOURCES ${SDLMAIN_SOURCES} ${PS2_MAIN_SOURCES})
@@ -3077,8 +3094,8 @@ endif()
# Compat helpers for the configuration files
if(EXISTS "${PROJECT_SOURCE_DIR}/VERSION.txt")
file(READ "${PROJECT_SOURCE_DIR}/VERSION.txt" SDL_SOURCE_VERSION)
if(EXISTS "${PROJECT_SOURCE_DIR}/REVISION.txt")
file(READ "${PROJECT_SOURCE_DIR}/REVISION.txt" SDL_SOURCE_VERSION)
string(STRIP "${SDL_SOURCE_VERSION}" SDL_SOURCE_VERSION)
endif()
@@ -3172,7 +3189,7 @@ endif()
# Clean up the different lists
listtostr(EXTRA_LIBS _EXTRA_LIBS "-l")
set(SDL_STATIC_LIBS ${SDL_LIBS} ${EXTRA_LDFLAGS} ${_EXTRA_LIBS})
set(SDL_STATIC_LIBS ${EXTRA_LDFLAGS} ${_EXTRA_LIBS} ${PKGCONFIG_LDFLAGS})
list(REMOVE_DUPLICATES SDL_STATIC_LIBS)
listtostr(SDL_STATIC_LIBS _SDL_STATIC_LIBS)
set(SDL_STATIC_LIBS ${_SDL_STATIC_LIBS})
@@ -3206,9 +3223,11 @@ macro(check_add_debug_flag FLAG SUFFIX)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAG}")
endif()
check_cxx_compiler_flag(${FLAG} HAS_CXX_${SUFFIX})
if (HAS_CXX_${SUFFIX})
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}")
if(CMAKE_CXX_COMPILER)
check_cxx_compiler_flag(${FLAG} HAS_CXX_${SUFFIX})
if (HAS_CXX_${SUFFIX})
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}")
endif()
endif()
endmacro()
@@ -3227,18 +3246,20 @@ macro(asan_check_add_debug_flag2 ASAN_FLAG)
set (STORED_REQLIBS ${CMAKE_REQUIRED_LIBRARIES})
set (CMAKE_REQUIRED_LIBRARIES "${FLAG};asan")
check_c_compiler_flag (${FLAG} HAS_C_FLAG_${ASAN_FLAG})
check_cxx_compiler_flag (${FLAG} HAS_CXX_FLAG_${ASAN_FLAG})
set (CMAKE_REQUIRED_LIBRARIES ${STORED_REQLIBS})
check_c_compiler_flag (${FLAG} HAS_C_FLAG_${ASAN_FLAG})
if (HAS_C_FLAG_${ASAN_FLAG})
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} ${FLAG}")
endif()
if (HAS_CXX_${ASAN_FLAG})
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}")
if(CMAKE_CXX_COMPILER)
check_cxx_compiler_flag (${FLAG} HAS_CXX_FLAG_${ASAN_FLAG})
if (HAS_CXX_${ASAN_FLAG})
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${FLAG}")
endif()
endif()
set (CMAKE_REQUIRED_LIBRARIES ${STORED_REQLIBS})
if(HAS_C_${ASAN_FLAG} OR HAS_CXX_${ASAN_FLAG})
set(HAVE_ASAN ON)
endif()
@@ -3462,7 +3483,7 @@ if(SDL_SHARED)
set_property(TARGET SDL2 APPEND_STRING PROPERTY STATIC_LIBRARY_FLAGS " /NODEFAULTLIB")
endif()
# 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_DEPENDS})
target_link_libraries(SDL2 PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${EXTRA_LDFLAGS_BUILD} ${CMAKE_LIBS})
target_include_directories(SDL2 PUBLIC
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>"
@@ -3498,7 +3519,7 @@ if(SDL_STATIC)
target_compile_definitions(SDL2-static PRIVATE SDL_STATIC_LIB)
# TODO: Win32 platforms keep the same suffix .lib for import and static
# libraries - do we need to consider this?
target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${CMAKE_DEPENDS})
target_link_libraries(SDL2-static PRIVATE ${EXTRA_LIBS} ${EXTRA_LDFLAGS} ${CMAKE_LIBS})
target_include_directories(SDL2-static PUBLIC
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include>"
"$<BUILD_INTERFACE:${SDL2_BINARY_DIR}/include/SDL2>"
@@ -3543,6 +3564,23 @@ if(SDL_TEST)
set_property(TARGET SDL2_test PROPERTY INTERFACE_SDL_VERSION "SDL2")
endif()
if(MSVC AND NOT SDL_LIBC)
set(targets )
if(TARGET SDL2)
list(APPEND targets SDL2)
endif()
if(TARGET SDL2-static)
list(APPEND targets SDL2-static)
endif()
if(TARGET SDL2_test)
list(APPEND targets SDL2_test)
endif()
set_property(TARGET ${targets} APPEND PROPERTY COMPILE_OPTIONS "/GS-;/Gs1048576")
if(NOT ARCH_64 AND NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
set_property(TARGET ${targets} APPEND PROPERTY COMPILE_OPTIONS "/arch:SSE")
endif()
endif()
##### Installation targets #####
if(NOT SDL2_DISABLE_INSTALL)
if(SDL_SHARED)

View File

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

View File

@@ -52,7 +52,7 @@ WAYLAND_SCANNER_CODE_MODE = @WAYLAND_SCANNER_CODE_MODE@
INSTALL_SDL2_CONFIG = @INSTALL_SDL2_CONFIG@
SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac docs include Makefile.* mingw sdl2-config.cmake.in sdl2-config-version.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake.in src test VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac docs include Makefile.* mingw sdl2-config.cmake.in sdl2-config-version.cmake.in sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in SDL2Config.cmake.in src test VisualC VisualC-GDK VisualC-WinRT Xcode Xcode-iOS wayland-protocols
GEN_DIST = SDL2.spec
ifneq ($V,1)

View File

@@ -14,8 +14,8 @@
LIBNAME = SDL2
MAJOR_VERSION = 2
MINOR_VERSION = 29
MICRO_VERSION = 2
MINOR_VERSION = 32
MICRO_VERSION = 8
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)
DESCRIPTION = Simple DirectMedia Layer 2

View File

@@ -5,8 +5,8 @@
LIBNAME = SDL2
MAJOR_VERSION = 2
MINOR_VERSION = 29
MICRO_VERSION = 2
MINOR_VERSION = 32
MICRO_VERSION = 8
VERSION = $(MAJOR_VERSION).$(MINOR_VERSION).$(MICRO_VERSION)
LIBHOME = .

View File

@@ -174,7 +174,7 @@
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link>
<PreBuildEvent>
<Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir)</Command>
<Command>$(ProjectDir)..\shaders\buildshaders.bat $(ProjectDir)..\</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Building shader blobs (Xbox Series)</Message>
@@ -208,7 +208,7 @@
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link>
<PreBuildEvent>
<Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) one</Command>
<Command>$(ProjectDir)..\shaders\buildshaders.bat $(ProjectDir)..\ one</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Building shader blobs (Xbox One)</Message>
@@ -272,7 +272,7 @@
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link>
<PreBuildEvent>
<Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir)</Command>
<Command>$(ProjectDir)..\shaders\buildshaders.bat $(ProjectDir)..\</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Building shader blobs (Xbox Series)</Message>
@@ -307,7 +307,7 @@
<IgnoreAllDefaultLibraries>true</IgnoreAllDefaultLibraries>
</Link>
<PreBuildEvent>
<Command>$(SolutionDir)\shaders\buildshaders.bat $(SolutionDir) one</Command>
<Command>$(ProjectDir)..\shaders\buildshaders.bat $(ProjectDir)..\ one</Command>
</PreBuildEvent>
<PreBuildEvent>
<Message>Building shader blobs (Xbox One)</Message>
@@ -499,7 +499,6 @@
<ClInclude Include="..\..\src\video\khronos\vulkan\vk_platform.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vk_sdk_platform.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan.hpp" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan_android.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan_beta.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan_core.h" />

View File

@@ -780,9 +780,6 @@
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan.h">
<Filter>video\khronos\vulkan</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan.hpp">
<Filter>video\khronos\vulkan</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan_android.h">
<Filter>video\khronos\vulkan</Filter>
</ClInclude>

View File

@@ -139,7 +139,7 @@
</ResourceCompile>
<Link>
<SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Gaming.Xbox.Scarlett.x64'">
@@ -211,7 +211,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.141.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>xgameruntime.lib;../Microsoft.Xbox.Services.GDK.C.Thunks.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">
@@ -409,7 +409,7 @@
<CopyFileToFolders Include="..\..\logos\Logo480x480.png" />
</ItemGroup>
<ItemGroup>
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.dll">
<CopyFileToFolders Include="$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.GDK.C.Thunks.dll">
<FileType>Document</FileType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.Scarlett.x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Gaming.Xbox.XboxOne.x64'">true</ExcludedFromBuild>

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -44,22 +44,6 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(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>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
@@ -394,7 +378,6 @@
<ClInclude Include="..\..\src\video\khronos\vulkan\vk_platform.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vk_sdk_platform.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan.hpp" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan_android.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan_beta.h" />
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan_core.h" />

View File

@@ -780,9 +780,6 @@
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan.h">
<Filter>video\khronos\vulkan</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan.hpp">
<Filter>video\khronos\vulkan</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\khronos\vulkan\vulkan_android.h">
<Filter>video\khronos\vulkan</Filter>
</ClInclude>

View File

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

View File

@@ -188,6 +188,12 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</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">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>

View File

@@ -210,6 +210,7 @@
<ClCompile Include="..\..\..\test\testautomation_hints.c" />
<ClCompile Include="..\..\..\test\testautomation_joystick.c" />
<ClCompile Include="..\..\..\test\testautomation_keyboard.c" />
<ClCompile Include="..\..\..\test\testautomation_log.c" />
<ClCompile Include="..\..\..\test\testautomation_main.c" />
<ClCompile Include="..\..\..\test\testautomation_math.c" />
<ClCompile Include="..\..\..\test\testautomation_mouse.c" />

View File

@@ -216,6 +216,12 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</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">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>

View File

@@ -188,6 +188,12 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</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">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>

View File

@@ -194,6 +194,12 @@
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
</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">
<Project>{da956fd3-e142-46f2-9dd5-c78bebb56b7a}</Project>
<Private>false</Private>

View File

@@ -9,6 +9,7 @@ General:
* Added support for 2 bits-per-pixel indexed surface formats
* Added the function SDL_GameControllerGetSteamHandle() to get the Steam API handle for a controller, if available
* Added the event SDL_CONTROLLERSTEAMHANDLEUPDATED which is sent when the Steam API handle for a controller changes. This could also change the name, VID, and PID of the controller.
* Added the environment variable SDL_LOGGING to control default log output
macOS:
* Added the hint SDL_HINT_JOYSTICK_IOKIT to control whether the IOKit controller driver should be used

View File

@@ -52,9 +52,9 @@ void spawnTrailFromEmitter(struct particle *emitter);
void spawnEmitterParticle(GLfloat x, GLfloat y);
void explodeEmitter(struct particle *emitter);
void initializeParticles(void);
void initializeTexture();
void initializeTexture(void);
int nextPowerOfTwo(int x);
void drawParticles();
void drawParticles(void);
void stepParticles(double deltaTime);
/* helper function (used in texture loading)
@@ -159,7 +159,7 @@ stepParticles(double deltaTime)
This draws all the particles shown on screen
*/
void
drawParticles()
drawParticles(void)
{
/* draw the background */
@@ -324,7 +324,7 @@ initializeParticles(void)
loads the particle texture
*/
void
initializeTexture()
initializeTexture(void)
{
int bpp; /* texture bits per pixel */

View File

@@ -196,7 +196,7 @@ loadFont(void)
}
void
draw()
draw(void)
{
SDL_SetRenderDrawColor(renderer, bg_color.r, bg_color.g, bg_color.b, bg_color.a);
SDL_RenderClear(renderer);

View File

@@ -19,10 +19,10 @@
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>2.29.2</string>
<string>2.32.8</string>
<key>CFBundleSignature</key>
<string>SDLX</string>
<key>CFBundleVersion</key>
<string>2.29.2</string>
<string>2.32.8</string>
</dict>
</plist>

View File

@@ -206,7 +206,6 @@
A75FCD4823E25AB700529352 /* SDL_keycode.h in Headers */ = {isa = PBXBuildFile; fileRef = AA7557DB1595D4D800BBD41B /* SDL_keycode.h */; settings = {ATTRIBUTES = (Public, ); }; };
A75FCD4A23E25AB700529352 /* SDL_cocoakeyboard.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A68023E2513E00DCD162 /* SDL_cocoakeyboard.h */; };
A75FCD4B23E25AB700529352 /* SDL_uikitvulkan.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A63323E2513D00DCD162 /* SDL_uikitvulkan.h */; };
A75FCD4E23E25AB700529352 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A75FCD4F23E25AB700529352 /* SDL_loadso.h in Headers */ = {isa = PBXBuildFile; fileRef = AA7557DC1595D4D800BBD41B /* SDL_loadso.h */; settings = {ATTRIBUTES = (Public, ); }; };
A75FCD5023E25AB700529352 /* gl2ext.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A72323E2513E00DCD162 /* gl2ext.h */; };
A75FCD5123E25AB700529352 /* SDL_clipboardevents_c.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A93923E2514000DCD162 /* SDL_clipboardevents_c.h */; };
@@ -282,7 +281,6 @@
A75FCDA123E25AB700529352 /* vulkan_xlib.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */; };
A75FCDA223E25AB700529352 /* SDL_uikitwindow.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A62723E2513D00DCD162 /* SDL_uikitwindow.h */; };
A75FCDA323E25AB700529352 /* vulkan_vi.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A72F23E2513E00DCD162 /* vulkan_vi.h */; };
A75FCDA423E25AB700529352 /* vulkan_mir.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73923E2513E00DCD162 /* vulkan_mir.h */; };
A75FCDA523E25AB700529352 /* SDL_quit.h in Headers */ = {isa = PBXBuildFile; fileRef = AA7557E81595D4D800BBD41B /* SDL_quit.h */; settings = {ATTRIBUTES = (Public, ); }; };
A75FCDA623E25AB700529352 /* default_cursor.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A93323E2514000DCD162 /* default_cursor.h */; };
A75FCDA723E25AB700529352 /* SDL_render_sw_c.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A8F523E2514000DCD162 /* SDL_render_sw_c.h */; };
@@ -580,7 +578,6 @@
A75FCF0123E25AC700529352 /* SDL_keycode.h in Headers */ = {isa = PBXBuildFile; fileRef = AA7557DB1595D4D800BBD41B /* SDL_keycode.h */; settings = {ATTRIBUTES = (Public, ); }; };
A75FCF0323E25AC700529352 /* SDL_cocoakeyboard.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A68023E2513E00DCD162 /* SDL_cocoakeyboard.h */; };
A75FCF0423E25AC700529352 /* SDL_uikitvulkan.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A63323E2513D00DCD162 /* SDL_uikitvulkan.h */; };
A75FCF0723E25AC700529352 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A75FCF0823E25AC700529352 /* SDL_loadso.h in Headers */ = {isa = PBXBuildFile; fileRef = AA7557DC1595D4D800BBD41B /* SDL_loadso.h */; settings = {ATTRIBUTES = (Public, ); }; };
A75FCF0923E25AC700529352 /* gl2ext.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A72323E2513E00DCD162 /* gl2ext.h */; };
A75FCF0A23E25AC700529352 /* SDL_clipboardevents_c.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A93923E2514000DCD162 /* SDL_clipboardevents_c.h */; };
@@ -656,7 +653,6 @@
A75FCF5A23E25AC700529352 /* vulkan_xlib.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */; };
A75FCF5B23E25AC700529352 /* SDL_uikitwindow.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A62723E2513D00DCD162 /* SDL_uikitwindow.h */; };
A75FCF5C23E25AC700529352 /* vulkan_vi.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A72F23E2513E00DCD162 /* vulkan_vi.h */; };
A75FCF5D23E25AC700529352 /* vulkan_mir.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73923E2513E00DCD162 /* vulkan_mir.h */; };
A75FCF5E23E25AC700529352 /* SDL_quit.h in Headers */ = {isa = PBXBuildFile; fileRef = AA7557E81595D4D800BBD41B /* SDL_quit.h */; settings = {ATTRIBUTES = (Public, ); }; };
A75FCF5F23E25AC700529352 /* default_cursor.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A93323E2514000DCD162 /* default_cursor.h */; };
A75FCF6023E25AC700529352 /* SDL_render_sw_c.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A8F523E2514000DCD162 /* SDL_render_sw_c.h */; };
@@ -974,7 +970,6 @@
A769B0CD23E259AE00872273 /* SDL_systhread_c.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A78423E2513E00DCD162 /* SDL_systhread_c.h */; };
A769B0D023E259AE00872273 /* SDL_cocoakeyboard.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A68023E2513E00DCD162 /* SDL_cocoakeyboard.h */; };
A769B0D123E259AE00872273 /* SDL_uikitvulkan.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A63323E2513D00DCD162 /* SDL_uikitvulkan.h */; };
A769B0D423E259AE00872273 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A769B0D623E259AE00872273 /* gl2ext.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A72323E2513E00DCD162 /* gl2ext.h */; };
A769B0D723E259AE00872273 /* SDL_clipboardevents_c.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A93923E2514000DCD162 /* SDL_clipboardevents_c.h */; };
A769B0D923E259AE00872273 /* SDL_syshaptic_c.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A5CF23E2513D00DCD162 /* SDL_syshaptic_c.h */; };
@@ -1036,7 +1031,6 @@
A769B12923E259AE00872273 /* vulkan_xlib.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */; };
A769B12A23E259AE00872273 /* SDL_uikitwindow.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A62723E2513D00DCD162 /* SDL_uikitwindow.h */; };
A769B12B23E259AE00872273 /* vulkan_vi.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A72F23E2513E00DCD162 /* vulkan_vi.h */; };
A769B12C23E259AE00872273 /* vulkan_mir.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73923E2513E00DCD162 /* vulkan_mir.h */; };
A769B12E23E259AE00872273 /* default_cursor.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A93323E2514000DCD162 /* default_cursor.h */; };
A769B12F23E259AE00872273 /* SDL_render_sw_c.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A8F523E2514000DCD162 /* SDL_render_sw_c.h */; };
A769B13223E259AE00872273 /* SDL_nullvideo.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A60A23E2513D00DCD162 /* SDL_nullvideo.h */; };
@@ -2110,12 +2104,6 @@
A7D8B26923E2514200DCD162 /* vk_platform.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73123E2513E00DCD162 /* vk_platform.h */; };
A7D8B26A23E2514200DCD162 /* vk_platform.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73123E2513E00DCD162 /* vk_platform.h */; };
A7D8B26B23E2514200DCD162 /* vk_platform.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73123E2513E00DCD162 /* vk_platform.h */; };
A7D8B26C23E2514200DCD162 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A7D8B26D23E2514200DCD162 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A7D8B26E23E2514200DCD162 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A7D8B26F23E2514200DCD162 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A7D8B27023E2514200DCD162 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A7D8B27123E2514200DCD162 /* vulkan.hpp in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73223E2513E00DCD162 /* vulkan.hpp */; };
A7D8B27223E2514200DCD162 /* vulkan_fuchsia.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73323E2513E00DCD162 /* vulkan_fuchsia.h */; };
A7D8B27323E2514200DCD162 /* vulkan_fuchsia.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73323E2513E00DCD162 /* vulkan_fuchsia.h */; };
A7D8B27423E2514200DCD162 /* vulkan_fuchsia.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73323E2513E00DCD162 /* vulkan_fuchsia.h */; };
@@ -2152,12 +2140,6 @@
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A7D8B29723E2514200DCD162 /* vulkan_mir.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73923E2513E00DCD162 /* vulkan_mir.h */; };
A7D8B29823E2514200DCD162 /* vulkan_mir.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73923E2513E00DCD162 /* vulkan_mir.h */; };
A7D8B29923E2514200DCD162 /* vulkan_mir.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73923E2513E00DCD162 /* vulkan_mir.h */; };
A7D8B29A23E2514200DCD162 /* vulkan_mir.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73923E2513E00DCD162 /* vulkan_mir.h */; };
A7D8B29B23E2514200DCD162 /* vulkan_mir.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73923E2513E00DCD162 /* vulkan_mir.h */; };
A7D8B29C23E2514200DCD162 /* vulkan_xlib.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */; };
A7D8B29D23E2514200DCD162 /* vulkan_xlib.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */; };
A7D8B29E23E2514200DCD162 /* vulkan_xlib.h in Headers */ = {isa = PBXBuildFile; fileRef = A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */; };
@@ -3968,14 +3950,12 @@
A7D8A72F23E2513E00DCD162 /* vulkan_vi.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_vi.h; sourceTree = "<group>"; };
A7D8A73023E2513E00DCD162 /* vulkan.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan.h; sourceTree = "<group>"; };
A7D8A73123E2513E00DCD162 /* vk_platform.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vk_platform.h; sourceTree = "<group>"; };
A7D8A73223E2513E00DCD162 /* vulkan.hpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.h; path = vulkan.hpp; sourceTree = "<group>"; };
A7D8A73323E2513E00DCD162 /* vulkan_fuchsia.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_fuchsia.h; sourceTree = "<group>"; };
A7D8A73423E2513E00DCD162 /* vulkan_wayland.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_wayland.h; sourceTree = "<group>"; };
A7D8A73523E2513E00DCD162 /* vulkan_win32.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_win32.h; sourceTree = "<group>"; };
A7D8A73623E2513E00DCD162 /* vulkan_macos.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_macos.h; sourceTree = "<group>"; };
A7D8A73723E2513E00DCD162 /* vulkan_xlib_xrandr.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_xlib_xrandr.h; sourceTree = "<group>"; };
A7D8A73823E2513E00DCD162 /* vulkan_xcb.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_xcb.h; sourceTree = "<group>"; };
A7D8A73923E2513E00DCD162 /* vulkan_mir.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_mir.h; sourceTree = "<group>"; };
A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_xlib.h; sourceTree = "<group>"; };
A7D8A73B23E2513E00DCD162 /* vulkan_ios.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_ios.h; sourceTree = "<group>"; };
A7D8A73C23E2513E00DCD162 /* vulkan_core.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = vulkan_core.h; sourceTree = "<group>"; };
@@ -5003,7 +4983,6 @@
A7D8A73323E2513E00DCD162 /* vulkan_fuchsia.h */,
A7D8A73B23E2513E00DCD162 /* vulkan_ios.h */,
A7D8A73623E2513E00DCD162 /* vulkan_macos.h */,
A7D8A73923E2513E00DCD162 /* vulkan_mir.h */,
A7D8A72F23E2513E00DCD162 /* vulkan_vi.h */,
A7D8A73423E2513E00DCD162 /* vulkan_wayland.h */,
A7D8A73523E2513E00DCD162 /* vulkan_win32.h */,
@@ -5011,7 +4990,6 @@
A7D8A73723E2513E00DCD162 /* vulkan_xlib_xrandr.h */,
A7D8A73A23E2513E00DCD162 /* vulkan_xlib.h */,
A7D8A73023E2513E00DCD162 /* vulkan.h */,
A7D8A73223E2513E00DCD162 /* vulkan.hpp */,
);
path = vulkan;
sourceTree = "<group>";
@@ -5596,7 +5574,6 @@
5616CA63252BB35F005D5928 /* SDL_sysurl.h in Headers */,
A75FCD4A23E25AB700529352 /* SDL_cocoakeyboard.h in Headers */,
A75FCD4B23E25AB700529352 /* SDL_uikitvulkan.h in Headers */,
A75FCD4E23E25AB700529352 /* vulkan.hpp in Headers */,
A75FCD4F23E25AB700529352 /* SDL_loadso.h in Headers */,
A75FCD5023E25AB700529352 /* gl2ext.h in Headers */,
A75FCD5123E25AB700529352 /* SDL_clipboardevents_c.h in Headers */,
@@ -5680,7 +5657,6 @@
A75FCDA123E25AB700529352 /* vulkan_xlib.h in Headers */,
A75FCDA223E25AB700529352 /* SDL_uikitwindow.h in Headers */,
A75FCDA323E25AB700529352 /* vulkan_vi.h in Headers */,
A75FCDA423E25AB700529352 /* vulkan_mir.h in Headers */,
A75FCDA523E25AB700529352 /* SDL_quit.h in Headers */,
A75FCDA623E25AB700529352 /* default_cursor.h in Headers */,
A75FCDA723E25AB700529352 /* SDL_render_sw_c.h in Headers */,
@@ -5833,7 +5809,6 @@
5616CA66252BB361005D5928 /* SDL_sysurl.h in Headers */,
A75FCF0323E25AC700529352 /* SDL_cocoakeyboard.h in Headers */,
A75FCF0423E25AC700529352 /* SDL_uikitvulkan.h in Headers */,
A75FCF0723E25AC700529352 /* vulkan.hpp in Headers */,
A75FCF0823E25AC700529352 /* SDL_loadso.h in Headers */,
A75FCF0923E25AC700529352 /* gl2ext.h in Headers */,
A75FCF0A23E25AC700529352 /* SDL_clipboardevents_c.h in Headers */,
@@ -5917,7 +5892,6 @@
A75FCF5A23E25AC700529352 /* vulkan_xlib.h in Headers */,
A75FCF5B23E25AC700529352 /* SDL_uikitwindow.h in Headers */,
A75FCF5C23E25AC700529352 /* vulkan_vi.h in Headers */,
A75FCF5D23E25AC700529352 /* vulkan_mir.h in Headers */,
A75FCF5E23E25AC700529352 /* SDL_quit.h in Headers */,
A75FCF5F23E25AC700529352 /* default_cursor.h in Headers */,
A75FCF6023E25AC700529352 /* SDL_render_sw_c.h in Headers */,
@@ -6043,7 +6017,6 @@
A769B0D023E259AE00872273 /* SDL_cocoakeyboard.h in Headers */,
5616CA5D252BB35E005D5928 /* SDL_sysurl.h in Headers */,
A769B0D123E259AE00872273 /* SDL_uikitvulkan.h in Headers */,
A769B0D423E259AE00872273 /* vulkan.hpp in Headers */,
A769B0D623E259AE00872273 /* gl2ext.h in Headers */,
A769B0D723E259AE00872273 /* SDL_clipboardevents_c.h in Headers */,
A769B0D923E259AE00872273 /* SDL_syshaptic_c.h in Headers */,
@@ -6114,7 +6087,6 @@
F386F6F52884663E001840AA /* SDL_utils_c.h in Headers */,
A769B12A23E259AE00872273 /* SDL_uikitwindow.h in Headers */,
A769B12B23E259AE00872273 /* vulkan_vi.h in Headers */,
A769B12C23E259AE00872273 /* vulkan_mir.h in Headers */,
A769B12E23E259AE00872273 /* default_cursor.h in Headers */,
A769B12F23E259AE00872273 /* SDL_render_sw_c.h in Headers */,
A769B13223E259AE00872273 /* SDL_nullvideo.h in Headers */,
@@ -6387,13 +6359,11 @@
A7D8B26723E2514200DCD162 /* vk_platform.h in Headers */,
A7D8B2AF23E2514200DCD162 /* vk_sdk_platform.h in Headers */,
A7D8B26123E2514200DCD162 /* vulkan.h in Headers */,
A7D8B26D23E2514200DCD162 /* vulkan.hpp in Headers */,
A7D8B2B523E2514200DCD162 /* vulkan_android.h in Headers */,
A7D8B2A923E2514200DCD162 /* vulkan_core.h in Headers */,
A7D8B27323E2514200DCD162 /* vulkan_fuchsia.h in Headers */,
A7D8B2A323E2514200DCD162 /* vulkan_ios.h in Headers */,
A7D8B28523E2514200DCD162 /* vulkan_macos.h in Headers */,
A7D8B29723E2514200DCD162 /* vulkan_mir.h in Headers */,
A7D8B25B23E2514200DCD162 /* vulkan_vi.h in Headers */,
A7D8B27923E2514200DCD162 /* vulkan_wayland.h in Headers */,
A7D8B27F23E2514200DCD162 /* vulkan_win32.h in Headers */,
@@ -6629,13 +6599,11 @@
A7D8B26823E2514200DCD162 /* vk_platform.h in Headers */,
A7D8B2B023E2514200DCD162 /* vk_sdk_platform.h in Headers */,
A7D8B26223E2514200DCD162 /* vulkan.h in Headers */,
A7D8B26E23E2514200DCD162 /* vulkan.hpp in Headers */,
A7D8B2B623E2514200DCD162 /* vulkan_android.h in Headers */,
A7D8B2AA23E2514200DCD162 /* vulkan_core.h in Headers */,
A7D8B27423E2514200DCD162 /* vulkan_fuchsia.h in Headers */,
A7D8B2A423E2514200DCD162 /* vulkan_ios.h in Headers */,
A7D8B28623E2514200DCD162 /* vulkan_macos.h in Headers */,
A7D8B29823E2514200DCD162 /* vulkan_mir.h in Headers */,
A7D8B25C23E2514200DCD162 /* vulkan_vi.h in Headers */,
A7D8B27A23E2514200DCD162 /* vulkan_wayland.h in Headers */,
A7D8B28023E2514200DCD162 /* vulkan_win32.h in Headers */,
@@ -6704,7 +6672,6 @@
A7D8AE9223E2514100DCD162 /* SDL_cocoakeyboard.h in Headers */,
5616CA5A252BB35D005D5928 /* SDL_sysurl.h in Headers */,
A7D8ACE523E2514100DCD162 /* SDL_uikitvulkan.h in Headers */,
A7D8B27023E2514200DCD162 /* vulkan.hpp in Headers */,
A7D8B22823E2514200DCD162 /* gl2ext.h in Headers */,
A7D8BB7323E2514500DCD162 /* SDL_clipboardevents_c.h in Headers */,
A7D8AAE423E2514100DCD162 /* SDL_syshaptic_c.h in Headers */,
@@ -6775,7 +6742,6 @@
F386F6F42884663E001840AA /* SDL_utils_c.h in Headers */,
A7D8AC9D23E2514100DCD162 /* SDL_uikitwindow.h in Headers */,
A7D8B25E23E2514200DCD162 /* vulkan_vi.h in Headers */,
A7D8B29A23E2514200DCD162 /* vulkan_mir.h in Headers */,
A7D8BB4F23E2514500DCD162 /* default_cursor.h in Headers */,
A7D8B9FF23E2514400DCD162 /* SDL_render_sw_c.h in Headers */,
A7D8ABFB23E2514100DCD162 /* SDL_nullvideo.h in Headers */,
@@ -7048,13 +7014,11 @@
A7D8B26623E2514200DCD162 /* vk_platform.h in Headers */,
A7D8B2AE23E2514200DCD162 /* vk_sdk_platform.h in Headers */,
A7D8B26023E2514200DCD162 /* vulkan.h in Headers */,
A7D8B26C23E2514200DCD162 /* vulkan.hpp in Headers */,
A7D8B2B423E2514200DCD162 /* vulkan_android.h in Headers */,
A7D8B2A823E2514200DCD162 /* vulkan_core.h in Headers */,
A7D8B27223E2514200DCD162 /* vulkan_fuchsia.h in Headers */,
A7D8B2A223E2514200DCD162 /* vulkan_ios.h in Headers */,
A7D8B28423E2514200DCD162 /* vulkan_macos.h in Headers */,
A7D8B29623E2514200DCD162 /* vulkan_mir.h in Headers */,
A7D8B25A23E2514200DCD162 /* vulkan_vi.h in Headers */,
A7D8B27823E2514200DCD162 /* vulkan_wayland.h in Headers */,
A7D8B27E23E2514200DCD162 /* vulkan_win32.h in Headers */,
@@ -7118,7 +7082,6 @@
A7D8BA7623E2514400DCD162 /* SDL_shaders_gl.h in Headers */,
A7D8B42B23E2514300DCD162 /* SDL_systhread_c.h in Headers */,
A7D8AE9123E2514100DCD162 /* SDL_cocoakeyboard.h in Headers */,
A7D8B26F23E2514200DCD162 /* vulkan.hpp in Headers */,
A7D8B22723E2514200DCD162 /* gl2ext.h in Headers */,
A7D8BB7223E2514500DCD162 /* SDL_clipboardevents_c.h in Headers */,
A7D8AAE323E2514100DCD162 /* SDL_syshaptic_c.h in Headers */,
@@ -7189,7 +7152,6 @@
A7D8B29F23E2514200DCD162 /* vulkan_xlib.h in Headers */,
A7D8B25D23E2514200DCD162 /* vulkan_vi.h in Headers */,
F316AB882B5A02C3002EF551 /* yuv_rgb_common.h in Headers */,
A7D8B29923E2514200DCD162 /* vulkan_mir.h in Headers */,
A1BB8B6F27F6CF330057CFA8 /* SDL_list.h in Headers */,
A7D8BB4E23E2514500DCD162 /* default_cursor.h in Headers */,
A7D8B9FE23E2514400DCD162 /* SDL_render_sw_c.h in Headers */,
@@ -7325,7 +7287,6 @@
DB313FDB17554B71006C0E22 /* SDL_keycode.h in Headers */,
A7D8AE9323E2514100DCD162 /* SDL_cocoakeyboard.h in Headers */,
A7D8ACE623E2514100DCD162 /* SDL_uikitvulkan.h in Headers */,
A7D8B27123E2514200DCD162 /* vulkan.hpp in Headers */,
DB313FDC17554B71006C0E22 /* SDL_loadso.h in Headers */,
A7D8B22923E2514200DCD162 /* gl2ext.h in Headers */,
A7D8BB7423E2514500DCD162 /* SDL_clipboardevents_c.h in Headers */,
@@ -7409,7 +7370,6 @@
A7D8B2A123E2514200DCD162 /* vulkan_xlib.h in Headers */,
A7D8AC9E23E2514100DCD162 /* SDL_uikitwindow.h in Headers */,
A7D8B25F23E2514200DCD162 /* vulkan_vi.h in Headers */,
A7D8B29B23E2514200DCD162 /* vulkan_mir.h in Headers */,
DB313FE817554B71006C0E22 /* SDL_quit.h in Headers */,
A7D8BB5023E2514500DCD162 /* default_cursor.h in Headers */,
A7D8BA0023E2514400DCD162 /* SDL_render_sw_c.h in Headers */,
@@ -9768,8 +9728,8 @@
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
DEPLOYMENT_POSTPROCESSING = YES;
DYLIB_COMPATIBILITY_VERSION = 2903.0.0;
DYLIB_CURRENT_VERSION = 2903.0.0;
DYLIB_COMPATIBILITY_VERSION = 3201.0.0;
DYLIB_CURRENT_VERSION = 3201.8.0;
DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_ALTIVEC_EXTENSIONS = YES;
@@ -9810,7 +9770,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CLANG_LINK_OBJC_RUNTIME = NO;
MARKETING_VERSION = 2.29.2;
MARKETING_VERSION = 2.32.8;
OTHER_LDFLAGS = "-liconv";
};
name = Release;
@@ -9853,8 +9813,8 @@
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
DEBUG_INFORMATION_FORMAT = dwarf;
DYLIB_COMPATIBILITY_VERSION = 2903.0.0;
DYLIB_CURRENT_VERSION = 2903.0.0;
DYLIB_COMPATIBILITY_VERSION = 3201.0.0;
DYLIB_CURRENT_VERSION = 3201.8.0;
DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_STRICT_OBJC_MSGSEND = YES;
ENABLE_TESTABILITY = YES;
@@ -9896,7 +9856,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CLANG_LINK_OBJC_RUNTIME = NO;
MARKETING_VERSION = 2.29.2;
MARKETING_VERSION = 2.32.8;
OTHER_LDFLAGS = "-liconv";
};
name = Debug;
@@ -10102,8 +10062,8 @@
CURRENT_PROJECT_VERSION = 1;
DEFINES_MODULE = YES;
DEVELOPMENT_TEAM = "";
DYLIB_COMPATIBILITY_VERSION = 2903.0.0;
DYLIB_CURRENT_VERSION = 2903.0.0;
DYLIB_COMPATIBILITY_VERSION = 3201.0.0;
DYLIB_CURRENT_VERSION = 3201.8.0;
DYLIB_INSTALL_NAME_BASE = "@rpath";
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_DYNAMIC_NO_PIC = NO;
@@ -10154,8 +10114,8 @@
CURRENT_PROJECT_VERSION = 1;
DEFINES_MODULE = YES;
DEVELOPMENT_TEAM = "";
DYLIB_COMPATIBILITY_VERSION = 2903.0.0;
DYLIB_CURRENT_VERSION = 2903.0.0;
DYLIB_COMPATIBILITY_VERSION = 3201.0.0;
DYLIB_CURRENT_VERSION = 3201.8.0;
DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_NS_ASSERTIONS = NO;
GCC_C_LANGUAGE_STANDARD = gnu11;

View File

@@ -1,4 +1,4 @@
Title SDL 2.29.2
Title SDL 2.32.8
Version 1
Description SDL Library for Mac OS X (http://www.libsdl.org)
DefaultLocation /Library/Frameworks

View File

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

163
acinclude/libtool.m4 vendored
View File

@@ -219,8 +219,8 @@ esac
ofile=libtool
can_build_shared=yes
# All known linkers require a '.a' archive for static linking (except MSVC,
# which needs '.lib').
# All known linkers require a '.a' archive for static linking (except MSVC and
# ICC, which need '.lib').
libext=a
with_gnu_ld=$lt_cv_prog_gnu_ld
@@ -1023,6 +1023,21 @@ m4_defun_once([_LT_REQUIRED_DARWIN_CHECKS],[
rm -f conftest.*
fi])
# Feature test to disable chained fixups since it is not
# compatible with '-undefined dynamic_lookup'
AC_CACHE_CHECK([for -no_fixup_chains linker flag],
[lt_cv_support_no_fixup_chains],
[ save_LDFLAGS=$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],
[lt_cv_ld_exported_symbols_list],
[lt_cv_ld_exported_symbols_list=no
@@ -1047,7 +1062,7 @@ _LT_EOF
echo "$RANLIB libconftest.a" >&AS_MESSAGE_LOG_FD
$RANLIB libconftest.a 2>&AS_MESSAGE_LOG_FD
cat > conftest.c << _LT_EOF
int main() { return 0;}
int main(void) { return 0;}
_LT_EOF
echo "$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a" >&AS_MESSAGE_LOG_FD
$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a 2>conftest.err
@@ -1072,7 +1087,12 @@ _LT_EOF
10.[[012]],*|,*powerpc*-darwin[[5-8]]*)
_lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;;
*)
_lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' ;;
if test yes = "$lt_cv_support_no_fixup_chains"; then
_lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup $wl-no_fixup_chains'
else
_lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup'
fi
;;
esac
;;
esac
@@ -1365,7 +1385,7 @@ mips64*-*linux*)
;;
x86_64-*kfreebsd*-gnu|x86_64-*linux*|powerpc*-*linux*| \
s390*-*linux*|s390*-*tpf*|sparc*-*linux*)
s390*-*linux*|s390*-*tpf*|sparc*-*linux*|x86_64-gnu*)
# Find out what ABI is being produced by ac_compile, and set linker
# options accordingly. Note that the listed cases only cover the
# situations where additional linker options are needed (such as when
@@ -1380,7 +1400,7 @@ s390*-*linux*|s390*-*tpf*|sparc*-*linux*)
x86_64-*kfreebsd*-gnu)
LD="${LD-ld} -m elf_i386_fbsd"
;;
x86_64-*linux*)
x86_64-*linux*|x86_64-gnu*)
case `/usr/bin/file conftest.o` in
*x86-64*)
LD="${LD-ld} -m elf32_x86_64"
@@ -1409,7 +1429,7 @@ s390*-*linux*|s390*-*tpf*|sparc*-*linux*)
x86_64-*kfreebsd*-gnu)
LD="${LD-ld} -m elf_x86_64_fbsd"
;;
x86_64-*linux*)
x86_64-*linux*|x86_64-gnu*)
LD="${LD-ld} -m elf_x86_64"
;;
powerpcle-*linux*|powerpc64le-*linux*)
@@ -1540,15 +1560,8 @@ old_postinstall_cmds='chmod 644 $oldlib'
old_postuninstall_cmds=
if test -n "$RANLIB"; then
case $host_os in
bitrig* | openbsd*)
old_postinstall_cmds="$old_postinstall_cmds~\$RANLIB -t \$tool_oldlib"
;;
*)
old_postinstall_cmds="$old_postinstall_cmds~\$RANLIB \$tool_oldlib"
;;
esac
old_archive_cmds="$old_archive_cmds~\$RANLIB \$tool_oldlib"
old_postinstall_cmds="$old_postinstall_cmds~\$RANLIB \$tool_oldlib"
fi
case $host_os in
@@ -1687,7 +1700,7 @@ AC_CACHE_VAL([lt_cv_sys_max_cmd_len], [dnl
lt_cv_sys_max_cmd_len=-1;
;;
cygwin* | mingw* | cegcc*)
cygwin* | mingw* | windows* | cegcc*)
# On Win9x/ME, this test blows up -- it succeeds, but takes
# about 5 minutes as the teststring grows exponentially.
# Worse, since 9x/ME are not pre-emptively multitasking,
@@ -1869,11 +1882,11 @@ else
/* When -fvisibility=hidden is used, assume the code has been annotated
correspondingly for the symbols needed. */
#if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3))
int fnord () __attribute__((visibility("default")));
int fnord (void) __attribute__((visibility("default")));
#endif
int fnord () { return 42; }
int main ()
int fnord (void) { return 42; }
int main (void)
{
void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW);
int status = $lt_dlunknown;
@@ -1930,7 +1943,7 @@ else
lt_cv_dlopen_self=yes
;;
mingw* | pw32* | cegcc*)
mingw* | windows* | pw32* | cegcc*)
lt_cv_dlopen=LoadLibrary
lt_cv_dlopen_libs=
;;
@@ -2298,7 +2311,7 @@ if test yes = "$GCC"; then
*) lt_awk_arg='/^libraries:/' ;;
esac
case $host_os in
mingw* | cegcc*) lt_sed_strip_eq='s|=\([[A-Za-z]]:\)|\1|g' ;;
mingw* | windows* | cegcc*) lt_sed_strip_eq='s|=\([[A-Za-z]]:\)|\1|g' ;;
*) lt_sed_strip_eq='s|=/|/|g' ;;
esac
lt_search_path_spec=`$CC -print-search-dirs | awk $lt_awk_arg | $SED -e "s/^libraries://" -e $lt_sed_strip_eq`
@@ -2356,7 +2369,7 @@ BEGIN {RS = " "; FS = "/|\n";} {
# AWK program above erroneously prepends '/' to C:/dos/paths
# for these hosts.
case $host_os in
mingw* | cegcc*) lt_search_path_spec=`$ECHO "$lt_search_path_spec" |\
mingw* | windows* | cegcc*) lt_search_path_spec=`$ECHO "$lt_search_path_spec" |\
$SED 's|/\([[A-Za-z]]:\)|\1|g'` ;;
esac
sys_lib_search_path_spec=`$ECHO "$lt_search_path_spec" | $lt_NL2SP`
@@ -2525,7 +2538,7 @@ bsdi[[45]]*)
# libtool to hard-code these into programs
;;
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
version_type=windows
shrext_cmds=.dll
need_version=no
@@ -2554,14 +2567,14 @@ cygwin* | mingw* | pw32* | cegcc*)
cygwin*)
# 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 $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization
soname_spec='`echo $libname | sed -e 's/^lib//'`$shared_ext' # SDL customization.
m4_if([$1], [],[
sys_lib_search_path_spec="$sys_lib_search_path_spec /usr/lib/w32api"])
;;
mingw* | cegcc*)
mingw* | windows* | cegcc*)
# MinGW DLLs use traditional 'lib' prefix
#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 DLLs use 'pw' prefix rather than 'lib'
@@ -2571,14 +2584,14 @@ m4_if([$1], [],[
dynamic_linker='Win32 ld.exe'
;;
*,cl*)
# Native MSVC
*,cl* | *,icl*)
# Native MSVC or ICC
libname_spec='$name'
soname_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext'
library_names_spec='$libname.dll.lib'
case $build_os in
mingw*)
mingw* | windows*)
sys_lib_search_path_spec=
lt_save_ifs=$IFS
IFS=';'
@@ -2628,7 +2641,7 @@ m4_if([$1], [],[
;;
*)
# Assume MSVC wrapper
# Assume MSVC and ICC wrapper
library_names_spec='$libname`echo $release | $SED -e 's/[[.]]/-/g'`$versuffix$shared_ext $libname.lib'
dynamic_linker='Win32 ld.exe'
;;
@@ -3267,7 +3280,7 @@ if test yes = "$GCC"; then
# Check if gcc -print-prog-name=ld gives a path.
AC_MSG_CHECKING([for ld used by $CC])
case $host in
*-*-mingw*)
*-*-mingw* | *-*-windows*)
# gcc leaves a trailing carriage return, which upsets mingw
ac_prog=`($CC -print-prog-name=ld) 2>&5 | tr -d '\015'` ;;
*)
@@ -3376,7 +3389,7 @@ case $reload_flag in
esac
reload_cmds='$LD$reload_flag -o $output$reload_objs'
case $host_os in
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
if test yes != "$GCC"; then
reload_cmds=false
fi
@@ -3473,10 +3486,10 @@ cygwin*)
# 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_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* | pw32*)
mingw* | windows* | pw32*)
# Base MSYS/MinGW do not provide the 'file' command needed by
# func_win32_libid shell function, so use a weaker test based on 'objdump',
# unless we find 'file', for example because we are cross-compiling.
@@ -3485,10 +3498,10 @@ mingw* | pw32*)
lt_cv_file_magic_cmd='func_win32_libid'
else
# 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)'
lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64|pe-aarch64)'
lt_cv_file_magic_cmd='$OBJDUMP -f'
fi
lt_cv_deplibs_check_method=pass_all # SDL customization
lt_cv_deplibs_check_method=pass_all # SDL customization.
;;
cegcc*)
@@ -3641,7 +3654,7 @@ file_magic_glob=
want_nocaseglob=no
if test "$build" = "$host"; then
case $host_os in
mingw* | pw32*)
mingw* | windows* | pw32*)
if ( shopt | grep nocaseglob ) >/dev/null 2>&1; then
want_nocaseglob=yes
else
@@ -3693,7 +3706,7 @@ else
# Tru64's nm complains that /dev/null is an invalid object file
# MSYS converts /dev/null to NUL, MinGW nm treats NUL as empty
case $build_os in
mingw*) lt_bad_file=conftest.nm/nofile ;;
mingw* | windows*) lt_bad_file=conftest.nm/nofile ;;
*) lt_bad_file=/dev/null ;;
esac
case `"$tmp_nm" -B $lt_bad_file 2>&1 | sed '1q'` in
@@ -3784,7 +3797,7 @@ lt_cv_sharedlib_from_linklib_cmd,
[lt_cv_sharedlib_from_linklib_cmd='unknown'
case $host_os in
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
# two different shell functions defined in ltmain.sh;
# decide which one to use based on capabilities of $DLLTOOL
case `$DLLTOOL --help 2>&1` in
@@ -3929,7 +3942,7 @@ case $host_os in
aix*)
symcode='[[BCDT]]'
;;
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
symcode='[[ABCDGISTW]]'
;;
hpux*)
@@ -4008,7 +4021,7 @@ $lt_c_name_lib_hook\
# Handle CRLF in mingw tool chain
opt_cr=
case $build_os in
mingw*)
mingw* | windows*)
opt_cr=`$ECHO 'x\{0,1\}' | tr x '\015'` # option cr in regexp
;;
esac
@@ -4023,7 +4036,7 @@ for ac_symprfx in "" "_"; do
if test "$lt_cv_nm_interface" = "MS dumpbin"; then
# Fake it for dumpbin and say T for any non-static function,
# D for any global variable and I for any imported variable.
# Also find C++ and __fastcall symbols from MSVC++,
# Also find C++ and __fastcall symbols from MSVC++ or ICC,
# which start with @ or ?.
lt_cv_sys_global_symbol_pipe="$AWK ['"\
" {last_section=section; section=\$ 3};"\
@@ -4059,7 +4072,7 @@ void nm_test_func(void){}
#ifdef __cplusplus
}
#endif
int main(){nm_test_var='a';nm_test_func();return(0);}
int main(void){nm_test_var='a';nm_test_func();return(0);}
_LT_EOF
if AC_TRY_EVAL(ac_compile); then
@@ -4235,7 +4248,7 @@ m4_if([$1], [CXX], [
beos* | irix5* | irix6* | nonstopux* | osf3* | osf4* | osf5*)
# PIC is the default for these OSes.
;;
mingw* | cygwin* | os2* | pw32* | cegcc*)
mingw* | windows* | cygwin* | os2* | pw32* | cegcc*)
# This hack is so that the source file can tell whether it is being
# built for inclusion in a dll (and should export symbols for example).
# Although the cygwin gcc ignores -fPIC, still need this for old-style
@@ -4311,7 +4324,7 @@ m4_if([$1], [CXX], [
;;
esac
;;
mingw* | cygwin* | os2* | pw32* | cegcc*)
mingw* | windows* | cygwin* | os2* | pw32* | cegcc*)
# This hack is so that the source file can tell whether it is being
# built for inclusion in a dll (and should export symbols for example).
m4_if([$1], [GCJ], [],
@@ -4559,7 +4572,7 @@ m4_if([$1], [CXX], [
# PIC is the default for these OSes.
;;
mingw* | cygwin* | pw32* | os2* | cegcc*)
mingw* | windows* | cygwin* | pw32* | os2* | cegcc*)
# This hack is so that the source file can tell whether it is being
# built for inclusion in a dll (and should export symbols for example).
# Although the cygwin gcc ignores -fPIC, still need this for old-style
@@ -4663,7 +4676,7 @@ m4_if([$1], [CXX], [
esac
;;
mingw* | cygwin* | pw32* | os2* | cegcc*)
mingw* | windows* | cygwin* | pw32* | os2* | cegcc*)
# This hack is so that the source file can tell whether it is being
# built for inclusion in a dll (and should export symbols for example).
m4_if([$1], [GCJ], [],
@@ -4938,9 +4951,9 @@ m4_if([$1], [CXX], [
pw32*)
_LT_TAGVAR(export_symbols_cmds, $1)=$ltdll_cmds
;;
cygwin* | mingw* | cegcc*)
cygwin* | mingw* | windows* | cegcc*)
case $cc_basename in
cl*)
cl* | icl*)
_LT_TAGVAR(exclude_expsyms, $1)='_NULL_IMPORT_DESCRIPTOR|_IMPORT_DESCRIPTOR_.*'
;;
*)
@@ -4996,16 +5009,16 @@ dnl Note also adjust exclude_expsyms for C++ above.
extract_expsyms_cmds=
case $host_os in
cygwin* | mingw* | pw32* | cegcc*)
# FIXME: the MSVC++ port hasn't been tested in a loooong time
cygwin* | mingw* | windows* | pw32* | cegcc*)
# FIXME: the MSVC++ and ICC port hasn't been tested in a loooong time
# When not using gcc, we currently assume that we are using
# Microsoft Visual C++.
# Microsoft Visual C++ or Intel C++ Compiler.
if test yes != "$GCC"; then
with_gnu_ld=no
fi
;;
interix*)
# we just hope/assume this is gcc and not c89 (= MSVC++)
# we just hope/assume this is gcc and not c89 (= MSVC++ or ICC)
with_gnu_ld=yes
;;
openbsd* | bitrig*)
@@ -5111,7 +5124,7 @@ _LT_EOF
fi
;;
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
# _LT_TAGVAR(hardcode_libdir_flag_spec, $1) is actually meaningless,
# as there is no search path for DLLs.
_LT_TAGVAR(hardcode_libdir_flag_spec, $1)='-L$libdir'
@@ -5568,14 +5581,14 @@ _LT_EOF
_LT_TAGVAR(export_dynamic_flag_spec, $1)=-rdynamic
;;
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
# When not using gcc, we currently assume that we are using
# Microsoft Visual C++.
# Microsoft Visual C++ or Intel C++ Compiler.
# hardcode_libdir_flag_spec is actually meaningless, as there is
# no search path for DLLs.
case $cc_basename in
cl*)
# Native MSVC
cl* | icl*)
# Native MSVC or ICC
_LT_TAGVAR(hardcode_libdir_flag_spec, $1)=' '
_LT_TAGVAR(allow_undefined_flag, $1)=unsupported
_LT_TAGVAR(always_export_symbols, $1)=yes
@@ -5585,14 +5598,14 @@ _LT_EOF
# Tell ltmain to make .dll files, not .so files.
shrext_cmds=.dll
# FIXME: Setting linknames here is a bad hack.
_LT_TAGVAR(archive_cmds, $1)='$CC -o $output_objdir/$soname $libobjs $compiler_flags $deplibs -Wl,-DLL,-IMPLIB:"$tool_output_objdir$libname.dll.lib"~linknames='
_LT_TAGVAR(archive_cmds, $1)='$CC -Fe $output_objdir/$soname $libobjs $compiler_flags $deplibs -Wl,-DLL,-IMPLIB:"$tool_output_objdir$libname.dll.lib"~linknames='
_LT_TAGVAR(archive_expsym_cmds, $1)='if _LT_DLL_DEF_P([$export_symbols]); then
cp "$export_symbols" "$output_objdir/$soname.def";
echo "$tool_output_objdir$soname.def" > "$output_objdir/$soname.exp";
else
$SED -e '\''s/^/-link -EXPORT:/'\'' < $export_symbols > $output_objdir/$soname.exp;
fi~
$CC -o $tool_output_objdir$soname $libobjs $compiler_flags $deplibs "@$tool_output_objdir$soname.exp" -Wl,-DLL,-IMPLIB:"$tool_output_objdir$libname.dll.lib"~
$CC -Fe $tool_output_objdir$soname $libobjs $compiler_flags $deplibs "@$tool_output_objdir$soname.exp" -Wl,-DLL,-IMPLIB:"$tool_output_objdir$libname.dll.lib"~
linknames='
# The linker will not automatically build a static lib if we build a DLL.
# _LT_TAGVAR(old_archive_from_new_cmds, $1)='true'
@@ -5616,7 +5629,7 @@ _LT_EOF
fi'
;;
*)
# Assume MSVC wrapper
# Assume MSVC and ICC wrapper
_LT_TAGVAR(hardcode_libdir_flag_spec, $1)=' '
_LT_TAGVAR(allow_undefined_flag, $1)=unsupported
# Tell ltmain to make .lib files, not .a files.
@@ -6225,7 +6238,7 @@ _LT_TAGVAR(objext, $1)=$objext
lt_simple_compile_test_code="int some_variable = 0;"
# Code to be used in simple link tests
lt_simple_link_test_code='int main(){return(0);}'
lt_simple_link_test_code='int main(void){return(0);}'
_LT_TAG_COMPILER
# Save the default compiler, since it gets overwritten when the other
@@ -6435,7 +6448,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# Commands to make compiler produce verbose output that lists
# what "hidden" libraries, object files and flags are used when
# linking a shared library.
output_verbose_link_cmd='$CC -shared $CFLAGS -v conftest.$objext 2>&1 | $GREP -v "^Configured with:" | $GREP "\-L"'
output_verbose_link_cmd='$CC -shared $CFLAGS -v conftest.$objext 2>&1 | $GREP -v "^Configured with:" | $GREP "[[-]]L"'
else
GXX=no
@@ -6644,10 +6657,10 @@ if test yes != "$_lt_caught_CXX_error"; then
esac
;;
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
case $GXX,$cc_basename in
,cl* | no,cl*)
# Native MSVC
,cl* | no,cl* | ,icl* | no,icl*)
# Native MSVC or ICC
# hardcode_libdir_flag_spec is actually meaningless, as there is
# no search path for DLLs.
_LT_TAGVAR(hardcode_libdir_flag_spec, $1)=' '
@@ -6811,7 +6824,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# explicitly linking system object files so we need to strip them
# from the output so that they don't get included in the library
# dependencies.
output_verbose_link_cmd='templist=`($CC -b $CFLAGS -v conftest.$objext 2>&1) | $EGREP "\-L"`; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"'
output_verbose_link_cmd='templist=`($CC -b $CFLAGS -v conftest.$objext 2>&1) | $EGREP "[[-]]L"`; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"'
;;
*)
if test yes = "$GXX"; then
@@ -6876,7 +6889,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# explicitly linking system object files so we need to strip them
# from the output so that they don't get included in the library
# dependencies.
output_verbose_link_cmd='templist=`($CC -b $CFLAGS -v conftest.$objext 2>&1) | $GREP "\-L"`; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"'
output_verbose_link_cmd='templist=`($CC -b $CFLAGS -v conftest.$objext 2>&1) | $GREP "[[-]]L"`; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"'
;;
*)
if test yes = "$GXX"; then
@@ -7215,7 +7228,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# Commands to make compiler produce verbose output that lists
# what "hidden" libraries, object files and flags are used when
# linking a shared library.
output_verbose_link_cmd='$CC -shared $CFLAGS -v conftest.$objext 2>&1 | $GREP -v "^Configured with:" | $GREP "\-L"'
output_verbose_link_cmd='$CC -shared $CFLAGS -v conftest.$objext 2>&1 | $GREP -v "^Configured with:" | $GREP "[[-]]L"'
else
# FIXME: insert proper C++ library support
@@ -7299,7 +7312,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# Commands to make compiler produce verbose output that lists
# what "hidden" libraries, object files and flags are used when
# linking a shared library.
output_verbose_link_cmd='$CC -shared $CFLAGS -v conftest.$objext 2>&1 | $GREP -v "^Configured with:" | $GREP "\-L"'
output_verbose_link_cmd='$CC -shared $CFLAGS -v conftest.$objext 2>&1 | $GREP -v "^Configured with:" | $GREP "[[-]]L"'
else
# g++ 2.7 appears to require '-G' NOT '-shared' on this
# platform.
@@ -7310,7 +7323,7 @@ if test yes != "$_lt_caught_CXX_error"; then
# Commands to make compiler produce verbose output that lists
# what "hidden" libraries, object files and flags are used when
# linking a shared library.
output_verbose_link_cmd='$CC -G $CFLAGS -v conftest.$objext 2>&1 | $GREP -v "^Configured with:" | $GREP "\-L"'
output_verbose_link_cmd='$CC -G $CFLAGS -v conftest.$objext 2>&1 | $GREP -v "^Configured with:" | $GREP "[[-]]L"'
fi
_LT_TAGVAR(hardcode_libdir_flag_spec, $1)='$wl-R $wl$libdir'
@@ -8331,7 +8344,7 @@ AC_CACHE_VAL(lt_cv_to_host_file_cmd,
[case $host in
*-*-mingw* )
case $build in
*-*-mingw* ) # actually msys
*-*-mingw* | *-*-windows* ) # actually msys
lt_cv_to_host_file_cmd=func_convert_file_msys_to_w32
;;
*-*-cygwin* )
@@ -8344,7 +8357,7 @@ AC_CACHE_VAL(lt_cv_to_host_file_cmd,
;;
*-*-cygwin* )
case $build in
*-*-mingw* ) # actually msys
*-*-mingw* | *-*-windows* ) # actually msys
lt_cv_to_host_file_cmd=func_convert_file_msys_to_cygwin
;;
*-*-cygwin* )
@@ -8370,9 +8383,9 @@ AC_CACHE_VAL(lt_cv_to_tool_file_cmd,
[#assume ordinary cross tools, or native build.
lt_cv_to_tool_file_cmd=func_convert_file_noop
case $host in
*-*-mingw* )
*-*-mingw* | *-*-windows* )
case $build in
*-*-mingw* ) # actually msys
*-*-mingw* | *-*-windows* ) # actually msys
lt_cv_to_tool_file_cmd=func_convert_file_msys_to_w32
;;
esac

View File

@@ -128,7 +128,7 @@ LT_OPTION_DEFINE([LT_INIT], [win32-dll],
[enable_win32_dll=yes
case $host in
*-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-cegcc*)
*-*-cygwin* | *-*-mingw* | *-*-windows* | *-*-pw32* | *-*-cegcc*)
AC_CHECK_TOOL(AS, as, false)
AC_CHECK_TOOL(DLLTOOL, dlltool, false)
AC_CHECK_TOOL(OBJDUMP, objdump, false)

View File

@@ -15,3 +15,84 @@
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# 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

@@ -62,7 +62,7 @@
<application android:label="@string/app_name"
android:icon="@mipmap/ic_launcher"
android:allowBackup="true"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:theme="@style/AppTheme"
android:hardwareAccelerated="true" >
<!-- Example of setting SDL hints from AndroidManifest.xml:

View File

@@ -277,6 +277,7 @@ public class HIDDeviceManager {
0x044f, // Thrustmaster
0x045e, // Microsoft
0x0738, // Mad Catz
0x0b05, // ASUS
0x0e6f, // PDP
0x0f0d, // Hori
0x10f5, // Turtle Beach
@@ -590,7 +591,13 @@ public class HIDDeviceManager {
} else {
flags = 0;
}
mUsbManager.requestPermission(usbDevice, PendingIntent.getBroadcast(mContext, 0, new Intent(HIDDeviceManager.ACTION_USB_PERMISSION), flags));
if (Build.VERSION.SDK_INT >= 33 /* Android 14.0 (U) */) {
Intent intent = new Intent(HIDDeviceManager.ACTION_USB_PERMISSION);
intent.setPackage(mContext.getPackageName());
mUsbManager.requestPermission(usbDevice, PendingIntent.getBroadcast(mContext, 0, intent, flags));
} else {
mUsbManager.requestPermission(usbDevice, PendingIntent.getBroadcast(mContext, 0, new Intent(HIDDeviceManager.ACTION_USB_PERMISSION), flags));
}
} catch (Exception e) {
Log.v(TAG, "Couldn't request permission for USB device " + usbDevice);
HIDDeviceOpenResult(deviceID, false);

View File

@@ -38,6 +38,10 @@ public class SDL {
}
public static void loadLibrary(String libraryName) throws UnsatisfiedLinkError, SecurityException, NullPointerException {
loadLibrary(libraryName, mContext);
}
public static void loadLibrary(String libraryName, Context context) throws UnsatisfiedLinkError, SecurityException, NullPointerException {
if (libraryName == null) {
throw new NullPointerException("No library name provided.");
@@ -53,10 +57,10 @@ public class SDL {
// To use ReLinker, just add it as a dependency. For more information, see
// https://github.com/KeepSafe/ReLinker for ReLinker's repository.
//
Class<?> relinkClass = mContext.getClassLoader().loadClass("com.getkeepsafe.relinker.ReLinker");
Class<?> relinkListenerClass = mContext.getClassLoader().loadClass("com.getkeepsafe.relinker.ReLinker$LoadListener");
Class<?> contextClass = mContext.getClassLoader().loadClass("android.content.Context");
Class<?> stringClass = mContext.getClassLoader().loadClass("java.lang.String");
Class<?> relinkClass = context.getClassLoader().loadClass("com.getkeepsafe.relinker.ReLinker");
Class<?> relinkListenerClass = context.getClassLoader().loadClass("com.getkeepsafe.relinker.ReLinker$LoadListener");
Class<?> contextClass = context.getClassLoader().loadClass("android.content.Context");
Class<?> stringClass = context.getClassLoader().loadClass("java.lang.String");
// Get a 'force' instance of the ReLinker, so we can ensure libraries are reinstalled if
// they've changed during updates.
@@ -66,7 +70,7 @@ public class SDL {
// Actually load the library!
Method loadMethod = relinkInstanceClass.getDeclaredMethod("loadLibrary", contextClass, stringClass, stringClass, relinkListenerClass);
loadMethod.invoke(relinkInstance, mContext, libraryName, null, null);
loadMethod.invoke(relinkInstance, context, libraryName, null, null);
}
catch (final Throwable e) {
// Fall back

View File

@@ -60,8 +60,8 @@ import java.util.Locale;
public class SDLActivity extends Activity implements View.OnSystemUiVisibilityChangeListener {
private static final String TAG = "SDL";
private static final int SDL_MAJOR_VERSION = 2;
private static final int SDL_MINOR_VERSION = 29;
private static final int SDL_MICRO_VERSION = 2;
private static final int SDL_MINOR_VERSION = 32;
private static final int SDL_MICRO_VERSION = 8;
/*
// 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_TRACKBALL);
if (s2 != 0) cls += "Some_Unkown";
if (s2 != 0) cls += "Some_Unknown";
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";
s2 &= ~FLAG_TAINTED;
if (s2 != 0) src += " Some_Unkown";
if (s2 != 0) src += " Some_Unknown";
Log.v(TAG, prefix + "int=" + s_copy + " CLASS={" + cls + " } source(s):" + src);
}
@@ -281,7 +281,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
// Load the .so
public void loadLibraries() {
for (String lib : getLibraries()) {
SDL.loadLibrary(lib);
SDL.loadLibrary(lib, this);
}
}
@@ -790,6 +790,9 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
window.clearFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN);
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 {
Log.e(TAG, "error handling message, getContext() returned no Activity");
@@ -995,8 +998,8 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
/* No valid hint, nothing is explicitly allowed */
if (!is_portrait_allowed && !is_landscape_allowed) {
if (resizable) {
/* All orientations are allowed */
req = ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR;
/* All orientations are allowed, respecting user orientation lock setting */
req = ActivityInfo.SCREEN_ORIENTATION_FULL_USER;
} else {
/* Fixed window and nothing specified. Get orientation from w/h of created window */
req = (w > h ? ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE : ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT);
@@ -1005,8 +1008,8 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
/* At least one orientation is allowed */
if (resizable) {
if (is_portrait_allowed && is_landscape_allowed) {
/* hint allows both landscape and portrait, promote to full sensor */
req = ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR;
/* hint allows both landscape and portrait, promote to full user */
req = ActivityInfo.SCREEN_ORIENTATION_FULL_USER;
} else {
/* Use the only one allowed "orientation" */
req = (is_landscape_allowed ? orientation_landscape : orientation_portrait);

View File

@@ -546,13 +546,15 @@ class SDLHapticHandler {
if (haptic == null) {
InputDevice device = InputDevice.getDevice(deviceIds[i]);
Vibrator vib = device.getVibrator();
if (vib.hasVibrator()) {
haptic = new SDLHaptic();
haptic.device_id = deviceIds[i];
haptic.name = device.getName();
haptic.vib = vib;
mHaptics.add(haptic);
SDLControllerManager.nativeAddHaptic(haptic.device_id, haptic.name);
if (vib != null) {
if (vib.hasVibrator()) {
haptic = new SDLHaptic();
haptic.device_id = deviceIds[i];
haptic.name = device.getName();
haptic.vib = vib;
mHaptics.add(haptic);
SDLControllerManager.nativeAddHaptic(haptic.device_id, haptic.name);
}
}
}
}

View File

@@ -1,8 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar">
<style name="AppTheme" parent="android:Theme.NoTitleBar.Fullscreen">
<!-- Customize your theme here. -->
</style>
</resources>

View File

@@ -80,7 +80,8 @@ do
cd $folder
done
ACTIVITY="${folder}Activity"
# Uppercase the first char in the activity class name because it's Java
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
# Fill in a default Activity

1470
build-scripts/build-release.py Executable file

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,18 @@
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

@@ -0,0 +1,18 @@
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

@@ -4,7 +4,7 @@
# shellcheck disable=SC2006,SC2268 # see below for rationale
timestamp='2024-01-01'
timestamp='2024-07-27'
# 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
@@ -123,7 +123,7 @@ set_cc_for_build() {
dummy=$tmp/dummy
case ${CC_FOR_BUILD-},${HOST_CC-},${CC-} in
,,) echo "int x;" > "$dummy.c"
for driver in cc gcc c89 c99 ; do
for driver in cc gcc c17 c99 c89 ; do
if ($driver -c -o "$dummy.o" "$dummy.c") >/dev/null 2>&1 ; then
CC_FOR_BUILD=$driver
break
@@ -634,7 +634,8 @@ EOF
sed 's/^ //' << EOF > "$dummy.c"
#include <sys/systemcfg.h>
main()
int
main ()
{
if (!__power_pc())
exit(1);
@@ -718,7 +719,8 @@ EOF
#include <stdlib.h>
#include <unistd.h>
int main ()
int
main ()
{
#if defined(_SC_KERNEL_BITS)
long bits = sysconf(_SC_KERNEL_BITS);
@@ -1621,6 +1623,7 @@ cat > "$dummy.c" <<EOF
#endif
#endif
#endif
int
main ()
{
#if defined (sony)

View File

@@ -2,9 +2,9 @@
# Configuration validation subroutine script.
# Copyright 1992-2024 Free Software Foundation, Inc.
# shellcheck disable=SC2006,SC2268 # see below for rationale
# shellcheck disable=SC2006,SC2268,SC2162 # see below for rationale
timestamp='2024-01-01'
timestamp='2024-05-27'
# 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
@@ -120,7 +120,6 @@ case $# in
esac
# Split fields of configuration type
# shellcheck disable=SC2162
saved_IFS=$IFS
IFS="-" read field1 field2 field3 field4 <<EOF
$1
@@ -142,10 +141,20 @@ case $1 in
# parts
maybe_os=$field2-$field3
case $maybe_os in
nto-qnx* | linux-* | uclinux-uclibc* \
| uclinux-gnu* | kfreebsd*-gnu* | knetbsd*-gnu* | netbsd*-gnu* \
| netbsd*-eabi* | kopensolaris*-gnu* | cloudabi*-eabi* \
| storm-chaos* | os2-emx* | rtmk-nova* | managarm-* \
cloudabi*-eabi* \
| kfreebsd*-gnu* \
| knetbsd*-gnu* \
| kopensolaris*-gnu* \
| linux-* \
| managarm-* \
| netbsd*-eabi* \
| netbsd*-gnu* \
| nto-qnx* \
| os2-emx* \
| rtmk-nova* \
| storm-chaos* \
| uclinux-gnu* \
| uclinux-uclibc* \
| windows-* )
basic_machine=$field1
basic_os=$maybe_os
@@ -161,8 +170,12 @@ case $1 in
esac
;;
*-*)
# A lone config we happen to match not fitting any pattern
case $field1-$field2 in
# Shorthands that happen to contain a single dash
convex-c[12] | convex-c3[248])
basic_machine=$field2-convex
basic_os=
;;
decstation-3100)
basic_machine=mips-dec
basic_os=
@@ -170,28 +183,88 @@ case $1 in
*-*)
# Second component is usually, but not always the OS
case $field2 in
# Prevent following clause from handling this valid os
# Do not treat sunos as a manufacturer
sun*os*)
basic_machine=$field1
basic_os=$field2
;;
# Manufacturers
3100* \
| 32* \
| 3300* \
| 3600* \
| 7300* \
| acorn \
| altos* \
| apollo \
| apple \
| atari \
| att* \
| axis \
| be \
| bull \
| cbm \
| ccur \
| cisco \
| commodore \
| convergent* \
| convex* \
| cray \
| crds \
| dec* \
| delta* \
| dg \
| digital \
| dolphin \
| encore* \
| gould \
| harris \
| highlevel \
| hitachi* \
| hp \
| ibm* \
| intergraph \
| isi* \
| knuth \
| masscomp \
| microblaze* \
| mips* \
| motorola* \
| ncr* \
| news \
| next \
| ns \
| oki \
| omron* \
| pc533* \
| rebel \
| rom68k \
| rombug \
| semi \
| sequent* \
| siemens \
| sgi* \
| siemens \
| sim \
| sni \
| sony* \
| stratus \
| sun \
| sun[234]* \
| tektronix \
| tti* \
| ultra \
| unicom* \
| wec \
| winbond \
| wrs)
basic_machine=$field1-$field2
basic_os=
;;
zephyr*)
basic_machine=$field1-unknown
basic_os=$field2
;;
# Manufacturers
dec* | mips* | sequent* | encore* | pc533* | sgi* | sony* \
| att* | 7300* | 3300* | delta* | motorola* | sun[234]* \
| unicom* | ibm* | next | hp | isi* | apollo | altos* \
| convergent* | ncr* | news | 32* | 3600* | 3100* \
| hitachi* | c[123]* | convex* | sun | crds | omron* | dg \
| ultra | tti* | harris | dolphin | highlevel | gould \
| cbm | ns | masscomp | apple | axis | knuth | cray \
| microblaze* | sim | cisco \
| oki | wec | wrs | winbond)
basic_machine=$field1-$field2
basic_os=
;;
*)
basic_machine=$field1
basic_os=$field2
@@ -272,26 +345,6 @@ case $1 in
basic_machine=arm-unknown
basic_os=cegcc
;;
convex-c1)
basic_machine=c1-convex
basic_os=bsd
;;
convex-c2)
basic_machine=c2-convex
basic_os=bsd
;;
convex-c32)
basic_machine=c32-convex
basic_os=bsd
;;
convex-c34)
basic_machine=c34-convex
basic_os=bsd
;;
convex-c38)
basic_machine=c38-convex
basic_os=bsd
;;
cray)
basic_machine=j90-cray
basic_os=unicos
@@ -714,15 +767,26 @@ case $basic_machine in
vendor=dec
basic_os=tops20
;;
delta | 3300 | motorola-3300 | motorola-delta \
| 3300-motorola | delta-motorola)
delta | 3300 | delta-motorola | 3300-motorola | motorola-delta | motorola-3300)
cpu=m68k
vendor=motorola
;;
dpx2*)
# This used to be dpx2*, but that gets the RS6000-based
# DPX/20 and the x86-based DPX/2-100 wrong. See
# https://oldskool.silicium.org/stations/bull_dpx20.htm
# https://www.feb-patrimoine.com/english/bull_dpx2.htm
# https://www.feb-patrimoine.com/english/unix_and_bull.htm
dpx2 | dpx2[23]00 | dpx2[23]xx)
cpu=m68k
vendor=bull
basic_os=sysv3
;;
dpx2100 | dpx21xx)
cpu=i386
vendor=bull
;;
dpx20)
cpu=rs6000
vendor=bull
;;
encore | umax | mmax)
cpu=ns32k
@@ -837,18 +901,6 @@ case $basic_machine in
next | m*-next)
cpu=m68k
vendor=next
case $basic_os in
openstep*)
;;
nextstep*)
;;
ns2*)
basic_os=nextstep2
;;
*)
basic_os=nextstep3
;;
esac
;;
np1)
cpu=np1
@@ -937,7 +989,6 @@ case $basic_machine in
;;
*-*)
# shellcheck disable=SC2162
saved_IFS=$IFS
IFS="-" read cpu vendor <<EOF
$basic_machine
@@ -972,15 +1023,19 @@ unset -v basic_machine
# Decode basic machines in the full and proper CPU-Company form.
case $cpu-$vendor in
# Here we handle the default manufacturer of certain CPU types in canonical form. It is in
# some cases the only manufacturer, in others, it is the most popular.
# Here we handle the default manufacturer of certain CPU types in canonical form.
# It is in some cases the only manufacturer, in others, it is the most popular.
c[12]-convex | c[12]-unknown | c3[248]-convex | c3[248]-unknown)
vendor=convex
basic_os=${basic_os:-bsd}
;;
craynv-unknown)
vendor=cray
basic_os=${basic_os:-unicosmp}
;;
c90-unknown | c90-cray)
vendor=cray
basic_os=${Basic_os:-unicos}
basic_os=${basic_os:-unicos}
;;
fx80-unknown)
vendor=alliant
@@ -1026,11 +1081,29 @@ case $cpu-$vendor in
vendor=alt
basic_os=${basic_os:-linux-gnueabihf}
;;
dpx20-unknown | dpx20-bull)
cpu=rs6000
vendor=bull
# Normalized CPU+vendor pairs that imply an OS, if not otherwise specified
m68k-isi)
basic_os=${basic_os:-sysv}
;;
m68k-sony)
basic_os=${basic_os:-newsos}
;;
m68k-tektronix)
basic_os=${basic_os:-bsd}
;;
m88k-harris)
basic_os=${basic_os:-sysv3}
;;
i386-bull | m68k-bull)
basic_os=${basic_os:-sysv3}
;;
rs6000-bull)
basic_os=${basic_os:-bosx}
;;
mips-sni)
basic_os=${basic_os:-sysv4}
;;
# Here we normalize CPU types irrespective of the vendor
amd64-*)
@@ -1038,7 +1111,7 @@ case $cpu-$vendor in
;;
blackfin-*)
cpu=bfin
basic_os=linux
basic_os=${basic_os:-linux}
;;
c54x-*)
cpu=tic54x
@@ -1061,7 +1134,7 @@ case $cpu-$vendor in
;;
m68knommu-*)
cpu=m68k
basic_os=linux
basic_os=${basic_os:-linux}
;;
m9s12z-* | m68hcs12z-* | hcs12z-* | s12z-*)
cpu=s12z
@@ -1071,7 +1144,7 @@ case $cpu-$vendor in
;;
parisc-*)
cpu=hppa
basic_os=linux
basic_os=${basic_os:-linux}
;;
pentium-* | p5-* | k5-* | k6-* | nexgen-* | viac3-*)
cpu=i586
@@ -1085,9 +1158,6 @@ case $cpu-$vendor in
pentium4-*)
cpu=i786
;;
pc98-*)
cpu=i386
;;
ppc-* | ppcbe-*)
cpu=powerpc
;;
@@ -1121,9 +1191,6 @@ case $cpu-$vendor in
tx39el-*)
cpu=mipstx39el
;;
x64-*)
cpu=x86_64
;;
xscale-* | xscalee[bl]-*)
cpu=`echo "$cpu" | sed 's/^xscale/arm/'`
;;
@@ -1179,90 +1246,227 @@ case $cpu-$vendor in
# Recognize the canonical CPU types that are allowed with any
# company name.
case $cpu in
1750a | 580 \
1750a \
| 580 \
| [cjt]90 \
| a29k \
| aarch64 | aarch64_be | aarch64c | arm64ec \
| aarch64 \
| aarch64_be \
| aarch64c \
| abacus \
| alpha | alphaev[4-8] | alphaev56 | alphaev6[78] \
| alpha64 | alpha64ev[4-8] | alpha64ev56 | alpha64ev6[78] \
| alphapca5[67] | alpha64pca5[67] \
| alpha \
| alpha64 \
| alpha64ev56 \
| alpha64ev6[78] \
| alpha64ev[4-8] \
| alpha64pca5[67] \
| alphaev56 \
| alphaev6[78] \
| alphaev[4-8] \
| alphapca5[67] \
| am33_2.0 \
| amdgcn \
| arc | arceb | arc32 | arc64 \
| arm | arm[lb]e | arme[lb] | armv* \
| avr | avr32 \
| arc \
| arc32 \
| arc64 \
| arceb \
| arm \
| arm64e \
| arm64ec \
| arm[lb]e \
| arme[lb] \
| armv* \
| asmjs \
| avr \
| avr32 \
| ba \
| be32 | be64 \
| bfin | bpf | bs2000 \
| c[123]* | c30 | [cjt]90 | c4x \
| c8051 | clipper | craynv | csky | cydra \
| d10v | d30v | dlx | dsp16xx \
| e2k | elxsi | epiphany \
| f30[01] | f700 | fido | fr30 | frv | ft32 | fx80 \
| javascript \
| h8300 | h8500 \
| hppa | hppa1.[01] | hppa2.0 | hppa2.0[nw] | hppa64 \
| be32 \
| be64 \
| bfin \
| bpf \
| bs2000 \
| c30 \
| c4x \
| c8051 \
| c[123]* \
| clipper \
| craynv \
| csky \
| cydra \
| d10v \
| d30v \
| dlx \
| dsp16xx \
| e2k \
| elxsi \
| epiphany \
| f30[01] \
| f700 \
| fido \
| fr30 \
| frv \
| ft32 \
| fx80 \
| h8300 \
| h8500 \
| hexagon \
| i370 | i*86 | i860 | i960 | ia16 | ia64 \
| ip2k | iq2000 \
| hppa \
| hppa1.[01] \
| hppa2.0 \
| hppa2.0[nw] \
| hppa64 \
| i*86 \
| i370 \
| i860 \
| i960 \
| ia16 \
| ia64 \
| ip2k \
| iq2000 \
| javascript \
| k1om \
| kvx \
| le32 | le64 \
| le32 \
| le64 \
| lm32 \
| loongarch32 | loongarch64 \
| m32c | m32r | m32rle \
| m5200 | m68000 | m680[012346]0 | m68360 | m683?2 | m68k \
| m6811 | m68hc11 | m6812 | m68hc12 | m68hcs12x \
| m88110 | m88k | maxq | mb | mcore | mep | metag \
| microblaze | microblazeel \
| loongarch32 \
| loongarch64 \
| m32c \
| m32r \
| m32rle \
| m5200 \
| m68000 \
| m680[012346]0 \
| m6811 \
| m6812 \
| m68360 \
| m683?2 \
| m68hc11 \
| m68hc12 \
| m68hcs12x \
| m68k \
| m88110 \
| m88k \
| maxq \
| mb \
| mcore \
| mep \
| metag \
| microblaze \
| microblazeel \
| mips* \
| mmix \
| mn10200 | mn10300 \
| mn10200 \
| mn10300 \
| moxie \
| mt \
| msp430 \
| mt \
| nanomips* \
| nds32 | nds32le | nds32be \
| nds32 \
| nds32be \
| nds32le \
| nfp \
| nios | nios2 | nios2eb | nios2el \
| none | np1 | ns16k | ns32k | nvptx \
| nios \
| nios2 \
| nios2eb \
| nios2el \
| none \
| np1 \
| ns16k \
| ns32k \
| nvptx \
| open8 \
| or1k* \
| or32 \
| orion \
| pdp10 \
| pdp11 \
| picochip \
| pdp10 | pdp11 | pj | pjl | pn | power \
| powerpc | powerpc64 | powerpc64le | powerpcle | powerpcspe \
| pj \
| pjl \
| pn \
| power \
| powerpc \
| powerpc64 \
| powerpc64le \
| powerpcle \
| powerpcspe \
| pru \
| pyramid \
| riscv | riscv32 | riscv32be | riscv64 | riscv64be \
| rl78 | romp | rs6000 | rx \
| s390 | s390x \
| riscv \
| riscv32 \
| riscv32be \
| riscv64 \
| riscv64be \
| rl78 \
| romp \
| rs6000 \
| rx \
| s390 \
| s390x \
| score \
| sh | shl \
| sh[1234] | sh[24]a | sh[24]ae[lb] | sh[23]e | she[lb] | sh[lb]e \
| sh[1234]e[lb] | sh[12345][lb]e | sh[23]ele | sh64 | sh64le \
| sparc | sparc64 | sparc64b | sparc64v | sparc86x | sparclet \
| sh \
| sh64 \
| sh64le \
| sh[12345][lb]e \
| sh[1234] \
| sh[1234]e[lb] \
| sh[23]e \
| sh[23]ele \
| sh[24]a \
| sh[24]ae[lb] \
| sh[lb]e \
| she[lb] \
| shl \
| sparc \
| sparc64 \
| sparc64b \
| sparc64v \
| sparc86x \
| sparclet \
| sparclite \
| sparcv8 | sparcv9 | sparcv9b | sparcv9v | sv1 | sx* \
| sparcv8 \
| sparcv9 \
| sparcv9b \
| sparcv9v \
| spu \
| sv1 \
| sx* \
| tahoe \
| thumbv7* \
| tic30 | tic4x | tic54x | tic55x | tic6x | tic80 \
| tic30 \
| tic4x \
| tic54x \
| tic55x \
| tic6x \
| tic80 \
| tron \
| ubicom32 \
| v70 | v850 | v850e | v850e1 | v850es | v850e2 | v850e2v3 \
| v70 \
| v810 \
| v850 \
| v850e \
| v850e1 \
| v850e2 \
| v850e2v3 \
| v850es \
| vax \
| vc4 \
| visium \
| w65 \
| wasm32 | wasm64 \
| wasm32 \
| wasm64 \
| we32k \
| x86 | x86_64 | xc16x | xgate | xps100 \
| xstormy16 | xtensa* \
| x86 \
| x86_64 \
| xc16x \
| xgate \
| xps100 \
| xstormy16 \
| xtensa* \
| ymp \
| z8k | z80)
| z80 \
| z8k)
;;
*)
@@ -1307,7 +1511,6 @@ case $basic_os in
os=`echo "$basic_os" | sed -e 's|nto-qnx|qnx|'`
;;
*-*)
# shellcheck disable=SC2162
saved_IFS=$IFS
IFS="-" read kernel os <<EOF
$basic_os
@@ -1354,6 +1557,23 @@ case $os in
unixware*)
os=sysv4.2uw
;;
# The marketing names for NeXT's operating systems were
# NeXTSTEP, NeXTSTEP 2, OpenSTEP 3, OpenSTEP 4. 'openstep' is
# mapped to 'openstep3', but 'openstep1' and 'openstep2' are
# mapped to 'nextstep' and 'nextstep2', consistent with the
# treatment of SunOS/Solaris.
ns | ns1 | nextstep | nextstep1 | openstep1)
os=nextstep
;;
ns2 | nextstep2 | openstep2)
os=nextstep2
;;
ns3 | nextstep3 | openstep | openstep3)
os=openstep3
;;
ns4 | nextstep4 | openstep4)
os=openstep4
;;
# es1800 is here to avoid being matched by es* (a different OS)
es1800*)
os=ose
@@ -1424,6 +1644,7 @@ case $os in
;;
utek*)
os=bsd
vendor=`echo "$vendor" | sed -e 's|^unknown$|tektronix|'`
;;
dynix*)
os=bsd
@@ -1440,21 +1661,25 @@ case $os in
386bsd)
os=bsd
;;
ctix* | uts*)
ctix*)
os=sysv
vendor=`echo "$vendor" | sed -e 's|^unknown$|convergent|'`
;;
uts*)
os=sysv
;;
nova*)
os=rtmk-nova
;;
ns2)
os=nextstep2
kernel=rtmk
os=nova
;;
# Preserve the version number of sinix5.
sinix5.*)
os=`echo "$os" | sed -e 's|sinix|sysv|'`
vendor=`echo "$vendor" | sed -e 's|^unknown$|sni|'`
;;
sinix*)
os=sysv4
vendor=`echo "$vendor" | sed -e 's|^unknown$|sni|'`
;;
tpf*)
os=tpf
@@ -1595,6 +1820,14 @@ case $cpu-$vendor in
os=
obj=elf
;;
# The -sgi and -siemens entries must be before the mips- entry
# or we get the wrong os.
*-sgi)
os=irix
;;
*-siemens)
os=sysv4
;;
mips*-cisco)
os=
obj=elf
@@ -1607,7 +1840,8 @@ case $cpu-$vendor in
os=
obj=coff
;;
*-tti) # must be before sparc entry or we get the wrong os.
# This must be before the sparc-* entry or we get the wrong os.
*-tti)
os=sysv3
;;
sparc-* | *-sun)
@@ -1639,7 +1873,7 @@ case $cpu-$vendor in
os=hpux
;;
*-hitachi)
os=hiux
os=hiuxwe2
;;
i860-* | *-att | *-ncr | *-altos | *-motorola | *-convergent)
os=sysv
@@ -1683,12 +1917,6 @@ case $cpu-$vendor in
*-encore)
os=bsd
;;
*-sgi)
os=irix
;;
*-siemens)
os=sysv4
;;
*-masscomp)
os=rtu
;;
@@ -1735,40 +1963,193 @@ case $os in
ghcjs)
;;
# Now accept the basic system types.
# The portable systems comes first.
# Each alternative MUST end in a * to match a version number.
gnu* | android* | bsd* | mach* | minix* | genix* | ultrix* | irix* \
| *vms* | esix* | aix* | cnk* | sunos | sunos[34]* \
| hpux* | unos* | osf* | luna* | dgux* | auroraux* | solaris* \
| sym* | plan9* | psp* | sim* | xray* | os68k* | v88r* \
| hiux* | abug | nacl* | netware* | windows* \
| os9* | macos* | osx* | ios* | tvos* | watchos* \
| mpw* | magic* | mmixware* | mon960* | lnews* \
| amigaos* | amigados* | msdos* | newsos* | unicos* | aof* \
| aos* | aros* | cloudabi* | sortix* | twizzler* \
| nindy* | vxsim* | vxworks* | ebmon* | hms* | mvs* \
| clix* | riscos* | uniplus* | iris* | isc* | rtu* | xenix* \
| mirbsd* | netbsd* | dicos* | openedition* | ose* \
| bitrig* | openbsd* | secbsd* | solidbsd* | libertybsd* | os108* \
| ekkobsd* | freebsd* | riscix* | lynxos* | os400* \
| bosx* | nextstep* | cxux* | oabi* \
| ptx* | ecoff* | winnt* | domain* | vsta* \
| udi* | lites* | ieee* | go32* | aux* | hcos* \
| chorusrdb* | cegcc* | glidix* | serenity* \
| cygwin* | msys* | moss* | proelf* | rtems* \
| midipix* | mingw32* | mingw64* | mint* \
| uxpv* | beos* | mpeix* | udk* | moxiebox* \
| interix* | uwin* | mks* | rhapsody* | darwin* \
| openstep* | oskit* | conix* | pw32* | nonstopux* \
| storm-chaos* | tops10* | tenex* | tops20* | its* \
| os2* | vos* | palmos* | uclinux* | nucleus* | morphos* \
| scout* | superux* | sysv* | rtmk* | tpf* | windiss* \
| powermax* | dnix* | nx6 | nx7 | sei* | dragonfly* \
| skyos* | haiku* | rdos* | toppers* | drops* | es* \
| onefs* | tirtos* | phoenix* | fuchsia* | redox* | bme* \
| midnightbsd* | amdhsa* | unleashed* | emscripten* | wasi* \
| nsk* | powerunix* | genode* | zvmoe* | qnx* | emx* | zephyr* \
| fiwix* | mlibc* | cos* | mbr* | ironclad* )
abug \
| aix* \
| amdhsa* \
| amigados* \
| amigaos* \
| android* \
| aof* \
| aos* \
| aros* \
| atheos* \
| auroraux* \
| aux* \
| beos* \
| bitrig* \
| bme* \
| bosx* \
| bsd* \
| cegcc* \
| chorusos* \
| chorusrdb* \
| clix* \
| cloudabi* \
| cnk* \
| conix* \
| cos* \
| cxux* \
| cygwin* \
| darwin* \
| dgux* \
| dicos* \
| dnix* \
| domain* \
| dragonfly* \
| drops* \
| ebmon* \
| ecoff* \
| ekkobsd* \
| emscripten* \
| emx* \
| es* \
| fiwix* \
| freebsd* \
| fuchsia* \
| genix* \
| genode* \
| glidix* \
| gnu* \
| go32* \
| haiku* \
| hcos* \
| hiux* \
| hms* \
| hpux* \
| ieee* \
| interix* \
| ios* \
| iris* \
| irix* \
| ironclad* \
| isc* \
| its* \
| l4re* \
| libertybsd* \
| lites* \
| lnews* \
| luna* \
| lynxos* \
| mach* \
| macos* \
| magic* \
| mbr* \
| midipix* \
| midnightbsd* \
| mingw32* \
| mingw64* \
| minix* \
| mint* \
| mirbsd* \
| mks* \
| mlibc* \
| mmixware* \
| mon960* \
| morphos* \
| moss* \
| moxiebox* \
| mpeix* \
| mpw* \
| msdos* \
| msys* \
| mvs* \
| nacl* \
| netbsd* \
| netware* \
| newsos* \
| nextstep* \
| nindy* \
| nonstopux* \
| nova* \
| nsk* \
| nucleus* \
| nx6 \
| nx7 \
| oabi* \
| ohos* \
| onefs* \
| openbsd* \
| openedition* \
| openstep* \
| os108* \
| os2* \
| os400* \
| os68k* \
| os9* \
| ose* \
| osf* \
| oskit* \
| osx* \
| palmos* \
| phoenix* \
| plan9* \
| powermax* \
| powerunix* \
| proelf* \
| psos* \
| psp* \
| ptx* \
| pw32* \
| qnx* \
| rdos* \
| redox* \
| rhapsody* \
| riscix* \
| riscos* \
| rtems* \
| rtmk* \
| rtu* \
| scout* \
| secbsd* \
| sei* \
| serenity* \
| sim* \
| skyos* \
| solaris* \
| solidbsd* \
| sortix* \
| storm-chaos* \
| sunos \
| sunos[34]* \
| superux* \
| syllable* \
| sym* \
| sysv* \
| tenex* \
| tirtos* \
| toppers* \
| tops10* \
| tops20* \
| tpf* \
| tvos* \
| twizzler* \
| uclinux* \
| udi* \
| udk* \
| ultrix* \
| unicos* \
| uniplus* \
| unleashed* \
| unos* \
| uwin* \
| uxpv* \
| v88r* \
|*vms* \
| vos* \
| vsta* \
| vxsim* \
| vxworks* \
| wasi* \
| watchos* \
| wince* \
| windiss* \
| windows* \
| winnt* \
| xenix* \
| xray* \
| zephyr* \
| zvmoe* )
;;
# This one is extra strict with allowed versions
sco3.2v2 | sco3.2v[4-9]* | sco5v6*)
@@ -1829,9 +2210,9 @@ esac
case $kernel-$os-$obj in
linux-gnu*- | linux-android*- | linux-dietlibc*- | linux-llvm*- \
| linux-mlibc*- | linux-musl*- | linux-newlib*- \
| linux-relibc*- | linux-uclibc*- )
| linux-relibc*- | linux-uclibc*- | linux-ohos*- )
;;
uclinux-uclibc*- )
uclinux-uclibc*- | uclinux-gnu*- )
;;
managarm-mlibc*- | managarm-kernel*- )
;;
@@ -1856,7 +2237,7 @@ case $kernel-$os-$obj in
echo "Invalid configuration '$1': '$os' needs 'windows'." 1>&2
exit 1
;;
kfreebsd*-gnu*- | kopensolaris*-gnu*-)
kfreebsd*-gnu*- | knetbsd*-gnu*- | netbsd*-gnu*- | kopensolaris*-gnu*-)
;;
vxworks-simlinux- | vxworks-simwindows- | vxworks-spe-)
;;
@@ -1864,6 +2245,8 @@ case $kernel-$os-$obj in
;;
os2-emx-)
;;
rtmk-nova-)
;;
*-eabi*- | *-gnueabi*-)
;;
none--*)
@@ -1890,7 +2273,7 @@ case $vendor in
*-riscix*)
vendor=acorn
;;
*-sunos*)
*-sunos* | *-solaris*)
vendor=sun
;;
*-cnk* | *-aix*)

43
build-scripts/create-release.py Executable file
View File

@@ -0,0 +1,43 @@
#!/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
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -395,7 +395,7 @@ int main(void)
printf(
"/*\n"
" Simple DirectMedia Layer\n"
" Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>\n"
" Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>\n"
"\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"

View File

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

View File

@@ -2415,10 +2415,10 @@ libtool_validate_options ()
# preserve --debug
test : = "$debug_cmd" || func_append preserve_args " --debug"
case $host in
case $host_os in
# 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
*cygwin* | *mingw* | *pw32* | *cegcc* | *solaris2* | *os2*)
cygwin* | mingw* | windows* | pw32* | cegcc* | solaris2* | os2*)
# don't eliminate duplications in $postdeps and $predeps
opt_duplicate_compiler_generated_deps=:
;;
@@ -2750,7 +2750,7 @@ EOF
# func_convert_core_file_wine_to_w32 ARG
# Helper function used by file name conversion functions when $build is *nix,
# and $host is mingw, cygwin, or some other w32 environment. Relies on a
# and $host is mingw, windows, cygwin, or some other w32 environment. Relies on a
# correctly configured wine environment available, with the winepath program
# in $build's $PATH.
#
@@ -2782,9 +2782,10 @@ func_convert_core_file_wine_to_w32 ()
# func_convert_core_path_wine_to_w32 ARG
# Helper function used by path conversion functions when $build is *nix, and
# $host is mingw, cygwin, or some other w32 environment. Relies on a correctly
# configured wine environment available, with the winepath program in $build's
# $PATH. Assumes ARG has no leading or trailing path separator characters.
# $host is mingw, windows, cygwin, or some other w32 environment. Relies on a
# correctly configured wine environment available, with the winepath program
# in $build's $PATH. Assumes ARG has no leading or trailing path separator
# characters.
#
# ARG is path to be converted from $build format to win32.
# Result is available in $func_convert_core_path_wine_to_w32_result.
@@ -3439,7 +3440,7 @@ func_mode_compile ()
# On Cygwin there's no "real" PIC flag so we must build both object types
case $host_os in
cygwin* | mingw* | pw32* | os2* | cegcc*)
cygwin* | mingw* | windows* | pw32* | os2* | cegcc*)
pic_mode=default
;;
esac
@@ -4316,7 +4317,7 @@ func_mode_install ()
'exit $?'
tstripme=$stripme
case $host_os in
cygwin* | mingw* | pw32* | cegcc*)
cygwin* | mingw* | windows* | pw32* | cegcc*)
case $realname in
*.dll.a)
tstripme=
@@ -4429,7 +4430,7 @@ func_mode_install ()
# Do a test to see if this is really a libtool program.
case $host in
*cygwin* | *mingw*)
*cygwin* | *mingw* | *windows*)
if func_ltwrapper_executable_p "$file"; then
func_ltwrapper_scriptname "$file"
wrapper=$func_ltwrapper_scriptname_result
@@ -4657,7 +4658,7 @@ extern \"C\" {
$RM $export_symbols
eval "$SED -n -e '/^: @PROGRAM@ $/d' -e 's/^.* \(.*\)$/\1/p' "'< "$nlist" > "$export_symbols"'
case $host in
*cygwin* | *mingw* | *cegcc* )
*cygwin* | *mingw* | *windows* | *cegcc* )
eval "echo EXPORTS "'> "$output_objdir/$outputname.def"'
eval 'cat "$export_symbols" >> "$output_objdir/$outputname.def"'
;;
@@ -4669,7 +4670,7 @@ extern \"C\" {
eval '$GREP -f "$output_objdir/$outputname.exp" < "$nlist" > "$nlist"T'
eval '$MV "$nlist"T "$nlist"'
case $host in
*cygwin* | *mingw* | *cegcc* )
*cygwin* | *mingw* | *windows* | *cegcc* )
eval "echo EXPORTS "'> "$output_objdir/$outputname.def"'
eval 'cat "$nlist" >> "$output_objdir/$outputname.def"'
;;
@@ -4683,7 +4684,7 @@ extern \"C\" {
func_basename "$dlprefile"
name=$func_basename_result
case $host in
*cygwin* | *mingw* | *cegcc* )
*cygwin* | *mingw* | *windows* | *cegcc* )
# if an import library, we need to obtain dlname
if func_win32_import_lib_p "$dlprefile"; then
func_tr_sh "$dlprefile"
@@ -4858,7 +4859,7 @@ static const void *lt_preloaded_setup() {
# Transform the symbol file into the correct name.
symfileobj=$output_objdir/${my_outputname}S.$objext
case $host in
*cygwin* | *mingw* | *cegcc* )
*cygwin* | *mingw* | *windows* | *cegcc* )
if test -f "$output_objdir/$my_outputname.def"; then
compile_command=`$ECHO "$compile_command" | $SED "s%@SYMFILE@%$output_objdir/$my_outputname.def $symfileobj%"`
finalize_command=`$ECHO "$finalize_command" | $SED "s%@SYMFILE@%$output_objdir/$my_outputname.def $symfileobj%"`
@@ -4934,7 +4935,7 @@ func_win32_libid ()
*ar\ archive*) # could be an import, or static
# 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 |
$EGREP 'file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)' >/dev/null; then
$EGREP 'file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64|pe-aarch64)' >/dev/null; then
case $nm_interface in
"MS dumpbin")
if func_cygming_ms_implib_p "$1" ||
@@ -5201,7 +5202,7 @@ func_extract_archives ()
#
# Emit a libtool wrapper script on stdout.
# Don't directly open a file because we may want to
# incorporate the script contents within a cygwin/mingw
# incorporate the script contents within a cygwin/mingw/windows
# wrapper executable. Must ONLY be called from within
# func_mode_link because it depends on a number of variables
# set therein.
@@ -5209,7 +5210,7 @@ func_extract_archives ()
# ARG is the value that the WRAPPER_SCRIPT_BELONGS_IN_OBJDIR
# variable will take. If 'yes', then the emitted script
# will assume that the directory where it is stored is
# the $objdir directory. This is a cygwin/mingw-specific
# the $objdir directory. This is a cygwin/mingw/windows-specific
# behavior.
func_emit_wrapper ()
{
@@ -5333,7 +5334,7 @@ func_exec_program_core ()
"
case $host in
# Backslashes separate directories on plain windows
*-*-mingw | *-*-os2* | *-cegcc*)
*-*-mingw* | *-*-windows* | *-*-os2* | *-cegcc*)
$ECHO "\
if test -n \"\$lt_option_debug\"; then
\$ECHO \"$outputname:$output:\$LINENO: newargv[0]: \$progdir\\\\\$program\" 1>&2
@@ -5401,7 +5402,7 @@ func_exec_program ()
file=\`ls -ld \"\$thisdir/\$file\" | $SED -n 's/.*-> //p'\`
done
# Usually 'no', except on cygwin/mingw when embedded into
# Usually 'no', except on cygwin/mingw/windows when embedded into
# the cwrapper.
WRAPPER_SCRIPT_BELONGS_IN_OBJDIR=$func_emit_wrapper_arg1
if test \"\$WRAPPER_SCRIPT_BELONGS_IN_OBJDIR\" = \"yes\"; then
@@ -5533,7 +5534,7 @@ EOF
#endif
#include <stdio.h>
#include <stdlib.h>
#ifdef _MSC_VER
#if defined _WIN32 && !defined __GNUC__
# include <direct.h>
# include <process.h>
# include <io.h>
@@ -5558,7 +5559,7 @@ EOF
/* declarations of non-ANSI functions */
#if defined __MINGW32__
# ifdef __STRICT_ANSI__
int _putenv (const char *);
_CRTIMP int __cdecl _putenv (const char *);
# endif
#elif defined __CYGWIN__
# ifdef __STRICT_ANSI__
@@ -5756,7 +5757,7 @@ main (int argc, char *argv[])
{
EOF
case $host in
*mingw* | *cygwin* )
*mingw* | *windows* | *cygwin* )
# make stdout use "unix" line endings
echo " setmode(1,_O_BINARY);"
;;
@@ -5859,7 +5860,7 @@ EOF
EOF
case $host_os in
mingw*)
mingw* | windows*)
cat <<"EOF"
{
char* p;
@@ -5901,7 +5902,7 @@ EOF
EOF
case $host_os in
mingw*)
mingw* | windows*)
cat <<"EOF"
/* execv doesn't actually work on mingw as expected on unix */
newargz = prepare_spawn (newargz);
@@ -6320,7 +6321,7 @@ lt_update_lib_path (const char *name, const char *value)
EOF
case $host_os in
mingw*)
mingw* | windows*)
cat <<"EOF"
/* Prepares an argument vector before calling spawn().
@@ -6495,12 +6496,12 @@ func_mode_link ()
$debug_cmd
case $host in
*-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-cegcc*)
*-*-cygwin* | *-*-mingw* | *-*-windows* | *-*-pw32* | *-*-os2* | *-cegcc*)
# It is impossible to link a dll without this setting, and
# we shouldn't force the makefile maintainer to figure out
# what system we are compiling for in order to pass an extra
# 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
# FIXME: Unfortunately, there are problems with the above when trying
@@ -6508,7 +6509,7 @@ func_mode_link ()
# even a static library is built. For now, we need to specify
# -no-undefined on the libtool link line when we can be certain
# 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
;;
*)
@@ -7003,7 +7004,7 @@ func_mode_link ()
;;
esac
case $host in
*-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-cegcc*)
*-*-cygwin* | *-*-mingw* | *-*-windows* | *-*-pw32* | *-*-os2* | *-cegcc*)
testbindir=`$ECHO "$dir" | $SED 's*/lib$*/bin*'`
case :$dllsearchpath: in
*":$dir:"*) ;;
@@ -7023,7 +7024,7 @@ func_mode_link ()
-l*)
if test X-lc = "X$arg" || test X-lm = "X$arg"; then
case $host in
*-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-beos* | *-cegcc* | *-*-haiku*)
*-*-cygwin* | *-*-mingw* | *-*-windows* | *-*-pw32* | *-*-beos* | *-cegcc* | *-*-haiku*)
# These systems don't actually have a C or math library (as such)
continue
;;
@@ -7095,7 +7096,7 @@ func_mode_link ()
continue
;;
-mt|-mthreads|-kthread|-Kthread|-pthreads|--thread-safe \
|-threads|-fopenmp|-openmp|-mp|-xopenmp|-omp|-qsmp=*)
|-threads|-fopenmp|-fopenmp=*|-openmp|-mp|-xopenmp|-omp|-qsmp=*)
func_append compiler_flags " $arg"
func_append compile_command " $arg"
func_append finalize_command " $arg"
@@ -7118,7 +7119,7 @@ func_mode_link ()
-no-install)
case $host in
*-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-*-darwin* | *-cegcc*)
*-*-cygwin* | *-*-mingw* | *-*-windows* | *-*-pw32* | *-*-os2* | *-*-darwin* | *-cegcc*)
# The PATH hackery in wrapper scripts is required on Windows
# and Darwin in order for the loader to find any dlls it needs.
func_warning "'-no-install' is ignored for $host"
@@ -7303,13 +7304,29 @@ func_mode_link ()
# -O*, -g*, -flto*, -fwhopr*, -fuse-linker-plugin GCC link-time optimization
# -specs=* GCC specs files
# -stdlib=* select c++ std lib with clang
# -fdiagnostics-color* simply affects output
# -frecord-gcc-switches used to verify flags were respected
# -fsanitize=* Clang/GCC memory and address sanitizer
# -fno-sanitize* Clang/GCC memory and address sanitizer
# -shared-libsan Link with shared sanitizer runtimes (Clang)
# -static-libsan Link with static sanitizer runtimes (Clang)
# -no-canonical-prefixes Do not expand any symbolic links
# -fuse-ld=* Linker select flags for GCC
# -static-* direct GCC to link specific libraries statically
# -fcilkplus Cilk Plus language extension features for C/C++
# -rtlib=* select c runtime lib with clang
# --unwindlib=* select unwinder library with clang
# -f{file|debug|macro|profile}-prefix-map=* needed for lto linking
# -Wa,* Pass flags directly to the assembler
# -Werror, -Werror=* Report (specified) warnings as errors
-64|-mips[0-9]|-r[0-9][0-9]*|-xarch=*|-xtarget=*|+DA*|+DD*|-q*|-m*| \
-t[45]*|-txscale*|-p|-pg|--coverage|-fprofile-*|-F*|@*|-tp=*|--sysroot=*| \
-O*|-g*|-flto*|-fwhopr*|-fuse-linker-plugin|-fstack-protector*|-stdlib=*| \
-specs=*|-fsanitize=*|-fuse-ld=*|-Wa,*)
-O*|-g*|-flto*|-fwhopr*|-fuse-linker-plugin|-fstack-protector*|-no-canonical-prefixes| \
-stdlib=*|-rtlib=*|--unwindlib=*| \
-specs=*|-fsanitize=*|-fno-sanitize*|-shared-libsan|-static-libsan| \
-ffile-prefix-map=*|-fdebug-prefix-map=*|-fmacro-prefix-map=*|-fprofile-prefix-map=*| \
-fdiagnostics-color*|-frecord-gcc-switches| \
-fuse-ld=*|-static-*|-fcilkplus|-Wa,*|-Werror|-Werror=*)
func_quote_for_eval "$arg"
arg=$func_quote_for_eval_result
func_append compile_command " $arg"
@@ -7639,7 +7656,7 @@ func_mode_link ()
found=false
case $deplib in
-mt|-mthreads|-kthread|-Kthread|-pthread|-pthreads|--thread-safe \
|-threads|-fopenmp|-openmp|-mp|-xopenmp|-omp|-qsmp=*)
|-threads|-fopenmp|-fopenmp=*|-openmp|-mp|-xopenmp|-omp|-qsmp=*)
if test prog,link = "$linkmode,$pass"; then
compile_deplibs="$deplib $compile_deplibs"
finalize_deplibs="$deplib $finalize_deplibs"
@@ -8022,7 +8039,7 @@ func_mode_link ()
fi
case $host in
# special handling for platforms with PE-DLLs.
*cygwin* | *mingw* | *cegcc* )
*cygwin* | *mingw* | *windows* | *cegcc* )
# Linker will automatically link against shared library if both
# static and shared are present. Therefore, ensure we extract
# symbols from the import library if a shared library is present
@@ -8165,8 +8182,8 @@ func_mode_link ()
fi
if test -n "$library_names" &&
{ test no = "$use_static_libs" || test -z "$old_library"; }; then
case $host in
*cygwin* | *mingw* | *cegcc* | *os2*)
case $host_os in
cygwin* | mingw* | windows* | cegcc* | os2*)
# No point in relinking DLLs because paths are not encoded
func_append notinst_deplibs " $lib"
need_relink=no
@@ -8235,8 +8252,8 @@ func_mode_link ()
soname=$dlname
elif test -n "$soname_spec"; then
# bleh windows
case $host in
*cygwin* | mingw* | *cegcc*) # | *os2* # SDL customization: removed OS/2 versioning support.
case $host_os in
cygwin* | mingw* | windows* | cegcc*) # | os2* # SDL customization: removed OS/2 versioning support.
func_arith $current - $age
major=$func_arith_result
versuffix=-$major
@@ -8378,7 +8395,7 @@ func_mode_link ()
test no = "$hardcode_direct_absolute"; then
add=$libdir/$linklib
elif test yes = "$hardcode_minus_L"; then
add_dir=-L$libdir
add_dir=-L$lt_sysroot$libdir
add=-l$name
elif test yes = "$hardcode_shlibpath_var"; then
case :$finalize_shlibpath: in
@@ -8395,7 +8412,7 @@ func_mode_link ()
fi
else
# We cannot seem to hardcode it, guess we'll fake it.
add_dir=-L$libdir
add_dir=-L$lt_sysroot$libdir
# Try looking first in the location we're being installed to.
if test -n "$inst_prefix_dir"; then
case $libdir in
@@ -8666,7 +8683,7 @@ func_mode_link ()
test CXX = "$tagname" && {
case $host_os in
linux*)
case `$CC -V 2>&1 | sed 5q` in
case `$CC -V 2>&1 | $SED 5q` in
*Sun\ C*) # Sun C++ 5.9
func_suncc_cstd_abi
@@ -8839,13 +8856,13 @@ func_mode_link ()
#
case $version_type in
# correct linux to gnu/linux during the next big refactor
darwin|freebsd-elf|linux|midnightbsd-elf|osf|windows|none)
darwin|freebsd-elf|linux|midnightbsd-elf|osf|qnx|windows|none)
func_arith $number_major + $number_minor
current=$func_arith_result
age=$number_minor
revision=$number_revision
;;
freebsd-aout|qnx|sunos)
freebsd-aout|sco|sunos)
current=$number_major
revision=$number_minor
age=0
@@ -8992,8 +9009,9 @@ func_mode_link ()
;;
qnx)
major=.$current
versuffix=.$current
func_arith $current - $age
major=.$func_arith_result
versuffix=$major.$age.$revision
;;
sco)
@@ -9146,7 +9164,7 @@ func_mode_link ()
if test yes = "$build_libtool_libs"; then
if test -n "$rpath"; then
case $host in
*-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-*-beos* | *-cegcc* | *-*-haiku*)
*-*-cygwin* | *-*-mingw* | *-*-windows* | *-*-pw32* | *-*-os2* | *-*-beos* | *-cegcc* | *-*-haiku*)
# these systems don't actually have a c library (as such)!
;;
*-*-rhapsody* | *-*-darwin1.[012])
@@ -9660,7 +9678,7 @@ EOF
orig_export_symbols=
case $host_os in
cygwin* | mingw* | cegcc*)
cygwin* | mingw* | windows* | cegcc*)
if test -n "$export_symbols" && test -z "$export_symbols_regex"; then
# exporting using user supplied symfile
func_dll_def_p "$export_symbols" || {
@@ -10330,7 +10348,7 @@ EOF
esac
fi
case $host in
*-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-cegcc*)
*-*-cygwin* | *-*-mingw* | *-*-windows* | *-*-pw32* | *-*-os2* | *-cegcc*)
testbindir=`$ECHO "$libdir" | $SED -e 's*/lib$*/bin*'`
case :$dllsearchpath: in
*":$libdir:"*) ;;
@@ -10408,7 +10426,7 @@ EOF
# Disable wrappers for cegcc and mingw32ce hosts, we are cross compiling anyway.
wrappers_required=false
;;
*cygwin* | *mingw* )
*cygwin* | *mingw* | *windows* )
test yes = "$build_libtool_libs" || wrappers_required=false
;;
*)
@@ -10561,7 +10579,7 @@ EOF
*) exeext= ;;
esac
case $host in
*cygwin* | *mingw* )
*cygwin* | *mingw* | windows* )
func_dirname_and_basename "$output" "" "."
output_name=$func_basename_result
output_path=$func_dirname_result
@@ -10893,7 +10911,7 @@ EOF
# tests/bindir.at for full details.
tdlname=$dlname
case $host,$output,$installed,$module,$dlname in
*cygwin*,*lai,yes,no,*.dll | *mingw*,*lai,yes,no,*.dll | *cegcc*,*lai,yes,no,*.dll)
*cygwin*,*lai,yes,no,*.dll | *mingw*,*lai,yes,no,*.dll | *windows*,*lai,yes,no,*.dll | *cegcc*,*lai,yes,no,*.dll)
# If a -bindir argument was supplied, place the dll there.
if test -n "$bindir"; then
func_relative_path "$install_libdir" "$bindir"

View File

@@ -0,0 +1,108 @@
{
"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

@@ -0,0 +1,303 @@
#!/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)/..
cd $SDL_ROOT
if [ -e ./VERSION.txt ]; then
cat ./VERSION.txt
if [ -e ./REVISION.txt ]; then
cat ./REVISION.txt
exit 0
fi

View File

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

File diff suppressed because it is too large Load Diff

View File

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

View File

@@ -119,7 +119,7 @@ macro(CheckALSA)
endif()
endif()
if(NOT HAVE_ALSA_SHARED)
list(APPEND CMAKE_DEPENDS ALSA::ALSA)
list(APPEND CMAKE_LIBS ALSA::ALSA)
list(APPEND PKGCONFIG_DEPENDS alsa)
endif()
set(HAVE_SDL_AUDIO TRUE)
@@ -947,7 +947,7 @@ macro(CheckPTHREAD)
elseif(BSDI)
set(PTHREAD_CFLAGS "-D_REENTRANT -D_THREAD_SAFE")
set(PTHREAD_LDFLAGS "")
elseif(DARWIN)
elseif(MACOS)
set(PTHREAD_CFLAGS "-D_THREAD_SAFE")
# causes Carbon.p complaints?
# set(PTHREAD_CFLAGS "-D_REENTRANT -D_THREAD_SAFE")
@@ -963,7 +963,11 @@ macro(CheckPTHREAD)
set(PTHREAD_LDFLAGS "-lpthread")
elseif(SOLARIS)
set(PTHREAD_CFLAGS "-D_REENTRANT")
set(PTHREAD_LDFLAGS "-pthread -lposix4")
if(CMAKE_C_COMPILER_ID MATCHES "SunPro")
set(PTHREAD_LDFLAGS "-mt -lpthread")
else()
set(PTHREAD_LDFLAGS "-pthread")
endif()
elseif(SYSV5)
set(PTHREAD_CFLAGS "-D_REENTRANT -Kthread")
set(PTHREAD_LDFLAGS "")
@@ -1249,6 +1253,7 @@ macro(CheckHIDAPI)
if(HAVE_HIDAPI)
if(ANDROID)
enable_language(CXX)
list(APPEND SOURCE_FILES ${SDL2_SOURCE_DIR}/src/hidapi/android/hid.cpp)
endif()
if(IOS OR TVOS)
@@ -1276,13 +1281,18 @@ endmacro()
# - n/a
macro(CheckRPI)
if(SDL_RPI)
pkg_check_modules(VIDEO_RPI bcm_host brcmegl)
pkg_check_modules(VIDEO_RPI bcm_host)
if (NOT VIDEO_RPI_FOUND)
set(VIDEO_RPI_INCLUDE_DIRS "/opt/vc/include" "/opt/vc/include/interface/vcos/pthreads" "/opt/vc/include/interface/vmcs_host/linux/" )
set(VIDEO_RPI_LIBRARY_DIRS "/opt/vc/lib" )
set(VIDEO_RPI_LIBRARIES bcm_host )
set(VIDEO_RPI_LDFLAGS "-Wl,-rpath,/opt/vc/lib")
endif()
pkg_check_modules(VIDEO_RPI_EGL brcmegl)
if (NOT VIDEO_RPI_EGL_FOUND)
set(VIDEO_RPI_EGL_LDFLAGS "-Wl,-rpath,/opt/vc/lib")
endif()
listtostr(VIDEO_RPI_INCLUDE_DIRS VIDEO_RPI_INCLUDE_FLAGS "-I")
listtostr(VIDEO_RPI_LIBRARY_DIRS VIDEO_RPI_LIBRARY_FLAGS "-L")
@@ -1291,9 +1301,7 @@ macro(CheckRPI)
set(CMAKE_REQUIRED_LIBRARIES "${VIDEO_RPI_LIBRARIES}")
check_c_source_compiles("
#include <bcm_host.h>
#include <EGL/eglplatform.h>
int main(int argc, char **argv) {
EGL_DISPMANX_WINDOW_T window;
bcm_host_init();
}" HAVE_RPI)
set(CMAKE_REQUIRED_FLAGS "${ORIG_CMAKE_REQUIRED_FLAGS}")
@@ -1307,7 +1315,7 @@ macro(CheckRPI)
list(APPEND EXTRA_LIBS ${VIDEO_RPI_LIBRARIES})
# !!! FIXME: shouldn't be using CMAKE_C_FLAGS, right?
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${VIDEO_RPI_INCLUDE_FLAGS} ${VIDEO_RPI_LIBRARY_FLAGS}")
list(APPEND EXTRA_LDFLAGS ${VIDEO_RPI_LDFLAGS})
list(APPEND EXTRA_LDFLAGS ${VIDEO_RPI_LDFLAGS} ${VIDEO_RPI_EGL_LDFLAGS})
endif()
endif()
endmacro()
@@ -1352,12 +1360,13 @@ endmacro()
macro(CheckLibUDev)
if(SDL_LIBUDEV)
check_include_file("libudev.h" have_libudev_header)
if(have_libudev_header)
check_include_file("libudev.h" HAVE_LIBUDEV_HEADER)
if(HAVE_LIBUDEV_HEADER)
set(HAVE_LIBUDEV_H TRUE)
FindLibraryAndSONAME(udev)
if(UDEV_LIB_SONAME)
set(SDL_UDEV_DYNAMIC "\"${UDEV_LIB_SONAME}\"")
set(HAVE_LIBUDEV TRUE)
endif()
endif()
endif()

View File

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

View File

@@ -3,6 +3,8 @@
cmake_minimum_required(VERSION 3.12)
project(sdl_test LANGUAGES C)
include(CheckLanguage)
include(FeatureSummary)
include(GenerateExportHeader)
if(ANDROID)
@@ -19,14 +21,31 @@ cmake_policy(SET CMP0074 NEW)
# Override CMAKE_FIND_ROOT_PATH_MODE to allow search for SDL2 outside of sysroot
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE NEVER)
include(FeatureSummary)
option(TEST_SHARED "Test linking to shared SDL2 library" ON)
add_feature_info("TEST_SHARED" TEST_SHARED "Test linking with shared library")
option(TEST_STATIC "Test linking to static SDL2 library" ON)
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)
find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2)
if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE))
@@ -75,6 +94,17 @@ if(TEST_SHARED)
generate_export_header(sharedlib-shared-vars EXPORT_MACRO_NAME MYLIBRARY_EXPORT)
target_compile_definitions(sharedlib-shared-vars PRIVATE "EXPORT_HEADER=\"${CMAKE_CURRENT_BINARY_DIR}/sharedlib-shared-vars_export.h\"")
set_target_properties(sharedlib-shared-vars PROPERTIES C_VISIBILITY_PRESET "hidden")
if(TEST_TEST)
add_executable(sdltest-shared sdltest.c)
target_link_libraries(sdltest-shared PRIVATE SDL2::SDL2main SDL2::SDL2test SDL2::SDL2)
endif()
if(CMAKE_Swift_COMPILER)
add_executable(swift-shared main.swift)
target_include_directories(swift-shared PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/swift")
target_link_libraries(swift-shared PRIVATE SDL2::SDL2)
endif()
endif()
if(TEST_STATIC)
@@ -111,6 +141,26 @@ if(TEST_STATIC)
target_link_libraries(cli-static-vars PRIVATE ${SDL2_STATIC_LIBRARIES})
target_include_directories(cli-static-vars PRIVATE ${SDL2_INCLUDE_DIRS})
endif()
if(TEST_TEST)
add_executable(sdltest-static sdltest.c)
target_link_libraries(sdltest-static PRIVATE SDL2::SDL2main SDL2::SDL2test SDL2::SDL2-static)
endif()
if(CMAKE_Swift_COMPILER)
add_executable(swift-static main.swift)
target_include_directories(swift-static PRIVATE "${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()
message(STATUS "SDL2_PREFIX: ${SDL2_PREFIX}")

12
cmake/test/main.swift Normal file
View File

@@ -0,0 +1,12 @@
/* 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)")

9
cmake/test/sdltest.c Normal file
View File

@@ -0,0 +1,9 @@
#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

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

3
cmake/test/swift/shim.h Normal file
View File

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

488
configure vendored

File diff suppressed because it is too large Load Diff

View File

@@ -12,8 +12,8 @@ orig_CFLAGS="$CFLAGS"
dnl Set various version strings - taken gratefully from the GTk sources
# See docs/release_checklist.md
SDL_MAJOR_VERSION=2
SDL_MINOR_VERSION=29
SDL_MICRO_VERSION=2
SDL_MINOR_VERSION=32
SDL_MICRO_VERSION=8
SDL_VERSION=$SDL_MAJOR_VERSION.$SDL_MINOR_VERSION.$SDL_MICRO_VERSION
SDL_BINARY_AGE=`expr $SDL_MINOR_VERSION \* 100 + $SDL_MICRO_VERSION`
@@ -322,7 +322,7 @@ AC_ARG_ENABLE(libc,
dnl See whether we are allowed to use system iconv
enable_system_iconv_default=yes
case "$host" in
*-*-cygwin*|*-*-mingw*)
*-*-cygwin*|*-*-mingw*|*-*-darwin*|*-ios-*)
enable_system_iconv_default=no
;;
esac
@@ -359,7 +359,7 @@ dnl Checks for library functions.
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 setjmp nanosleep sysconf sysctlbyname getauxval elf_aux_info poll _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_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
AC_ARG_ENABLE(3dnow,
[AS_HELP_STRING([--enable-3dnow], [use 3DNow! assembly routines [default=yes]])],
, enable_3dnow=yes)
[AS_HELP_STRING([--enable-3dnow], [use 3DNow! assembly routines [default=no]])],
, enable_3dnow=no)
if test x$enable_3dnow = xyes; then
save_CFLAGS="$CFLAGS"
have_gcc_3dnow=no
@@ -906,69 +906,37 @@ dnl Check for various instruction support
fi
fi
AC_ARG_ENABLE(lsx,
AC_ARG_ENABLE(lsx,
[AS_HELP_STRING([--enable-lsx], [use LSX assembly routines [default=yes]])],
, enable_lsx=yes)
if test x$enable_lsx = xyes; then
save_CFLAGS="$CFLAGS"
have_gcc_lsx=no
AC_MSG_CHECKING(for GCC -mlsx option)
lsx_CFLAGS="-mlsx"
CFLAGS="$save_CFLAGS $lsx_CFLAGS"
if test x$enable_lsx = xyes; then
save_CFLAGS="$CFLAGS"
have_gcc_lsx=no
AC_MSG_CHECKING(for GCC -mlsx option)
lsx_CFLAGS="-mlsx"
CFLAGS="$save_CFLAGS $lsx_CFLAGS"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#ifndef __loongarch_sx
#error Assembler CPP flag not enabled
#endif
]], [])], [have_gcc_lsx=yes], [])
AC_MSG_RESULT($have_gcc_lsx)
CFLAGS="$save_CFLAGS"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#ifndef __loongarch_sx
#error Assembler CPP flag not enabled
#endif
]], [])], [have_gcc_lsx=yes], [])
AC_MSG_RESULT($have_gcc_lsx)
CFLAGS="$save_CFLAGS"
if test x$have_gcc_lsx = xyes; then
EXTRA_CFLAGS="$EXTRA_CFLAGS $lsx_CFLAGS"
SUMMARY_math="${SUMMARY_math} lsx"
fi
if test x$have_gcc_lsx = xyes; then
EXTRA_CFLAGS="$EXTRA_CFLAGS $lsx_CFLAGS"
SUMMARY_math="${SUMMARY_math} lsx"
fi
fi
AC_MSG_CHECKING(for lsxintrin.h)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[#include <lsxintrin.h>]])],
[have_lsxintrin_h_hdr=yes],[have_lsxintrin_h_hdr=no])
AC_MSG_RESULT($have_lsxintrin_h_hdr)
if test x$have_lsxintrin_h_hdr = xyes; then
AC_DEFINE(HAVE_LSXINTRIN_H, 1, [ ])
fi
AC_ARG_ENABLE(lasx,
[AS_HELP_STRING([--enable-lasx], [use LASX assembly routines [default=yes]])],
, enable_LASX=yes)
if test x$enable_LASX = xyes; then
save_CFLAGS="$CFLAGS"
have_gcc_lasx=no
AC_MSG_CHECKING(for GCC -mlasx option)
lasx_CFLAGS="-mlasx"
CFLAGS="$save_CFLAGS $lasx_CFLAGS"
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#ifndef __loongarch_asx
#error Assembler CPP flag not enabled
#endif
]], [])], [have_gcc_lasx=yes], [])
AC_MSG_RESULT($have_gcc_lasx)
CFLAGS="$save_CFLAGS"
if test x$have_gcc_lasx = xyes; then
EXTRA_CFLAGS="$EXTRA_CFLAGS $lasx_CFLAGS"
SUMMARY_math="${SUMMARY_math} lasx"
fi
fi
AC_MSG_CHECKING(for lasxintrin.h)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[#include <lasxintrin.h>]])],
[have_lasxintrin_h_hdr=yes],[have_lasxintrin_h_hdr=no])
AC_MSG_RESULT($have_lasxintrin_h_hdr)
if test x$have_lasxintrin_h_hdr = xyes; then
AC_DEFINE(HAVE_LASXINTRIN_H, 1, [ ])
fi
AC_MSG_CHECKING(for lsxintrin.h)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[#include <lsxintrin.h>]])],
[have_lsxintrin_h_hdr=yes],[have_lsxintrin_h_hdr=no])
AC_MSG_RESULT($have_lsxintrin_h_hdr)
if test x$have_lsxintrin_h_hdr = xyes; then
AC_DEFINE(HAVE_LSXINTRIN_H, 1, [ ])
fi
dnl See if the OSS audio interface is supported
CheckOSS()
@@ -1880,18 +1848,27 @@ CheckNativeClient()
CheckRPI()
{
AC_ARG_ENABLE(video-rpi,
[AS_HELP_STRING([--enable-video-rpi], [use Raspberry Pi 2/3 video driver [default=yes]])],
[AS_HELP_STRING([--enable-video-rpi], [use Raspberry Pi 0-3 video driver [default=yes]])],
, enable_video_rpi=yes)
if test x$enable_video = xyes -a x$enable_video_rpi = xyes; then
PKG_CHECK_MODULES([RPI], [bcm_host brcmegl], video_rpi=yes, video_rpi=no)
PKG_CHECK_MODULES([RPI], [bcm_host], video_rpi=yes, video_rpi=no)
PKG_CHECK_MODULES([RPI_EGL], [brcmegl], video_rpi_egl=yes, video_rpi_egl=no)
if test x$video_rpi = xno; then
if test x$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_LIBS="-Wl,-R/usr/pkg/lib -L/usr/pkg/lib -lbcm_host"
RPI_LIBS="-L/usr/pkg/lib -lbcm_host"
else
RPI_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads -I/opt/vc/include/interface/vmcs_host/linux"
RPI_LIBS="-Wl,-rpath,/opt/vc/lib -L/opt/vc/lib -lbcm_host"
RPI_LIBS="-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
@@ -1899,15 +1876,13 @@ CheckRPI()
ac_save_cflags="$CFLAGS"; ac_save_libs="$LIBS"
# Add the Raspberry Pi compiler flags and libraries
CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_LIBS"
CFLAGS="$CFLAGS $RPI_CFLAGS"; LIBS="$LIBS $RPI_EGL_LIBS $RPI_LIBS"
AC_MSG_CHECKING(for Raspberry Pi 2/3)
AC_MSG_CHECKING(for Raspberry Pi 0-3)
have_video_rpi=no
AC_LINK_IFELSE([AC_LANG_PROGRAM([[
#include <bcm_host.h>
#include <EGL/eglplatform.h>
]], [[
EGL_DISPMANX_WINDOW_T window;
bcm_host_init();
]])], [have_video_rpi=yes],[])
AC_MSG_RESULT($have_video_rpi)
@@ -1919,7 +1894,7 @@ CheckRPI()
CFLAGS="$CFLAGS $RPI_CFLAGS"
SDL_CFLAGS="$SDL_CFLAGS $RPI_CFLAGS"
EXTRA_CFLAGS="$EXTRA_CFLAGS $RPI_CFLAGS"
EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_LIBS"
EXTRA_LDFLAGS="$EXTRA_LDFLAGS $RPI_EGL_LIBS $RPI_LIBS"
SOURCES="$SOURCES $srcdir/src/video/raspberry/*.c"
AC_DEFINE(SDL_VIDEO_DRIVER_RPI, 1, [ ])
SUMMARY_video="${SUMMARY_video} rpi"
@@ -2768,6 +2743,10 @@ CheckVulkan()
#endif
]],[])], [],[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*)
save_CFLAGS="$CFLAGS"
dnl Work around that we don't have Objective-C support in autoconf
@@ -3375,17 +3354,14 @@ CheckDIRECTX()
if test x$enable_directx = xyes; then
AC_CHECK_HEADER(d3d9.h, have_d3d=yes)
AC_CHECK_HEADER(d3d11_1.h, have_d3d11=yes)
AC_MSG_CHECKING(for d3d12 Windows SDK version)
AC_MSG_CHECKING(for compatible d3d12 headers)
AC_COMPILE_IFELSE([AC_LANG_PROGRAM([[
#include <winsdkver.h>
#include <sdkddkver.h>
#include <d3d12.h>
#include <d3d12sdklayers.h>
ID3D12Device1 *device;
#if WDK_NTDDI_VERSION <= 0x0A000008
asdf
#endif
]])], [have_d3d12=yes],[have_d3d12=no])
AC_MSG_RESULT($have_d3d12)
AC_CHECK_HEADER(ddraw.h, have_ddraw=yes)
AC_CHECK_HEADER(dsound.h, have_dsound=yes)
AC_CHECK_HEADER(dinput.h, have_dinput=yes)

View File

@@ -1,483 +1,483 @@
Android
================================================================================
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
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
supported, but you can use the "android-project-ant" directory as a template.
Requirements
================================================================================
Android SDK (version 34 or later)
https://developer.android.com/sdk/index.html
Android NDK r15c or later
https://developer.android.com/tools/sdk/ndk/index.html
Minimum API level supported by SDL: 19 (Android 4.4)
How the port works
================================================================================
- 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
the SDL library
- 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
- This eventually produces a standard Android .apk package
The Android Java code implements an "Activity" and can be found in:
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
The Java code loads your game code, the SDL shared library, and
dispatches to native functions implemented in the SDL library:
src/core/android/SDL_android.c
Building an app
================================================================================
For simple projects you can use the script located at build-scripts/androidbuild.sh
There's two ways of using it:
androidbuild.sh com.yourcompany.yourapp < sources.list
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
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
run:
./androidbuild.sh org.libsdl.testgles ../test/testgles.c
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.
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
utility to generate it.
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
done in the build directory for the app!
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).
(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
(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.
(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.
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:
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
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
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)"
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.
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
connected Android device
Here's an explanation of the files in the Android project, so you can customize them:
android-project/app
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.
jni/ - directory holding native code
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/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
jni/SDL/ - (symlink to) directory holding the SDL library files
jni/SDL/Android.mk - Android makefile for creating the SDL shared library
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/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/res/ - directory holding resources for your application
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/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
================================================================================
To customize your application name, edit AndroidManifest.xml and replace
"org.libsdl.app" with an identifier for your product package.
Then create a Java class extending SDLActivity and place it in a directory
under src matching your package, e.g.
src/com/gamemaker/game/MyGame.java
Here's an example of a minimal class file:
--- MyGame.java --------------------------
package com.gamemaker.game;
import org.libsdl.app.SDLActivity;
/**
* A sample wrapper class that just calls SDLActivity
*/
public class MyGame extends SDLActivity { }
------------------------------------------
Then replace "SDLActivity" in AndroidManifest.xml with the name of your
class, .e.g. "MyGame"
Customizing your application icon
================================================================================
Conceptually changing your icon is just replacing the "ic_launcher.png" files in
the drawable directories under the res directory. There are several directories
for different screen sizes.
Loading assets
================================================================================
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
them using the standard functions in SDL_rwops.h.
There are also a few Android specific functions that allow you to get other
useful paths for saving and loading data:
* SDL_AndroidGetInternalStoragePath()
* SDL_AndroidGetExternalStorageState()
* SDL_AndroidGetExternalStoragePath()
See SDL_system.h for more details on these functions.
The asset packaging system will, by default, compress certain file extensions.
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
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
may want to keep this fact in mind when building your APK, specially when large
files are involved.
For more information on which extensions get compressed by default and how to
disable this behaviour, see for example:
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
Pause / Resume behaviour
================================================================================
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
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
(versus polling for a resume message).
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
app can continue to operate as it was.
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
a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
manually or quit the app.
You should not use the SDL renderer API while the app going in background:
- SDL_APP_WILLENTERBACKGROUND:
after you read this message, GL context gets backed-up and you should not
use the SDL renderer API.
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))
- SDL_APP_DIDENTERFOREGROUND:
GL context is restored, and the SDL renderer API is available (unless you
receive SDL_RENDER_DEVICE_RESET).
Mouse / Touch events
================================================================================
In some case, SDL generates synthetic mouse (resp. touch) events for touch
(resp. mouse) devices.
To enable/disable this behavior, see SDL_hints.h:
- SDL_HINT_TOUCH_MOUSE_EVENTS
- SDL_HINT_MOUSE_TOUCH_EVENTS
Misc
================================================================================
For some device, it appears to works better setting explicitly GL attributes
before creating a window:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
Threads and the Java VM
================================================================================
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
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
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
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
detach it.
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
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
in your native thread.
see:
https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
Using STL
================================================================================
You can use STL in your project by creating an Application.mk file in the jni
folder and adding the following line:
APP_STL := c++_shared
For more information go here:
https://developer.android.com/ndk/guides/cpp-support
Using the emulator
================================================================================
There are some good tips and tricks for getting the most out of the
emulator here: https://developer.android.com/tools/devices/emulator.html
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.
Using a real device works better.
Troubleshooting
================================================================================
You can see if adb can see any devices with the following command:
adb devices
You can see the output of log messages on the default device with:
adb logcat
You can push files to the device with:
adb push local_file remote_path_and_file
You can push files to the SD Card at /sdcard, for example:
adb push moose.dat /sdcard/moose.dat
You can see the files on the SD card with a shell command:
adb shell ls /sdcard/
You can start a command shell on the default device with:
adb shell
You can remove the library files of your project (and not the SDL lib files) with:
ndk-build clean
You can do a build with the following command:
ndk-build
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
ndk-build V=1
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
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.
For example, if your crash looks like this:
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): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
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): #00 pc 0001c902 /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): #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.
I run addr2line with the debug version of my code:
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:
000014bc
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:
#include <android/log.h>
__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
"Application.mk" in the jni directory, with the following line in it:
APP_OPTIM := debug
Memory debugging
================================================================================
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:
svn co svn://svn.valgrind.org/valgrind/trunk valgrind
... 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,
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
Once valgrind is built, you can create a wrapper script to launch your
application with it, changing org.libsdl.app to your package identifier:
--- start_valgrind_app -------------------
#!/system/bin/sh
export TMPDIR=/data/data/org.libsdl.app
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
------------------------------------------
Then push it to the device:
adb push start_valgrind_app /data/local
and make it executable:
adb shell chmod 755 /data/local/start_valgrind_app
and tell Android to use the script to launch your application:
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
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
You can then launch your application normally and waaaaaaaiiittt for it.
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
output file:
adb pull /sdcard/valgrind.log
When you're done instrumenting with valgrind, you can disable the wrapper:
adb shell setprop wrap.org.libsdl.app ""
Graphics debugging
================================================================================
If you are developing on a compatible Tegra-based tablet, NVidia provides
Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
and GLES libraries, you must follow their instructions for installing the
interposer library on a rooted device. The non-rooted instructions are not
compatible with applications that use SDL2 for video.
The Tegra Graphics Debugger is available from NVidia here:
https://developer.nvidia.com/tegra-graphics-debugger
Why is API level 19 the minimum required?
================================================================================
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
about 99.7% of the Android devices accessing Google Play support API level 19 or
higher (August 2023).
A note regarding the use 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
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
contexts, in particular the use of the eglSwapBuffers function. As stated in the
documentation for the function "The contents of ancillary buffers are always
undefined after calling eglSwapBuffers".
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
17+, so the only workaround available on this platform is to redraw the entire
screen each frame.
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
Ending your application
================================================================================
Two legitimate ways:
- return from your main() function. Java side will automatically terminate the
Activity by calling Activity.finish().
- Android OS can decide to terminate your application by calling onDestroy()
(see Activity life cycle). Your application will receive a SDL_QUIT event you
can handle to save things and quit.
Don't call exit() as it stops the activity badly.
NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
SDLK_AC_BACK, for any purpose.
Known issues
================================================================================
- The number of buttons reported for each joystick is hardcoded to be 36, which
is the current maximum number of buttons Android can report.
Android
================================================================================
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
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
supported, but you can use the "android-project-ant" directory as a template.
Requirements
================================================================================
Android SDK (version 34 or later)
https://developer.android.com/sdk/index.html
Android NDK r15c or later
https://developer.android.com/tools/sdk/ndk/index.html
Minimum API level supported by SDL: 19 (Android 4.4)
How the port works
================================================================================
- 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
the SDL library
- 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
- This eventually produces a standard Android .apk package
The Android Java code implements an "Activity" and can be found in:
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
The Java code loads your game code, the SDL shared library, and
dispatches to native functions implemented in the SDL library:
src/core/android/SDL_android.c
Building an app
================================================================================
For simple projects you can use the script located at build-scripts/androidbuild.sh
There's two ways of using it:
androidbuild.sh com.yourcompany.yourapp < sources.list
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
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
run:
./androidbuild.sh org.libsdl.testgles ../test/testgles.c
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.
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
utility to generate it.
Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
done in the build directory for the app!
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).
(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
(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.
(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.
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:
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
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
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)"
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.
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
connected Android device
Here's an explanation of the files in the Android project, so you can customize them:
android-project/app
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.
jni/ - directory holding native code
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/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
jni/SDL/ - (symlink to) directory holding the SDL library files
jni/SDL/Android.mk - Android makefile for creating the SDL shared library
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/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/res/ - directory holding resources for your application
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/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
================================================================================
To customize your application name, edit AndroidManifest.xml and replace
"org.libsdl.app" with an identifier for your product package.
Then create a Java class extending SDLActivity and place it in a directory
under src matching your package, e.g.
src/com/gamemaker/game/MyGame.java
Here's an example of a minimal class file:
--- MyGame.java --------------------------
package com.gamemaker.game;
import org.libsdl.app.SDLActivity;
/**
* A sample wrapper class that just calls SDLActivity
*/
public class MyGame extends SDLActivity { }
------------------------------------------
Then replace "SDLActivity" in AndroidManifest.xml with the name of your
class, .e.g. "MyGame"
Customizing your application icon
================================================================================
Conceptually changing your icon is just replacing the "ic_launcher.png" files in
the drawable directories under the res directory. There are several directories
for different screen sizes.
Loading assets
================================================================================
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
them using the standard functions in SDL_rwops.h.
There are also a few Android specific functions that allow you to get other
useful paths for saving and loading data:
* SDL_AndroidGetInternalStoragePath()
* SDL_AndroidGetExternalStorageState()
* SDL_AndroidGetExternalStoragePath()
See SDL_system.h for more details on these functions.
The asset packaging system will, by default, compress certain file extensions.
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
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
may want to keep this fact in mind when building your APK, specially when large
files are involved.
For more information on which extensions get compressed by default and how to
disable this behaviour, see for example:
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
Pause / Resume behaviour
================================================================================
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
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
(versus polling for a resume message).
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
app can continue to operate as it was.
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
a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
manually or quit the app.
You should not use the SDL renderer API while the app going in background:
- SDL_APP_WILLENTERBACKGROUND:
after you read this message, GL context gets backed-up and you should not
use the SDL renderer API.
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))
- SDL_APP_DIDENTERFOREGROUND:
GL context is restored, and the SDL renderer API is available (unless you
receive SDL_RENDER_DEVICE_RESET).
Mouse / Touch events
================================================================================
In some case, SDL generates synthetic mouse (resp. touch) events for touch
(resp. mouse) devices.
To enable/disable this behavior, see SDL_hints.h:
- SDL_HINT_TOUCH_MOUSE_EVENTS
- SDL_HINT_MOUSE_TOUCH_EVENTS
Misc
================================================================================
For some device, it appears to works better setting explicitly GL attributes
before creating a window:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
Threads and the Java VM
================================================================================
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
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
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
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
detach it.
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
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
in your native thread.
see:
https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
Using STL
================================================================================
You can use STL in your project by creating an Application.mk file in the jni
folder and adding the following line:
APP_STL := c++_shared
For more information go here:
https://developer.android.com/ndk/guides/cpp-support
Using the emulator
================================================================================
There are some good tips and tricks for getting the most out of the
emulator here: https://developer.android.com/tools/devices/emulator.html
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.
Using a real device works better.
Troubleshooting
================================================================================
You can see if adb can see any devices with the following command:
adb devices
You can see the output of log messages on the default device with:
adb logcat
You can push files to the device with:
adb push local_file remote_path_and_file
You can push files to the SD Card at /sdcard, for example:
adb push moose.dat /sdcard/moose.dat
You can see the files on the SD card with a shell command:
adb shell ls /sdcard/
You can start a command shell on the default device with:
adb shell
You can remove the library files of your project (and not the SDL lib files) with:
ndk-build clean
You can do a build with the following command:
ndk-build
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
ndk-build V=1
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
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.
For example, if your crash looks like this:
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): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
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): #00 pc 0001c902 /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): #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.
I run addr2line with the debug version of my code:
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:
000014bc
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:
#include <android/log.h>
__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
"Application.mk" in the jni directory, with the following line in it:
APP_OPTIM := debug
Memory debugging
================================================================================
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:
svn co svn://svn.valgrind.org/valgrind/trunk valgrind
... 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,
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
Once valgrind is built, you can create a wrapper script to launch your
application with it, changing org.libsdl.app to your package identifier:
--- start_valgrind_app -------------------
#!/system/bin/sh
export TMPDIR=/data/data/org.libsdl.app
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
------------------------------------------
Then push it to the device:
adb push start_valgrind_app /data/local
and make it executable:
adb shell chmod 755 /data/local/start_valgrind_app
and tell Android to use the script to launch your application:
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
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
You can then launch your application normally and waaaaaaaiiittt for it.
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
output file:
adb pull /sdcard/valgrind.log
When you're done instrumenting with valgrind, you can disable the wrapper:
adb shell setprop wrap.org.libsdl.app ""
Graphics debugging
================================================================================
If you are developing on a compatible Tegra-based tablet, NVidia provides
Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
and GLES libraries, you must follow their instructions for installing the
interposer library on a rooted device. The non-rooted instructions are not
compatible with applications that use SDL2 for video.
The Tegra Graphics Debugger is available from NVidia here:
https://developer.nvidia.com/tegra-graphics-debugger
Why is API level 19 the minimum required?
================================================================================
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
about 99.7% of the Android devices accessing Google Play support API level 19 or
higher (August 2023).
A note regarding the use 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
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
contexts, in particular the use of the eglSwapBuffers function. As stated in the
documentation for the function "The contents of ancillary buffers are always
undefined after calling eglSwapBuffers".
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
17+, so the only workaround available on this platform is to redraw the entire
screen each frame.
Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
Ending your application
================================================================================
Two legitimate ways:
- return from your main() function. Java side will automatically terminate the
Activity by calling Activity.finish().
- Android OS can decide to terminate your application by calling onDestroy()
(see Activity life cycle). Your application will receive a SDL_QUIT event you
can handle to save things and quit.
Don't call exit() as it stops the activity badly.
NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
SDLK_AC_BACK, for any purpose.
Known issues
================================================================================
- The number of buttons reported for each joystick is hardcoded to be 36, which
is the current maximum number of buttons Android can report.

View File

@@ -1,163 +1,163 @@
# CMake
(www.cmake.org)
SDL's build system was traditionally based on autotools. Over time, this
approach has suffered from several issues across the different supported
platforms.
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
can experiment with it without complication.
The CMake build system is supported on the following platforms:
* FreeBSD
* Linux
* Microsoft Visual C
* MinGW and Msys
* macOS, iOS, and tvOS, with support for XCode
* Android
* Emscripten
* RiscOS
* Playstation Vita
## Building SDL
Assuming the source for SDL is located at `~/sdl`
```sh
cd ~
mkdir build
cd build
cmake ~/sdl
cmake --build .
```
This will build the static and dynamic versions of SDL in the `~/build` directory.
Installation can be done using:
```sh
cmake --install . # '--install' requires CMake 3.15, or newer
```
## Including SDL in your project
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 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`.
```cmake
cmake_minimum_required(VERSION 3.5)
project(mygame)
# Create an option to switch between a system sdl library and a vendored sdl library
option(MYGAME_VENDORED "Use vendored libraries" OFF)
if(MYGAME_VENDORED)
add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL)
else()
# 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)
# 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)
endif()
# Create your game executable target as usual
add_executable(mygame WIN32 mygame.c)
# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
if(TARGET SDL2::SDL2main)
# 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)
endif()
# 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)
```
### 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).
The following components are available, to be used as an argument of `find_package`.
| Component name | Description |
|----------------|--------------------------------------------------------------------------------------------|
| 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 |
| SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target |
| SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target |
### Using a vendored SDL
This only requires a copy of SDL in a subdirectory.
## CMake configuration options for platforms
### iOS/tvOS
CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built
using Xcode or Make, possibly among other build-systems.
When using a recent version of CMake (3.14+), it should be possible to:
- build SDL for iOS, both static and dynamic
- 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)
To use, set the following CMake variables when running CMake's configuration stage:
- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`)
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
#### Examples
- for iOS-Simulator, using the latest, installed SDK:
```bash
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
```bash
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
```cmake
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):
```cmake
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):
```cmake
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:
```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
```
- for tvOS-Device, using the latest, installed SDK:
```cmake
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.
# CMake
(www.cmake.org)
SDL's build system was traditionally based on autotools. Over time, this
approach has suffered from several issues across the different supported
platforms.
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
can experiment with it without complication.
The CMake build system is supported on the following platforms:
* FreeBSD
* Linux
* Microsoft Visual C
* MinGW and Msys
* macOS, iOS, and tvOS, with support for XCode
* Android
* Emscripten
* RiscOS
* Playstation Vita
## Building SDL
Assuming the source for SDL is located at `~/sdl`
```sh
cd ~
mkdir build
cd build
cmake ~/sdl
cmake --build .
```
This will build the static and dynamic versions of SDL in the `~/build` directory.
Installation can be done using:
```sh
cmake --install . # '--install' requires CMake 3.15, or newer
```
## Including SDL in your project
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 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`.
```cmake
cmake_minimum_required(VERSION 3.5)
project(mygame)
# Create an option to switch between a system sdl library and a vendored sdl library
option(MYGAME_VENDORED "Use vendored libraries" OFF)
if(MYGAME_VENDORED)
add_subdirectory(vendored/sdl EXCLUDE_FROM_ALL)
else()
# 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)
# 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)
endif()
# Create your game executable target as usual
add_executable(mygame WIN32 mygame.c)
# SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications
if(TARGET SDL2::SDL2main)
# 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)
endif()
# 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)
```
### 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).
The following components are available, to be used as an argument of `find_package`.
| Component name | Description |
|----------------|--------------------------------------------------------------------------------------------|
| 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 |
| SDL2main | The SDL2main static library, available through the `SDL2::SDL2main` target |
| SDL2test | The SDL2test static library, available through the `SDL2::SDL2test` target |
### Using a vendored SDL
This only requires a copy of SDL in a subdirectory.
## CMake configuration options for platforms
### iOS/tvOS
CMake 3.14+ natively includes support for iOS and tvOS. SDL binaries may be built
using Xcode or Make, possibly among other build-systems.
When using a recent version of CMake (3.14+), it should be possible to:
- build SDL for iOS, both static and dynamic
- 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)
To use, set the following CMake variables when running CMake's configuration stage:
- `CMAKE_SYSTEM_NAME=<OS>` (either `iOS` or `tvOS`)
- `CMAKE_OSX_SYSROOT=<SDK>` (examples: `iphoneos`, `iphonesimulator`, `iphoneos12.4`, `/full/path/to/iPhoneOS.sdk`,
`appletvos`, `appletvsimulator`, `appletvos12.4`, `/full/path/to/AppleTVOS.sdk`, etc.)
- `CMAKE_OSX_ARCHITECTURES=<semicolon-separated list of CPU architectures>` (example: "arm64;armv7s;x86_64")
#### Examples
- for iOS-Simulator, using the latest, installed SDK:
```bash
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
```bash
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
```cmake
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):
```cmake
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):
```cmake
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:
```cmake
cmake ~/sdl -DCMAKE_SYSTEM_NAME=tvOS -DCMAKE_OSX_SYSROOT=appletvsimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
```
- for tvOS-Device, using the latest, installed SDK:
```cmake
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.

View File

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

View File

@@ -1,138 +1,138 @@
# Dynamic API
Originally posted on Ryan's Google+ account.
Background:
- 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.
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
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
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
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
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.
- 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
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
included), which is inconvenient if you could have had one universal build
that works everywhere.
- 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
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:
swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead.
So here's what we did:
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like:
```c
Uint32 SDL_Init(Uint32 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
every one of these.
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
like this:
```c
Uint32 SDL_Init_DEFAULT(Uint32 flags)
{
SDL_InitDynamicAPI();
return jump_table.SDL_Init(flags);
}
```
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this `_DEFAULT` function never gets called again.
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
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:
```bash
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2
```
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
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,
and everyone is happy.
So now:
- Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!)
- 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,
but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms.
- 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.
A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes
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
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
calls a single function:
```c
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
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
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
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.
The version variable is a failsafe switch.
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).
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
function and loads different, otherwise-incompatible SDL libraries and has the
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
Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking,
"I don't want that overhead in my project!"
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
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
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
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.
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,
everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution.
# Dynamic API
Originally posted on Ryan's Google+ account.
Background:
- 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.
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
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
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
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
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.
- 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
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
included), which is inconvenient if you could have had one universal build
that works everywhere.
- 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
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:
swapping in a newer SDL to an older game often times can save the day.
Static linking stops this dead.
So here's what we did:
SDL now has, internally, a table of function pointers. So, this is what SDL_Init
now looks like:
```c
Uint32 SDL_Init(Uint32 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
every one of these.
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
like this:
```c
Uint32 SDL_Init_DEFAULT(Uint32 flags)
{
SDL_InitDynamicAPI();
return jump_table.SDL_Init(flags);
}
```
SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
pointers, which means that this `_DEFAULT` function never gets called again.
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
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:
```bash
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
./MyGameThatIsStaticallyLinkedToSDL2
```
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
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,
and everyone is happy.
So now:
- Developers can statically link SDL, and users can still replace it.
(We'd still rather you ship a shared library, though!)
- 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,
but it'll also just work in the default case.
- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
and it'll do the right thing.
- End users (and Valve) can update a game's SDL in almost any case,
to keep abandoned games running on newer platforms.
- 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.
A little more about SDL_InitDynamicAPI():
Internally, InitAPI does some locking to make sure everything waits until a
single thread initializes everything (although even SDL_CreateThread() goes
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
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
calls a single function:
```c
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
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
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
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.
The version variable is a failsafe switch.
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).
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
function and loads different, otherwise-incompatible SDL libraries and has the
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
Steam Client, this isn't a bad option.
Finally, I'm sure some people are reading this and thinking,
"I don't want that overhead in my project!"
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
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
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
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.
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,
everyone will ultimately be able to get what they want, but we've gently
nudged everyone towards what we think is the best solution.

View File

@@ -1,374 +1,374 @@
# Emscripten
## The state of things
(As of September 2023, but things move quickly and we don't update this
document often.)
In modern times, all the browsers you probably care about (Chrome, Firefox,
Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
reasonable base configurations:
- WebAssembly (don't bother with asm.js any more)
- WebGL (which will look like OpenGL ES 2 or 3 to your app).
- Threads (see caveats, though!)
- Game controllers
- 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
concessions to get even a fairly complex SDL-based game up and running.
## RTFM
This document is a quick rundown of some high-level details. The
documentation at [emscripten.org](https://emscripten.org/) is vast
and extremely detailed for a wide variety of topics, and you should at
least skim through it at some point.
## Porting your app to Emscripten
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
work for your program.
First, you probably need this in at least one of your source files:
```c
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
```
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)!
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
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
it and into a function that gets called repeatedly, and returns quickly,
called a mainloop.
Somewhere in your program, you probably have something that looks like a more
complicated version of this:
```c
void main(void)
{
initialize_the_game();
while (game_is_still_running) {
check_for_new_input();
think_about_stuff();
draw_the_next_frame();
}
deinitialize_the_game();
}
```
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
a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
```c
static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
{
if (!game_is_still_running) {
deinitialize_the_game();
#ifdef __EMSCRIPTEN__
emscripten_cancel_main_loop(); /* this should "kill" the app. */
#else
exit(0);
#endif
}
check_for_new_input();
think_about_stuff();
draw_the_next_frame();
}
void main(void)
{
initialize_the_game();
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(mainloop, 0, 1);
#else
while (1) { mainloop(); }
#endif
}
```
Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
`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 again when it's time. The `1` parameter does some magic to make
your main() function end immediately; this is useful because you
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
getting started.
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
your app to the web.
## Do you need threads?
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_
be done on the main thread. This is a general guideline for many
platforms, but a hard requirement on the web.
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
must be there, but you have to be careful (and read more detailed
documentation than this for the finer points).
Even when using threads, your main thread needs to set an Emscripten
mainloop that runs quickly and returns, or things will fail to work
correctly.
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,
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
a thread will start running, etc.
IMPORTANT: You have to decide to either build something that uses
threads or something that doesn't; you can't have one build
that works everywhere. This is an Emscripten (or maybe WebAssembly?
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.
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/)
or your program will fail to start at all.
If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
for checking with the C preprocessor, so you can build something
different depending on what sort of build you're compiling.
## Audio
Audio works as expected at the API level, but not exactly like other
platforms.
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
microphone, the SDL_OpenAudioDevice call will succeed and start producing
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
will just continue to receive silence.
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
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
to figure out which and silence it.
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
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
once the app is finally allowed to make noise.
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
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
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.
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
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
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
happens in a little Javascript, you don't have to change your C/C++ code at
all to make it happen.
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
for some Javascript code to steal for this approach.
## Rendering
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
directly by creating a GL context and drawing into it.
Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
present anything on the screen until your return from your mainloop
function.
## Building SDL/emscripten
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
code, or need something on the bleeding edge, don't build SDL. Just use
Emscripten's packaged version!
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
fixes the Emscripten project makes to SDL are generally merged into SDL's
revision control, so often this is much easier for app developers.
`-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
recommend you don't use SDL 1.2 in modern times.
If you want to build SDL, though...
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
are likely to work, as well.
Build:
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)
first, and run `source emsdk_env.sh` at the command line so it finds the
tools.
(These configure options might be overkill, but this has worked for me.)
```bash
cd SDL
mkdir build
cd build
emconfigure ../configure --host=wasm32-unknown-emscripten --disable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3"
emmake make -j4
```
If you want to build with thread support, something like this works:
```bash
emconfigure ../configure --host=wasm32-unknown-emscripten --enable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3 -pthread" LDFLAGS="-pthread"
```
Or with cmake:
```bash
mkdir build
cd build
emcmake cmake ..
emmake make -j4
```
To build one of the tests:
```bash
cd test/
emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
```
## Building your app
You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
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 with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
Usually you would produce a binary like this:
```bash
gcc -o mygame mygame.c # or whatever
```
But for Emscripten, you want to output something else:
```bash
emcc -o index.html mygame.c
```
This will produce several files...support Javascript and WebAssembly (.wasm)
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
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
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`
or the app will fail to start on iOS browsers, but this might be a bug that
goes away in the future.
## Data files
Your game probably has data files. Here's how to access them.
Filesystem access works like a Unix filesystem; you have a single directory
tree, possibly interpolated from several mounted locations, no drive letters,
'/' 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.
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
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
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,
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)
for more info.
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.
```bash
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
"/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
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
times to pack unrelated things into the final installation.
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
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
all has to live in memory at runtime.
[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.
## Debugging
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
the build, and make sure _the app source code is available on the web server_,
which is often a scary proposition for various reasons.
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.
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,
and improving all the time.
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
for proper debugging, so use whatever tools work best for you.
## Questions?
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!
# Emscripten
## The state of things
(As of September 2023, but things move quickly and we don't update this
document often.)
In modern times, all the browsers you probably care about (Chrome, Firefox,
Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
reasonable base configurations:
- WebAssembly (don't bother with asm.js any more)
- WebGL (which will look like OpenGL ES 2 or 3 to your app).
- Threads (see caveats, though!)
- Game controllers
- 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
concessions to get even a fairly complex SDL-based game up and running.
## RTFM
This document is a quick rundown of some high-level details. The
documentation at [emscripten.org](https://emscripten.org/) is vast
and extremely detailed for a wide variety of topics, and you should at
least skim through it at some point.
## Porting your app to Emscripten
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
work for your program.
First, you probably need this in at least one of your source files:
```c
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
```
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)!
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
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
it and into a function that gets called repeatedly, and returns quickly,
called a mainloop.
Somewhere in your program, you probably have something that looks like a more
complicated version of this:
```c
void main(void)
{
initialize_the_game();
while (game_is_still_running) {
check_for_new_input();
think_about_stuff();
draw_the_next_frame();
}
deinitialize_the_game();
}
```
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
a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
```c
static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
{
if (!game_is_still_running) {
deinitialize_the_game();
#ifdef __EMSCRIPTEN__
emscripten_cancel_main_loop(); /* this should "kill" the app. */
#else
exit(0);
#endif
}
check_for_new_input();
think_about_stuff();
draw_the_next_frame();
}
void main(void)
{
initialize_the_game();
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(mainloop, 0, 1);
#else
while (1) { mainloop(); }
#endif
}
```
Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
`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 again when it's time. The `1` parameter does some magic to make
your main() function end immediately; this is useful because you
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
getting started.
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
your app to the web.
## Do you need threads?
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_
be done on the main thread. This is a general guideline for many
platforms, but a hard requirement on the web.
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
must be there, but you have to be careful (and read more detailed
documentation than this for the finer points).
Even when using threads, your main thread needs to set an Emscripten
mainloop that runs quickly and returns, or things will fail to work
correctly.
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,
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
a thread will start running, etc.
IMPORTANT: You have to decide to either build something that uses
threads or something that doesn't; you can't have one build
that works everywhere. This is an Emscripten (or maybe WebAssembly?
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.
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/)
or your program will fail to start at all.
If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
for checking with the C preprocessor, so you can build something
different depending on what sort of build you're compiling.
## Audio
Audio works as expected at the API level, but not exactly like other
platforms.
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
microphone, the SDL_OpenAudioDevice call will succeed and start producing
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
will just continue to receive silence.
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
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
to figure out which and silence it.
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
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
once the app is finally allowed to make noise.
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
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
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.
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
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
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
happens in a little Javascript, you don't have to change your C/C++ code at
all to make it happen.
Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
for some Javascript code to steal for this approach.
## Rendering
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
directly by creating a GL context and drawing into it.
Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
present anything on the screen until your return from your mainloop
function.
## Building SDL/emscripten
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
code, or need something on the bleeding edge, don't build SDL. Just use
Emscripten's packaged version!
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
fixes the Emscripten project makes to SDL are generally merged into SDL's
revision control, so often this is much easier for app developers.
`-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
recommend you don't use SDL 1.2 in modern times.
If you want to build SDL, though...
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
are likely to work, as well.
Build:
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)
first, and run `source emsdk_env.sh` at the command line so it finds the
tools.
(These configure options might be overkill, but this has worked for me.)
```bash
cd SDL
mkdir build
cd build
emconfigure ../configure --host=wasm32-unknown-emscripten --disable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3"
emmake make -j4
```
If you want to build with thread support, something like this works:
```bash
emconfigure ../configure --host=wasm32-unknown-emscripten --enable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3 -pthread" LDFLAGS="-pthread"
```
Or with cmake:
```bash
mkdir build
cd build
emcmake cmake ..
emmake make -j4
```
To build one of the tests:
```bash
cd test/
emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
```
## Building your app
You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
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 with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
Usually you would produce a binary like this:
```bash
gcc -o mygame mygame.c # or whatever
```
But for Emscripten, you want to output something else:
```bash
emcc -o index.html mygame.c
```
This will produce several files...support Javascript and WebAssembly (.wasm)
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
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
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`
or the app will fail to start on iOS browsers, but this might be a bug that
goes away in the future.
## Data files
Your game probably has data files. Here's how to access them.
Filesystem access works like a Unix filesystem; you have a single directory
tree, possibly interpolated from several mounted locations, no drive letters,
'/' 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.
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
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
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,
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)
for more info.
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.
```bash
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
"/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
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
times to pack unrelated things into the final installation.
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
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
all has to live in memory at runtime.
[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.
## Debugging
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
the build, and make sure _the app source code is available on the web server_,
which is often a scary proposition for various reasons.
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.
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,
and improving all the time.
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
for proper debugging, so use whatever tools work best for you.
## Questions?
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!

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@@ -1,176 +1,176 @@
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.
Requirements
------------
* 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))
* 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.
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.
* 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.)
* GDK-specific setup:
* 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.
* 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`).
* 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:
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
* `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!
* What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file
## VisualC-GDK Solution
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.
* 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/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.
* 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.
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.
### 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.
### 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.
*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 ###
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 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:
* `SDL2.lib`
* `SDL2main.lib` (unless not using)
* `xgameruntime.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.
### 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.
### 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:
* Your SDL2.dll
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.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.
### 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.
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.
Then, you need to set the following values to the values from Partner Center:
* Identity tag - Name and Publisher attributes
* TitleId
* MSAAppId
### 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.
### 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.
### 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.
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
2. Switch the sandbox name with:
`XblPCSandbox SANDBOX.#`
3. (To switch back to the retail sandbox):
`XblPCSandbox RETAIL`
### 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.
To create the package:
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)
3. `mkdir Package` to create an output directory
4. To package the file into the `Package` directory, use:
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
5. To install the package, use:
`wdapp install PACKAGENAME.msixvc`
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.
Xbox GDKX Setup
---------------------
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 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
* 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)
* To create a package, use:
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
* To install the package, use:
`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
* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets
Troubleshooting
---------------
#### 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.
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
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).
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.
Requirements
------------
* 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))
* 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.
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.
* 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.)
* GDK-specific setup:
* 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.
* 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`).
* 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:
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
* `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!
* What doesn't work:
* Compilation with anything other than through the included Visual C++ solution file
## VisualC-GDK Solution
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.
* 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/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.
* 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.
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.
### 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.
### 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.
*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 ###
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 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:
* `SDL2.lib`
* `SDL2main.lib` (unless not using)
* `xgameruntime.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.
### 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.
### 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:
* Your SDL2.dll
* "$(Console_GRDKExtLibRoot)Xbox.Services.API.C\DesignTime\CommonConfiguration\Neutral\Lib\Release\Microsoft.Xbox.Services.141.GDK.C.Thunks.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.
### 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.
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.
Then, you need to set the following values to the values from Partner Center:
* Identity tag - Name and Publisher attributes
* TitleId
* MSAAppId
### 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.
### 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.
### 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.
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
2. Switch the sandbox name with:
`XblPCSandbox SANDBOX.#`
3. (To switch back to the retail sandbox):
`XblPCSandbox RETAIL`
### 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.
To create the package:
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)
3. `mkdir Package` to create an output directory
4. To package the file into the `Package` directory, use:
`makepkg pack /f PackageLayout.xml /lt /d . /nogameos /pc /pd Package`
5. To install the package, use:
`wdapp install PACKAGENAME.msixvc`
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.
Xbox GDKX Setup
---------------------
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 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
* 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)
* To create a package, use:
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
* To install the package, use:
`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
* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets
Troubleshooting
---------------
#### 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.
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
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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@@ -1,71 +1,71 @@
Dollar 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.
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:
----------
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.
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:
* event.dgesture.touchId - the Id of the touch used to record the gesture.
* event.dgesture.gestureId - the unique id of the recorded gesture.
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:
* 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.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.
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:
-------
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.
Both functions return the number of gestures successfully saved.
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.
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
===========================================================================
Multi 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:
* 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.y - the normalized y coordinate of the gesture. (0..1)
* 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.numFingers - the number of fingers used in the gesture.
===========================================================================
Notes
===========================================================================
For a complete example see test/testgesture.c
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com
Dollar 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.
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:
----------
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.
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:
* event.dgesture.touchId - the Id of the touch used to record the gesture.
* event.dgesture.gestureId - the unique id of the recorded gesture.
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:
* 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.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.
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:
-------
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.
Both functions return the number of gestures successfully saved.
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.
SDL_LoadDollarTemplates returns the number of templates successfully loaded.
===========================================================================
Multi 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:
* 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.y - the normalized y coordinate of the gesture. (0..1)
* 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.numFingers - the number of fingers used in the gesture.
===========================================================================
Notes
===========================================================================
For a complete example see test/testgesture.c
Please direct questions/comments to:
jim.tla+sdl_touch@gmail.com

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@@ -1,19 +1,19 @@
git
=========
The latest development version of SDL is available via git.
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
source tree instead of waiting for an official release. Please look
at the Git website ( https://git-scm.com/ ) for more
information on using git, where you can also download software for
macOS, Windows, and Unix systems.
git clone https://github.com/libsdl-org/SDL
If you are building SDL via configure, you will need to run autogen.sh
before running configure.
There is a web interface to the Git repository at:
http://github.com/libsdl-org/SDL/
git
=========
The latest development version of SDL is available via git.
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
source tree instead of waiting for an official release. Please look
at the Git website ( https://git-scm.com/ ) for more
information on using git, where you can also download software for
macOS, Windows, and Unix systems.
git clone https://github.com/libsdl-org/SDL
If you are building SDL via configure, you will need to run autogen.sh
before running configure.
There is a web interface to the Git repository at:
http://github.com/libsdl-org/SDL/

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@@ -1,4 +1,4 @@
We are no longer hosted in Mercurial. Please see README-git.md for details.
Thanks!
We are no longer hosted in Mercurial. Please see README-git.md for details.
Thanks!

View File

@@ -1,307 +1,307 @@
iOS
======
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.
Instructions:
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
2. Select your desired target, and hit build.
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.
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
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
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.
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.
10. Add any assets that your application needs.
11. Enjoy!
TODO: Add information regarding App Store requirements such as icons, etc.
Notes -- Retina / High-DPI and window sizes
==============================================================================
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
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
size their content based on screen coordinates / points rather than pixels,
as this allows different iOS devices to have different pixel densities
(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
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
creating your window to enable high-dpi support.
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
have a much greater pixel density when the device supports it, and the
SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
whether raw OpenGL or the SDL_Render API is used) can be queried to determine
the size in pixels of the drawable screen framebuffer.
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
orthographic projection matrix using the size in screen coordinates
(SDL_GetWindowSize()) can be used in order to display content at the same scale
no matter whether a Retina device is used or not.
Notes -- Application events
==============================================================================
On iOS the application goes through a fixed life cycle and you will get
notifications of state changes via application events. When these events
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.
e.g.
int HandleAppEvents(void *userdata, SDL_Event *event)
{
switch (event->type)
{
case SDL_APP_TERMINATING:
/* Terminate the app.
Shut everything down before returning from this function.
*/
return 0;
case SDL_APP_LOWMEMORY:
/* You will get this when your app is paused and iOS wants more memory.
Release as much memory as possible.
*/
return 0;
case SDL_APP_WILLENTERBACKGROUND:
/* 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.
*/
return 0;
case SDL_APP_DIDENTERBACKGROUND:
/* 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.
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.
*/
return 0;
case SDL_APP_WILLENTERFOREGROUND:
/* This call happens when your app is coming back to the foreground.
Restore all your state here.
*/
return 0;
case SDL_APP_DIDENTERFOREGROUND:
/* Restart your loops here.
Your app is interactive and getting CPU again.
*/
return 0;
default:
/* No special processing, add it to the event queue */
return 1;
}
}
int main(int argc, char *argv[])
{
SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop
return 0;
}
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.
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
==============================================================================
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().
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.
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 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.
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
Notes -- Keyboard
==============================================================================
The SDL keyboard API has been extended to support on-screen keyboards:
void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard.
void SDL_StopTextInput()
-- disables text events and hides the onscreen keyboard.
SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
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
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.
Once your application is installed its directory tree looks like:
MySDLApp Home/
MySDLApp.app
Documents/
Library/
Preferences/
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".
More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
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.
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.
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:
#ifndef SDL_MAIN_HANDLED
#ifdef main
#undef main
#endif
int
main(int argc, char *argv[])
{
return SDL_UIKitRunApp(argc, argv, SDL_main);
}
#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:
#include "SDL_main.h"
#include <SDL.h>
#include <SDL_main.h>
Notes -- iPhone SDL limitations
==============================================================================
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).
Textures:
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:
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
==============================================================================
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
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
directly with raw bluetooth, so many apps can live without this.
You'll need to link with CoreBluetooth.framework and add something like this
to your Info.plist:
<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>
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:
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.
e.g.
extern "C"
void ShowFrame(void*)
{
... do event handling, frame logic and rendering ...
}
int main(int argc, char *argv[])
{
... initialize game ...
#ifdef __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking
InitGameCenter();
// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else
while ( running ) {
ShowFrame(0);
DelayFrame();
}
#endif
return 0;
}
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
In order to do that you need to download an older version of 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
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
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
iOS
======
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.
Instructions:
1. Open SDL.xcodeproj (located in Xcode/SDL) in Xcode.
2. Select your desired target, and hit build.
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.
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
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
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.
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.
10. Add any assets that your application needs.
11. Enjoy!
TODO: Add information regarding App Store requirements such as icons, etc.
Notes -- Retina / High-DPI and window sizes
==============================================================================
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
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
size their content based on screen coordinates / points rather than pixels,
as this allows different iOS devices to have different pixel densities
(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
Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
creating your window to enable high-dpi support.
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
have a much greater pixel density when the device supports it, and the
SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
whether raw OpenGL or the SDL_Render API is used) can be queried to determine
the size in pixels of the drawable screen framebuffer.
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
orthographic projection matrix using the size in screen coordinates
(SDL_GetWindowSize()) can be used in order to display content at the same scale
no matter whether a Retina device is used or not.
Notes -- Application events
==============================================================================
On iOS the application goes through a fixed life cycle and you will get
notifications of state changes via application events. When these events
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.
e.g.
int HandleAppEvents(void *userdata, SDL_Event *event)
{
switch (event->type)
{
case SDL_APP_TERMINATING:
/* Terminate the app.
Shut everything down before returning from this function.
*/
return 0;
case SDL_APP_LOWMEMORY:
/* You will get this when your app is paused and iOS wants more memory.
Release as much memory as possible.
*/
return 0;
case SDL_APP_WILLENTERBACKGROUND:
/* 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.
*/
return 0;
case SDL_APP_DIDENTERBACKGROUND:
/* 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.
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.
*/
return 0;
case SDL_APP_WILLENTERFOREGROUND:
/* This call happens when your app is coming back to the foreground.
Restore all your state here.
*/
return 0;
case SDL_APP_DIDENTERFOREGROUND:
/* Restart your loops here.
Your app is interactive and getting CPU again.
*/
return 0;
default:
/* No special processing, add it to the event queue */
return 1;
}
}
int main(int argc, char *argv[])
{
SDL_SetEventFilter(HandleAppEvents, NULL);
... run your main loop
return 0;
}
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.
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
==============================================================================
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().
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.
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 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.
The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
Notes -- Keyboard
==============================================================================
The SDL keyboard API has been extended to support on-screen keyboards:
void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard.
void SDL_StopTextInput()
-- disables text events and hides the onscreen keyboard.
SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
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
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.
Once your application is installed its directory tree looks like:
MySDLApp Home/
MySDLApp.app
Documents/
Library/
Preferences/
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".
More information on this subject is available here:
http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
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.
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.
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:
#ifndef SDL_MAIN_HANDLED
#ifdef main
#undef main
#endif
int
main(int argc, char *argv[])
{
return SDL_UIKitRunApp(argc, argv, SDL_main);
}
#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:
#include "SDL_main.h"
#include <SDL.h>
#include <SDL_main.h>
Notes -- iPhone SDL limitations
==============================================================================
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).
Textures:
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:
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
==============================================================================
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
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
directly with raw bluetooth, so many apps can live without this.
You'll need to link with CoreBluetooth.framework and add something like this
to your Info.plist:
<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>
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:
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, 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.
e.g.
extern "C"
void ShowFrame(void*)
{
... do event handling, frame logic and rendering ...
}
int main(int argc, char *argv[])
{
... initialize game ...
#ifdef __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking
InitGameCenter();
// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else
while ( running ) {
ShowFrame(0);
DelayFrame();
}
#endif
return 0;
}
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
In order to do that you need to download an older version of 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
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
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 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.
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
===================================================
1. It is keymap-aware; it will work properly with different keymaps.
2. It has mouse support.
3. Accent input is supported.
4. Compose keys are supported.
5. AltGr and Meta Shift keys work as intended.
Partially working or no input on OpenBSD/NetBSD.
==================================================
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
Partially working or no input on FreeBSD.
==================================================
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.
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.
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.
SDL2 WSCONS input backend features
===================================================
1. It is keymap-aware; it will work properly with different keymaps.
2. It has mouse support.
3. Accent input is supported.
4. Compose keys are supported.
5. AltGr and Meta Shift keys work as intended.
Partially working or no input on OpenBSD/NetBSD.
==================================================
The WSCONS input backend needs read/write access to the /dev/wskbd* devices, without which it will not work properly. /dev/wsmouse must also be read/write accessible, otherwise mouse input will not work.
Partially working or no input on FreeBSD.
==================================================
The evdev devices are only accessible to the root user by default. Edit devfs rules to allow access to such devices. The /dev/kbd* devices are also only accessible to the root user by default. Edit devfs rules to allow access to such devices.

View File

@@ -1,96 +1,96 @@
Linux
================================================================================
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
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
at runtime, and you won't get a missing library error, at least with the
default configuration parameters.
Build Dependencies
--------------------------------------------------------------------------------
Ubuntu 18.04, all available features enabled:
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
Ubuntu 22.04+ can also add `libpipewire-0.3-dev libdecor-0-dev` to that command line.
Fedora 35, all available features enabled:
sudo yum install gcc git-core make cmake autoconf automake libtool \
alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
libsamplerate-devel pipewire-jack-audio-connection-kit-devel \
NOTES:
- 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.
The sndio audio target is also unavailable on Fedora.
- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
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
have this library installed.
- 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
configure script to include DirectFB support. Send patches. :)
Joystick does not work
--------------------------------------------------------------------------------
If you compiled or are using a version of SDL with udev support (and you should!)
there's a few issues that may cause SDL to fail to detect your joystick. To
debug this, start by installing the evtest utility. On Ubuntu/Debian:
sudo apt-get install evtest
Then run:
sudo evtest
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
Now run:
cat /dev/input/event/XX
If you get a permission error, you need to set a udev rule to change the mode of
your device (see below)
Also, try:
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,
you need to set up an udev rule to force this variable.
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
like:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
You can set up similar rules for your device by changing the values listed in
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 idProduct
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
to set up a rule such as:
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
Linux
================================================================================
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
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
at runtime, and you won't get a missing library error, at least with the
default configuration parameters.
Build Dependencies
--------------------------------------------------------------------------------
Ubuntu 18.04, all available features enabled:
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
Ubuntu 22.04+ can also add `libpipewire-0.3-dev libdecor-0-dev` to that command line.
Fedora 35, all available features enabled:
sudo yum install gcc git-core make cmake autoconf automake libtool \
alsa-lib-devel pulseaudio-libs-devel nas-devel pipewire-devel \
libX11-devel libXext-devel libXrandr-devel libXcursor-devel libXfixes-devel \
libXi-devel libXScrnSaver-devel dbus-devel ibus-devel fcitx-devel \
systemd-devel mesa-libGL-devel libxkbcommon-devel mesa-libGLES-devel \
mesa-libEGL-devel vulkan-devel wayland-devel wayland-protocols-devel \
libdrm-devel mesa-libgbm-devel libusb-devel libdecor-devel \
libsamplerate-devel pipewire-jack-audio-connection-kit-devel \
NOTES:
- 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.
The sndio audio target is also unavailable on Fedora.
- libsamplerate0-dev lets SDL optionally link to libresamplerate at runtime
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
have this library installed.
- 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
configure script to include DirectFB support. Send patches. :)
Joystick does not work
--------------------------------------------------------------------------------
If you compiled or are using a version of SDL with udev support (and you should!)
there's a few issues that may cause SDL to fail to detect your joystick. To
debug this, start by installing the evtest utility. On Ubuntu/Debian:
sudo apt-get install evtest
Then run:
sudo evtest
You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
Now run:
cat /dev/input/event/XX
If you get a permission error, you need to set a udev rule to change the mode of
your device (see below)
Also, try:
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,
you need to set up an udev rule to force this variable.
A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks
like:
SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
You can set up similar rules for your device by changing the values listed in
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 idProduct
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
to set up a rule such as:
SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"

View File

@@ -1,285 +1,285 @@
# Mac OS X (aka macOS).
These instructions are for people using Apple's Mac OS X (pronounced
"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
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode.
# Command Line Build
To build SDL using the command line, use the standard configure and make
process:
```bash
mkdir build
cd build
../configure
make
sudo make install
```
CMake is also known to work, although it continues to be a work in progress:
```bash
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ..
make
sudo make install
```
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
script.
```bash
mkdir build
cd build
CC=$PWD/../build-scripts/clang-fat.sh ../configure
make
sudo make install
```
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
should compile your application the same way.
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.
32-bit Intel and macOS 10.8 runtime support has been officially dropped as
of SDL 2.24.0.
To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode.
# Caveats for using SDL with Mac OS X
If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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
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
NSApplicationDelegate implementation:
```objc
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
}
return NSTerminateCancel;
}
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_DROPFILE;
event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0);
}
return NO;
}
```
# Using the Simple DirectMedia Layer with a traditional Makefile
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
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
"MyCoolGame.app".
To get this build automatically, add something like the following rule to
your Makefile.am:
```make
bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
```
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
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
package name as specified in your configure.ac file.
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.
If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:
```make
install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/
```
This rule takes the Bundle created by the rule from step 3 and installs them
into "$(DESTDIR)$(prefix)/Applications/".
Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.
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
there are some more things you should do before shipping your product...
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*,
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
achieve that by linking against the libraries listed by
```bash
sdl-config --static-libs
```
instead of those listed by
```bash
sdl-config --libs
```
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
2. Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window.
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
variations of them) in [Exult](https://github.com/exult/exult) and
[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!
# Using the Simple DirectMedia Layer with Xcode
These instructions are for using Apple's Xcode IDE to build SDL applications.
## First steps
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).
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
```bash
cd [path_to_SDL_source]
tar zxf Xcode.tar.gz
```
This will create a new folder called Xcode, which you can browse
normally from the Finder.
## Building the Framework
The SDL Library is packaged as a framework bundle, an organized
relocatable folder hierarchy of executable code, interface headers,
and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:
* ~/Library/Frameworks
* /Local/Library/Frameworks
* /System/Library/Frameworks
## Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself.
## Building the Testers
Open the SDLTest project and build away!
## Using the Project Stationary
Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier?
## Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips:
(this is accurate as of Xcode 12.5.)
* Click "File" -> "New" -> "Project...
* Choose "macOS" and then "App" from the "Application" section.
* Fill out the options in the next window. User interface is "XIB" and
Language is "Objective-C".
* Remove "main.m" from your project
* Remove "MainMenu.xib" from your project
* Remove "AppDelegates.*" from your project
* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Add your files
* Clean and build
## Building from command line
Use `xcode-build` in the same directory as your .pbxproj file
## Running your app
You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the
Executables" panel of the target settings.
# Implementation Notes
Some things that may be of interest about how it all works...
## Working directory
In SDL 1.2, the working directory of your SDL app is by default set to its
parent, but this is no longer the case in SDL 2.0. SDL2 does change the
working directory, which means it'll be whatever the command line prompt
that launched the program was using, or if launched by double-clicking in
the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
You can use SDL_GetBasePath() to find where the program is running from and
chdir() there directly.
## You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this.
# Bug reports
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
Please feel free to report bugs there!
# Mac OS X (aka macOS).
These instructions are for people using Apple's Mac OS X (pronounced
"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
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode.
# Command Line Build
To build SDL using the command line, use the standard configure and make
process:
```bash
mkdir build
cd build
../configure
make
sudo make install
```
CMake is also known to work, although it continues to be a work in progress:
```bash
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ..
make
sudo make install
```
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
script.
```bash
mkdir build
cd build
CC=$PWD/../build-scripts/clang-fat.sh ../configure
make
sudo make install
```
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
should compile your application the same way.
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.
32-bit Intel and macOS 10.8 runtime support has been officially dropped as
of SDL 2.24.0.
To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode.
# Caveats for using SDL with Mac OS X
If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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
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
NSApplicationDelegate implementation:
```objc
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_QUIT;
SDL_PushEvent(&event);
}
return NSTerminateCancel;
}
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
{
if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
SDL_Event event;
event.type = SDL_DROPFILE;
event.drop.file = SDL_strdup([filename UTF8String]);
return (SDL_PushEvent(&event) > 0);
}
return NO;
}
```
# Using the Simple DirectMedia Layer with a traditional Makefile
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
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
"MyCoolGame.app".
To get this build automatically, add something like the following rule to
your Makefile.am:
```make
bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
```
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
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
package name as specified in your configure.ac file.
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.
If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:
```make
install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/
```
This rule takes the Bundle created by the rule from step 3 and installs them
into "$(DESTDIR)$(prefix)/Applications/".
Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.
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
there are some more things you should do before shipping your product...
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*,
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
achieve that by linking against the libraries listed by
```bash
sdl-config --static-libs
```
instead of those listed by
```bash
sdl-config --libs
```
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
2. Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window.
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
variations of them) in [Exult](https://github.com/exult/exult) and
[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!
# Using the Simple DirectMedia Layer with Xcode
These instructions are for using Apple's Xcode IDE to build SDL applications.
## First steps
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).
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
```bash
cd [path_to_SDL_source]
tar zxf Xcode.tar.gz
```
This will create a new folder called Xcode, which you can browse
normally from the Finder.
## Building the Framework
The SDL Library is packaged as a framework bundle, an organized
relocatable folder hierarchy of executable code, interface headers,
and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:
* ~/Library/Frameworks
* /Local/Library/Frameworks
* /System/Library/Frameworks
## Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself.
## Building the Testers
Open the SDLTest project and build away!
## Using the Project Stationary
Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier?
## Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips:
(this is accurate as of Xcode 12.5.)
* Click "File" -> "New" -> "Project...
* Choose "macOS" and then "App" from the "Application" section.
* Fill out the options in the next window. User interface is "XIB" and
Language is "Objective-C".
* Remove "main.m" from your project
* Remove "MainMenu.xib" from your project
* Remove "AppDelegates.*" from your project
* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Add your files
* Clean and build
## Building from command line
Use `xcode-build` in the same directory as your .pbxproj file
## Running your app
You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the
Executables" panel of the target settings.
# Implementation Notes
Some things that may be of interest about how it all works...
## Working directory
In SDL 1.2, the working directory of your SDL app is by default set to its
parent, but this is no longer the case in SDL 2.0 and later. SDL2 does not
change the working directory, which means it'll be whatever the command line
prompt that launched the program was using, or if launched by double-clicking
in the 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
chdir() there directly.
## You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this.
# Bug reports
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
Please feel free to report bugs there!

View File

@@ -1,28 +1,28 @@
# Nintendo 3DS
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
- [Pierre Wendling](https://github.com/FtZPetruska)
Credits to:
- The awesome people who ported SDL to other homebrew platforms.
- The Devkitpro team for making all the tools necessary to achieve this.
## Building
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
```bash
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build
```
## Notes
- Currently only software rendering is supported.
- SDL2main should be used to ensure ROMFS is enabled.
- By default, the extra L2 cache and higher clock speeds of the New 2/3DS lineup are enabled. If you wish to turn it off, use `osSetSpeedupEnable(false)` in your main function.
- `SDL_GetBasePath` returns the romfs root instead of the executable's directory.
- The Nintendo 3DS uses a cooperative threading model on a single core, meaning a thread will never yield unless done manually through the `SDL_Delay` functions, or blocking waits (`SDL_LockMutex`, `SDL_SemWait`, `SDL_CondWait`, `SDL_WaitThread`). To avoid starving other threads, `SDL_SemTryWait` and `SDL_SemWaitTimeout` will yield if they fail to acquire the semaphore, see https://github.com/libsdl-org/SDL/pull/6776 for more information.
# Nintendo 3DS
SDL port for the Nintendo 3DS [Homebrew toolchain](https://devkitpro.org/) contributed by:
- [Pierre Wendling](https://github.com/FtZPetruska)
Credits to:
- The awesome people who ported SDL to other homebrew platforms.
- The Devkitpro team for making all the tools necessary to achieve this.
## Building
To build for the Nintendo 3DS, make sure you have devkitARM and cmake installed and run:
```bash
cmake -S. -Bbuild -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/3DS.cmake" -DCMAKE_BUILD_TYPE=Release
cmake --build build
cmake --install build
```
## Notes
- Currently only software rendering is supported.
- 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.
- `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.

View File

@@ -1,103 +1,103 @@
Native Client
================================================================================
Requirements:
* Native Client SDK (https://developer.chrome.com/native-client),
(tested with Pepper version 33 or higher).
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
platforms. This does not mean it won't work with the other toolchains!
================================================================================
Building SDL for NaCl
================================================================================
Set up the right environment variables (see naclbuild.sh), then configure SDL with:
configure --host=pnacl --prefix some/install/destination
Then "make".
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
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
you dump them into the SDK path, which is inconvenient).
Also provided in test/nacl is the required support file, such as index.html,
manifest.json, etc.
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),
hiding the asynchronous nature of the browser behind the scenes...which is not the
same as making it disappear!
================================================================================
Running tests
================================================================================
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
automates the process and should serve as a guide for users of SDL trying to build
their own applications.
Basic usage:
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
This will build testgles2.c by default.
If you want to build a different test, for example testrendercopyex.c:
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
script will give you instructions on how to do that with Python).
================================================================================
RWops and nacl_io
================================================================================
SDL_RWops work transparently with nacl_io. Two functions control the mount points:
int mount(const char* source, const char* target,
const char* filesystemtype,
unsigned long mountflags, const void *data);
int umount(const char *target);
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:
umount("/");
And then mounting a different filesystem at /
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
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
a set of challenges of its own, in particular when big file sizes and slow
connections are involved.
For more information on how nacl_io and mount points work, see:
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
To be able to save into the directory "/save/" (like backup of game) :
mount("", "/save", "html5fs", 0, "type=PERSISTENT");
And add to manifest.json :
"permissions": [
"unlimitedStorage"
]
================================================================================
TODO - Known Issues
================================================================================
* Testing of all systems with a real application (something other than SDL's tests)
* Key events don't seem to work properly
Native Client
================================================================================
Requirements:
* Native Client SDK (https://developer.chrome.com/native-client),
(tested with Pepper version 33 or higher).
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
platforms. This does not mean it won't work with the other toolchains!
================================================================================
Building SDL for NaCl
================================================================================
Set up the right environment variables (see naclbuild.sh), then configure SDL with:
configure --host=pnacl --prefix some/install/destination
Then "make".
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
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
you dump them into the SDK path, which is inconvenient).
Also provided in test/nacl is the required support file, such as index.html,
manifest.json, etc.
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),
hiding the asynchronous nature of the browser behind the scenes...which is not the
same as making it disappear!
================================================================================
Running tests
================================================================================
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
automates the process and should serve as a guide for users of SDL trying to build
their own applications.
Basic usage:
./naclbuild.sh path/to/pepper/toolchain (i.e. ~/naclsdk/pepper_35)
This will build testgles2.c by default.
If you want to build a different test, for example testrendercopyex.c:
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
script will give you instructions on how to do that with Python).
================================================================================
RWops and nacl_io
================================================================================
SDL_RWops work transparently with nacl_io. Two functions control the mount points:
int mount(const char* source, const char* target,
const char* filesystemtype,
unsigned long mountflags, const void *data);
int umount(const char *target);
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:
umount("/");
And then mounting a different filesystem at /
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
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
a set of challenges of its own, in particular when big file sizes and slow
connections are involved.
For more information on how nacl_io and mount points work, see:
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
To be able to save into the directory "/save/" (like backup of game) :
mount("", "/save", "html5fs", 0, "type=PERSISTENT");
And add to manifest.json :
"permissions": [
"unlimitedStorage"
]
================================================================================
TODO - Known Issues
================================================================================
* Testing of all systems with a real application (something other than SDL's tests)
* Key events don't seem to work properly

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