Converted README documentation to DOS text format
parent
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@ -1,4 +1,4 @@
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Android
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Android
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================================================================================
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Requirements:
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@ -1,6 +1,6 @@
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CMake
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CMake
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================================================================================
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(www.cmake.org)
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(www.cmake.org)
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SDL's build system was traditionally based on autotools. Over time, this
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approach has suffered from several issues across the different supported
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@ -1,5 +1,5 @@
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DirectFB
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========
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========
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Supports:
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@ -1,130 +1,130 @@
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Dynamic API
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================================================================================
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Originally posted by Ryan at:
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https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
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Background:
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- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2,
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but developers are shipping their own SDL2 with individual Steam games.
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These games might stop getting updates, but a newer SDL2 might be needed later.
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Certainly we'll always be fixing bugs in SDL, even if a new video target isn't
|
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ever needed, and these fixes won't make it to a game shipping its own SDL.
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- Even if we replace the SDL2 in those games with a compatible one, that is to
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say, edit a developer's Steam depot (yuck!), there are developers that are
|
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statically linking SDL2 that we can't do this for. We can't even force the
|
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dynamic loader to ignore their SDL2 in this case, of course.
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- If you don't ship an SDL2 with the game in some form, people that disabled the
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Steam Runtime, or just tried to run the game from the command line instead of
|
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Steam might find themselves unable to run the game, due to a missing dependency.
|
||||
- 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
|
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the library or risk a total failure to launch. So now, you might have to have
|
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a non-Steam build plus a Steam build (that is, one with and one without SDL2
|
||||
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:
|
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swapping in a newer SDL to an older game often times can save the day.
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Static linking stops this dead.
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So here's what we did:
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SDL now has, internally, a table of function pointers. So, this is what SDL_Init
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now looks like:
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UInt32 SDL_Init(Uint32 flags)
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{
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return jump_table.SDL_Init(flags);
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}
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Except that is all done with a bunch of macro magic so we don't have to maintain
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every one of these.
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What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
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SDL_Init() that you've been calling all this time. But at startup, it looks more
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like this:
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Uint32 SDL_Init_DEFAULT(Uint32 flags)
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{
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SDL_InitDynamicAPI();
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return jump_table.SDL_Init(flags);
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}
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SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function
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pointers, which means that this _DEFAULT function never gets called again.
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First call to any SDL function sets the whole thing up.
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So you might be asking, what was the value in that? Isn't this what the operating
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system's dynamic loader was supposed to do for us? Yes, but now we've got this
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level of indirection, we can do things like this:
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export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
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./MyGameThatIsStaticallyLinkedToSDL2
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And now, this game that is staticallly linked to SDL, can still be overridden
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with a newer, or better, SDL. The statically linked one will only be used as
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far as calling into the jump table in this case. But in cases where no override
|
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is desired, the statically linked version will provide its own jump table,
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and everyone is happy.
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So now:
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- Developers can statically link SDL, and users can still replace it.
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(We'd still rather you ship a shared library, though!)
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- Developers can ship an SDL with their game, Valve can override it for, say,
|
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new features on SteamOS, or distros can override it for their own needs,
|
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but it'll also just work in the default case.
|
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- Developers can ship the same package to everyone (Humble Bundle, GOG, etc),
|
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and it'll do the right thing.
|
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- End users (and Valve) can update a game's SDL in almost any case,
|
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to keep abandoned games running on newer platforms.
|
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- Everyone develops with SDL exactly as they have been doing all along.
|
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Same headers, same ABI. Just get the latest version to enable this magic.
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|
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A little more about SDL_InitDynamicAPI():
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Internally, InitAPI does some locking to make sure everything waits until a
|
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single thread initializes everything (although even SDL_CreateThread() goes
|
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through here before spinning a thread, too), and then decides if it should use
|
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an external SDL library. If not, it sets up the jump table using the current
|
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SDL's function pointers (which might be statically linked into a program, or in
|
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a shared library of its own). If so, it loads that library and looks for and
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calls a single function:
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SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
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That function takes a version number (more on that in a moment), the address of
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the jump table, and the size, in bytes, of the table.
|
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Now, we've got policy here: this table's layout never changes; new stuff gets
|
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added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all
|
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the needed functions if tablesize <= sizeof its own jump table. If tablesize is
|
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bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
|
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if it's smaller, we know we can provide the entire API that the caller needs.
|
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The version variable is a failsafe switch.
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Right now it's always 1. This number changes when there are major API changes
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(so we know if the tablesize might be smaller, or entries in it have changed).
|
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Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not
|
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inconceivable to have a small dispatch library that only supplies this one
|
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function and loads different, otherwise-incompatible SDL libraries and has the
|
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right one initialize the jump table based on the version. For something that
|
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must generically catch lots of different versions of SDL over time, like the
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Steam Client, this isn't a bad option.
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|
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Finally, I'm sure some people are reading this and thinking,
|
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"I don't want that overhead in my project!"
|
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To which I would point out that the extra function call through the jump table
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probably wouldn't even show up in a profile, but lucky you: this can all be
|
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disabled. You can build SDL without this if you absolutely must, but we would
|
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encourage you not to do that. However, on heavily locked down platforms like
|
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iOS, or maybe when debugging, it makes sense to disable it. The way this is
|
||||
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
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================================================================================
|
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Originally posted by Ryan at:
|
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https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
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||||
|
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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:
|
||||
|
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SDL now has, internally, a table of function pointers. So, this is what SDL_Init
|
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now looks like:
|
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|
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UInt32 SDL_Init(Uint32 flags)
|
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{
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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:
|
||||
|
||||
Uint32 SDL_Init_DEFAULT(Uint32 flags)
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||||
{
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SDL_InitDynamicAPI();
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return jump_table.SDL_Init(flags);
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||||
}
|
||||
|
||||
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:
|
||||
|
||||
export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
|
||||
./MyGameThatIsStaticallyLinkedToSDL2
|
||||
|
||||
And now, this game that is staticallly 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:
|
||||
|
||||
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.
|
||||
|
|
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@ -1,37 +1,37 @@
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Emscripten
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================================================================================
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Build:
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$ mkdir build
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$ cd build
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$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2"
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$ emmake make
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Or with cmake:
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$ mkdir build
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$ cd build
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$ emcmake cmake ..
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$ emmake make
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To build one of the tests:
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$ cd test/
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$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
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Uses GLES2 renderer or software
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tests: https://dl.dropboxusercontent.com/u/17360362/SDL2-em/index.html
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Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
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SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
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$ EMCONFIGURE_JS=1 emconfigure ../configure
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build as usual...
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SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
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$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
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build as usual...
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Emscripten
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================================================================================
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Build:
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$ mkdir build
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$ cd build
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$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --enable-cpuinfo=false CFLAGS="-O2"
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$ emmake make
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Or with cmake:
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$ mkdir build
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$ cd build
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$ emcmake cmake ..
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$ emmake make
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|
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To build one of the tests:
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|
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$ cd test/
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$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
|
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|
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Uses GLES2 renderer or software
|
||||
|
||||
tests: https://dl.dropboxusercontent.com/u/17360362/SDL2-em/index.html
|
||||
|
||||
Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
|
||||
|
||||
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure
|
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build as usual...
|
||||
|
||||
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
|
||||
|
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$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
|
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build as usual...
|
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|
|
|
@ -1,6 +1,6 @@
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Mercurial
|
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=========
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|
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Mercurial
|
||||
=========
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|
||||
The latest development version of SDL is available via Mercurial.
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Mercurial allows you to get up-to-the-minute fixes and enhancements;
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as a developer works on a source tree, you can use "hg" to mirror that
|
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|
|
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@ -1,85 +1,85 @@
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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 Xinerama support and the target
|
||||
system does not have the Xinerama libraries installed, it will be disabled
|
||||
at runtime, and you won't get a missing library error, at least with the
|
||||
default configuration parameters.
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||||
|
||||
|
||||
================================================================================
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Build Dependencies
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||||
================================================================================
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||||
|
||||
Ubuntu 13.04, all available features enabled:
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sudo apt-get install build-essential mercurial make cmake autoconf automake \
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libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
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libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
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libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
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libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev
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Ubuntu 16.04 can also add "libwayland-dev libxkbcommon-dev wayland-protocols"
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to that command line for Wayland support.
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Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command
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line for Mir support.
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|
||||
NOTES:
|
||||
- This includes all the audio targets except arts, because Ubuntu pulled the
|
||||
artsc0-dev package, but in theory SDL still supports it.
|
||||
- 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 Xinerama support and the target
|
||||
system does not have the Xinerama 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 13.04, all available features enabled:
|
||||
|
||||
sudo apt-get install build-essential mercurial make cmake autoconf automake \
|
||||
libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
|
||||
libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
|
||||
libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
|
||||
libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev libibus-1.0-dev
|
||||
|
||||
Ubuntu 16.04 can also add "libwayland-dev libxkbcommon-dev wayland-protocols"
|
||||
to that command line for Wayland support.
|
||||
|
||||
Ubuntu 16.10 can also add "libmirclient-dev libxkbcommon-dev" to that command
|
||||
line for Mir support.
|
||||
|
||||
NOTES:
|
||||
- This includes all the audio targets except arts, because Ubuntu pulled the
|
||||
artsc0-dev package, but in theory SDL still supports it.
|
||||
- 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"
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
Pandora
|
||||
Pandora
|
||||
=====================================================================
|
||||
|
||||
( http://openpandora.org/ )
|
||||
|
||||
( http://openpandora.org/ )
|
||||
- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
|
||||
support to work on the pandora under the framebuffer. This driver do not have
|
||||
input support for now, so if you use it you will have to add your own control code.
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
Platforms
|
||||
=========
|
||||
|
||||
We maintain the list of supported platforms on our wiki now, and how to
|
||||
build and install SDL for those platforms:
|
||||
|
||||
https://wiki.libsdl.org/Installation
|
||||
|
||||
Platforms
|
||||
=========
|
||||
|
||||
We maintain the list of supported platforms on our wiki now, and how to
|
||||
build and install SDL for those platforms:
|
||||
|
||||
https://wiki.libsdl.org/Installation
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
PSP
|
||||
======
|
||||
PSP
|
||||
======
|
||||
SDL port for the Sony PSP contributed by
|
||||
Captian Lex
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Touch
|
||||
Touch
|
||||
===========================================================================
|
||||
System Specific Notes
|
||||
===========================================================================
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
WinCE
|
||||
=====
|
||||
WinCE
|
||||
=====
|
||||
|
||||
Windows CE is no longer supported by SDL.
|
||||
|
||||
|
|
|
@ -1,41 +1,41 @@
|
|||
Windows
|
||||
================================================================================
|
||||
|
||||
================================================================================
|
||||
OpenGL ES 2.x support
|
||||
================================================================================
|
||||
|
||||
SDL has support for OpenGL ES 2.x under Windows via two alternative
|
||||
implementations.
|
||||
The most straightforward method consists in running your app in a system with
|
||||
a graphic card paired with a relatively recent (as of November of 2013) driver
|
||||
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|
||||
to ship said extension on Windows currently include nVidia and Intel.
|
||||
|
||||
The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
|
||||
If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
|
||||
extension is found, SDL will try to load the libEGL.dll library provided by
|
||||
ANGLE.
|
||||
To obtain the ANGLE binaries, you can either compile from source from
|
||||
https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
|
||||
a recent Chrome/Chromium install for Windows. The files you need are:
|
||||
|
||||
* libEGL.dll
|
||||
* libGLESv2.dll
|
||||
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
|
||||
or...
|
||||
* d3dcompiler_43.dll (supports Windows XP or later)
|
||||
|
||||
If you compile ANGLE from source, you can configure it so it does not need the
|
||||
d3dcompiler_* DLL at all (for details on this, see their documentation).
|
||||
However, by default SDL will try to preload the d3dcompiler_46.dll to
|
||||
comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
|
||||
support Windows XP) or to skip this step at all, you can use the
|
||||
SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
|
||||
|
||||
Known Bugs:
|
||||
|
||||
* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
|
||||
that there's a bug in the library which prevents the window contents from
|
||||
refreshing if this is set to anything other than the default value.
|
||||
|
||||
Windows
|
||||
================================================================================
|
||||
|
||||
================================================================================
|
||||
OpenGL ES 2.x support
|
||||
================================================================================
|
||||
|
||||
SDL has support for OpenGL ES 2.x under Windows via two alternative
|
||||
implementations.
|
||||
The most straightforward method consists in running your app in a system with
|
||||
a graphic card paired with a relatively recent (as of November of 2013) driver
|
||||
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|
||||
to ship said extension on Windows currently include nVidia and Intel.
|
||||
|
||||
The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
|
||||
If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
|
||||
extension is found, SDL will try to load the libEGL.dll library provided by
|
||||
ANGLE.
|
||||
To obtain the ANGLE binaries, you can either compile from source from
|
||||
https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
|
||||
a recent Chrome/Chromium install for Windows. The files you need are:
|
||||
|
||||
* libEGL.dll
|
||||
* libGLESv2.dll
|
||||
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
|
||||
or...
|
||||
* d3dcompiler_43.dll (supports Windows XP or later)
|
||||
|
||||
If you compile ANGLE from source, you can configure it so it does not need the
|
||||
d3dcompiler_* DLL at all (for details on this, see their documentation).
|
||||
However, by default SDL will try to preload the d3dcompiler_46.dll to
|
||||
comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
|
||||
support Windows XP) or to skip this step at all, you can use the
|
||||
SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
|
||||
|
||||
Known Bugs:
|
||||
|
||||
* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
|
||||
that there's a bug in the library which prevents the window contents from
|
||||
refreshing if this is set to anything other than the default value.
|
||||
|
||||
|
|
|
@ -1,478 +1,478 @@
|
|||
WinRT
|
||||
=====
|
||||
|
||||
This port allows SDL applications to run on Microsoft's platforms that require
|
||||
use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
|
||||
refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
|
||||
|
||||
Some of the operating systems that include WinRT, are:
|
||||
|
||||
* Windows 10, via its Universal Windows Platform (UWP) APIs
|
||||
* Windows 8.x
|
||||
* Windows RT 8.x (aka. Windows 8.x for ARM processors)
|
||||
* Windows Phone 8.x
|
||||
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012
|
||||
- Free, "Community" or "Express" editions may be used, so long as they
|
||||
include support for either "Windows Store" or "Windows Phone" apps.
|
||||
"Express" versions marked as supporting "Windows Desktop" development
|
||||
typically do not include support for creating WinRT apps, to note.
|
||||
(The "Community" editions of Visual C++ do, however, support both
|
||||
desktop/Win32 and WinRT development).
|
||||
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
|
||||
or Windows Phone. 8.0-targetted apps will run on devices running 8.1
|
||||
editions of Windows, however they will not be able to take advantage of
|
||||
8.1-specific features.
|
||||
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
|
||||
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
|
||||
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
|
||||
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
|
||||
allows Visual C++ 2013 to load and build Windows 8.0 projects that were
|
||||
created with Visual C++ 2012, so long as Visual C++ 2012 is installed
|
||||
on the same machine. More details on targeting different versions of
|
||||
Windows can found at the following web pages:
|
||||
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
|
||||
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
|
||||
* A valid Microsoft account - This requirement is not imposed by SDL, but
|
||||
rather by Microsoft's Visual C++ toolchain. This is required to launch or
|
||||
debug apps.
|
||||
|
||||
|
||||
Status
|
||||
------
|
||||
|
||||
Here is a rough list of what works, and what doens't:
|
||||
|
||||
* What works:
|
||||
* compilation via Visual C++ 2012 through 2015
|
||||
* compile-time platform detection for SDL programs. The C/C++ #define,
|
||||
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
|
||||
* GPU-accelerated 2D rendering, via SDL_Renderer.
|
||||
* OpenGL ES 2, via the ANGLE library (included separately from SDL)
|
||||
* software rendering, via either SDL_Surface (optionally in conjunction with
|
||||
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
|
||||
SDL_Renderer APIs
|
||||
* threads
|
||||
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
|
||||
SDL_GetPerformanceFrequency(), etc.)
|
||||
* file I/O via SDL_RWops
|
||||
* mouse input (unsupported on Windows Phone)
|
||||
* audio, via a modified version of SDL's XAudio2 backend
|
||||
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
|
||||
anything outside of the app is not supported.
|
||||
* system path retrieval via SDL's filesystem APIs
|
||||
* game controllers. Support is provided via the SDL_Joystick and
|
||||
SDL_GameController APIs, and is backed by Microsoft's XInput API.
|
||||
* multi-touch input
|
||||
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
|
||||
appropriate.
|
||||
* window events
|
||||
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
|
||||
choose to render content directly via Direct3D, using SDL to manage the
|
||||
internal WinRT window, as well as input and audio. (Use
|
||||
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
|
||||
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
|
||||
|
||||
* What partially works:
|
||||
* keyboard input. Most of WinRT's documented virtual keys are supported, as
|
||||
well as many keys with documented hardware scancodes. Converting
|
||||
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
|
||||
(MapVirualKey()) in Microsoft's Windows Store / UWP APIs.
|
||||
* SDLmain. WinRT uses a different signature for each app's main() function.
|
||||
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
|
||||
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
|
||||
functions to be called.
|
||||
|
||||
* What doesn't work:
|
||||
* compilation with anything other than Visual C++
|
||||
* programmatically-created custom cursors. These don't appear to be supported
|
||||
by WinRT. Different OS-provided cursors can, however, be created via
|
||||
SDL_CreateSystemCursor() (unsupported on Windows Phone)
|
||||
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
|
||||
supported by WinRT itself.
|
||||
* joysticks and game controllers that aren't supported by Microsoft's XInput
|
||||
API.
|
||||
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
|
||||
off on Windows Phone result either in Direct3D not drawing anything, or it
|
||||
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
|
||||
turned-on on Windows Phone. This limitation is not present in non-Phone
|
||||
WinRT (such as Windows 8.x), where turning off VSync appears to work.
|
||||
* probably anything else that's not listed as supported
|
||||
|
||||
|
||||
|
||||
Upgrade Notes
|
||||
-------------
|
||||
|
||||
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
|
||||
|
||||
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
|
||||
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
|
||||
that these changes only apply to SDL-based WinRT apps, and not to apps for
|
||||
any other platform.
|
||||
|
||||
1. SDL_GetPrefPath() would return an invalid path, one in which the path's
|
||||
directory had not been created. Attempts to create files there
|
||||
(via fopen(), for example), would fail, unless that directory was
|
||||
explicitly created beforehand.
|
||||
|
||||
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
|
||||
a WinRT 'Roaming' folder, the contents of which get automatically
|
||||
synchronized across multiple devices. This process can occur while an
|
||||
application runs, and can cause existing save-data to be overwritten
|
||||
at unexpected times, with data from other devices. (Windows Phone apps
|
||||
written with SDL 2.0.3 did not utilize a Roaming folder, due to API
|
||||
restrictions in Windows Phone 8.0).
|
||||
|
||||
|
||||
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
|
||||
|
||||
1. making sure that SDL_GetPrefPath() returns a directory in which data
|
||||
can be written to immediately, without first needing to create directories.
|
||||
|
||||
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
|
||||
contents of which do not automatically get synchronized across devices
|
||||
(and which require less work to use safely, in terms of data integrity).
|
||||
|
||||
Apps that wish to get their Roaming folder's path can do so either by using
|
||||
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
|
||||
UCS-2/wide-char string), or directly through the WinRT class,
|
||||
Windows.Storage.ApplicationData.
|
||||
|
||||
|
||||
|
||||
Setup, High-Level Steps
|
||||
-----------------------
|
||||
|
||||
The steps for setting up a project for an SDL/WinRT app looks like the
|
||||
following, at a high-level:
|
||||
|
||||
1. create a new Visual C++ project using Microsoft's template for a,
|
||||
"Direct3D App".
|
||||
2. remove most of the files from the project.
|
||||
3. make your app's project directly reference SDL/WinRT's own Visual C++
|
||||
project file, via use of Visual C++'s "References" dialog. This will setup
|
||||
the linker, and will copy SDL's .dll files to your app's final output.
|
||||
4. adjust your app's build settings, at minimum, telling it where to find SDL's
|
||||
header files.
|
||||
5. add files that contains a WinRT-appropriate main function, along with some
|
||||
data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
|
||||
work properly.
|
||||
6. add SDL-specific app code.
|
||||
7. build and run your app.
|
||||
|
||||
|
||||
Setup, Detailed Steps
|
||||
---------------------
|
||||
|
||||
### 1. Create a new project ###
|
||||
|
||||
Create a new project using one of Visual C++'s templates for a plain, non-XAML,
|
||||
"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
|
||||
don't see one of these templates, in Visual C++'s 'New Project' dialog, try
|
||||
using the textbox titled, 'Search Installed Templates' to look for one.
|
||||
|
||||
|
||||
### 2. Remove unneeded files from the project ###
|
||||
|
||||
In the new project, delete any file that has one of the following extensions:
|
||||
|
||||
- .cpp
|
||||
- .h
|
||||
- .hlsl
|
||||
|
||||
When you are done, you should be left with a few files, each of which will be a
|
||||
necessary part of your app's project. These files will consist of:
|
||||
|
||||
- an .appxmanifest file, which contains metadata on your WinRT app. This is
|
||||
similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
|
||||
- a few .png files, one of which is a splash screen (displayed when your app
|
||||
launches), others are app icons.
|
||||
- a .pfx file, used for code signing purposes.
|
||||
|
||||
|
||||
### 3. Add references to SDL's project files ###
|
||||
|
||||
SDL/WinRT can be built in multiple variations, spanning across three different
|
||||
CPU architectures (x86, x64, and ARM) and two different configurations
|
||||
(Debug and Release). WinRT and Visual C++ do not currently provide a means
|
||||
for combining multiple variations of one library into a single file.
|
||||
Furthermore, it does not provide an easy means for copying pre-built .dll files
|
||||
into your app's final output (via Post-Build steps, for example). It does,
|
||||
however, provide a system whereby an app can reference the MSVC projects of
|
||||
libraries such that, when the app is built:
|
||||
|
||||
1. each library gets built for the appropriate CPU architecture(s) and WinRT
|
||||
platform(s).
|
||||
2. each library's output, such as .dll files, get copied to the app's build
|
||||
output.
|
||||
|
||||
To set this up for SDL/WinRT, you'll need to run through the following steps:
|
||||
|
||||
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
|
||||
"Solution Explorer")
|
||||
2. right click on your app's solution.
|
||||
3. navigate to "Add", then to "Existing Project..."
|
||||
4. find SDL/WinRT's Visual C++ project file and open it. Different project
|
||||
files exist for different WinRT platforms. All of them are in SDL's
|
||||
source distribution, in the following directories:
|
||||
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
|
||||
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
|
||||
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
|
||||
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
|
||||
5. once the project has been added, right-click on your app's project and
|
||||
select, "References..."
|
||||
6. click on the button titled, "Add New Reference..."
|
||||
7. check the box next to SDL
|
||||
8. click OK to close the dialog
|
||||
9. SDL will now show up in the list of references. Click OK to close that
|
||||
dialog.
|
||||
|
||||
Your project is now linked to SDL's project, insofar that when the app is
|
||||
built, SDL will be built as well, with its build output getting included with
|
||||
your app.
|
||||
|
||||
|
||||
### 4. Adjust Your App's Build Settings ###
|
||||
|
||||
Some build settings need to be changed in your app's project. This guide will
|
||||
outline the following:
|
||||
|
||||
- making sure that the compiler knows where to find SDL's header files
|
||||
- **Optional for C++, but NECESSARY for compiling C code:** telling the
|
||||
compiler not to use Microsoft's C++ extensions for WinRT development.
|
||||
- **Optional:** telling the compiler not generate errors due to missing
|
||||
precompiled header files.
|
||||
|
||||
To change these settings:
|
||||
|
||||
1. right-click on the project
|
||||
2. choose "Properties"
|
||||
3. in the drop-down box next to "Configuration", choose, "All Configurations"
|
||||
4. in the drop-down box next to "Platform", choose, "All Platforms"
|
||||
5. in the left-hand list, expand the "C/C++" section
|
||||
6. select "General"
|
||||
7. edit the "Additional Include Directories" setting, and add a path to SDL's
|
||||
"include" directory
|
||||
8. **Optional: to enable compilation of C code:** change the setting for
|
||||
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
|
||||
working with a completely C++ based project, this step can usually be
|
||||
omitted.
|
||||
9. **Optional: to disable precompiled headers (which can produce
|
||||
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
|
||||
list, select "Precompiled Headers", then change the setting for "Precompiled
|
||||
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
|
||||
10. close the dialog, saving settings, by clicking the "OK" button
|
||||
|
||||
|
||||
### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
|
||||
|
||||
A few files should be included directly in your app's MSVC project, specifically:
|
||||
1. a WinRT-appropriate main function (which is different than main() functions on
|
||||
other platforms)
|
||||
2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
|
||||
(if and when the app needs to do so). *If this cursor resource is not
|
||||
included, mouse-position reporting may fail if and when the cursor is
|
||||
hidden, due to possible bugs/design-oddities in Windows itself.*
|
||||
|
||||
To include these files:
|
||||
|
||||
1. right-click on your project (again, in Visual C++'s Solution Explorer),
|
||||
navigate to "Add", then choose "Existing Item...".
|
||||
2. navigate to the directory containing SDL's source code, then into its
|
||||
subdirectory, 'src/main/winrt/'. Select, then add, the following files:
|
||||
- `SDL_winrt_main_NonXAML.cpp`
|
||||
- `SDL2-WinRTResources.rc`
|
||||
- `SDL2-WinRTResource_BlankCursor.cur`
|
||||
3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
|
||||
project), then click on "Properties...".
|
||||
4. in the drop-down box next to "Configuration", choose, "All Configurations"
|
||||
5. in the drop-down box next to "Platform", choose, "All Platforms"
|
||||
6. in the left-hand list, click on "C/C++"
|
||||
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
|
||||
8. click the OK button. This will close the dialog.
|
||||
|
||||
|
||||
**NOTE: C++/CX compilation is currently required in at least one file of your
|
||||
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
|
||||
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
|
||||
|
||||
|
||||
### 6. Add app code and assets ###
|
||||
|
||||
At this point, you can add in SDL-specific source code. Be sure to include a
|
||||
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
|
||||
should be able to create a single `SDL_Window` (WinRT apps can only have one
|
||||
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
|
||||
draw content. Events are received via SDL's usual event functions
|
||||
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
|
||||
you can start adding them to the project now. If not, or if you would like to
|
||||
make sure that you're setup correctly, some short and simple sample code is
|
||||
provided below.
|
||||
|
||||
|
||||
#### 6.A. ... when creating a new app ####
|
||||
|
||||
If you are creating a new app (rather than porting an existing SDL-based app),
|
||||
or if you would just like a simple app to test SDL/WinRT with before trying to
|
||||
get existing code working, some working SDL/WinRT code is provided below. To
|
||||
set this up:
|
||||
|
||||
1. right click on your app's project
|
||||
2. select Add, then New Item. An "Add New Item" dialog will show up.
|
||||
3. from the left-hand list, choose "Visual C++"
|
||||
4. from the middle/main list, choose "C++ File (.cpp)"
|
||||
5. near the bottom of the dialog, next to "Name:", type in a name for your
|
||||
source file, such as, "main.cpp".
|
||||
6. click on the Add button. This will close the dialog, add the new file to
|
||||
your project, and open the file in Visual C++'s text editor.
|
||||
7. Copy and paste the following code into the new file, then save it.
|
||||
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
SDL_Window * window = NULL;
|
||||
SDL_Renderer * renderer = NULL;
|
||||
SDL_Event evt;
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
while (1) {
|
||||
while (SDL_PollEvent(&evt)) {
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#### 6.B. Adding code and assets ####
|
||||
|
||||
If you have existing code and assets that you'd like to add, you should be able
|
||||
to add them now. The process for adding a set of files is as such.
|
||||
|
||||
1. right click on the app's project
|
||||
2. select Add, then click on "New Item..."
|
||||
3. open any source, header, or asset files as appropriate. Support for C and
|
||||
C++ is available.
|
||||
|
||||
Do note that WinRT only supports a subset of the APIs that are available to
|
||||
Win32-based apps. Many portions of the Win32 API and the C runtime are not
|
||||
available.
|
||||
|
||||
A list of unsupported C APIs can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
|
||||
|
||||
General information on using the C runtime in WinRT can be found at
|
||||
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
|
||||
|
||||
A list of supported Win32 APIs for WinRT apps can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
|
||||
the list of supported Win32 APIs for Windows Phone 8.0 is different.
|
||||
That list can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
|
||||
|
||||
|
||||
### 7. Build and run your app ###
|
||||
|
||||
Your app project should now be setup, and you should be ready to build your app.
|
||||
To run it on the local machine, open the Debug menu and choose "Start
|
||||
Debugging". This will build your app, then run your app full-screen. To switch
|
||||
out of your app, press the Windows key. Alternatively, you can choose to run
|
||||
your app in a window. To do this, before building and running your app, find
|
||||
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
|
||||
this by clicking on the arrow on the right side of the list, then click on
|
||||
Simulator. Once you do that, any time you build and run the app, the app will
|
||||
launch in window, rather than full-screen.
|
||||
|
||||
|
||||
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
|
||||
|
||||
**These instructions do not include Windows Phone, despite Windows Phone
|
||||
typically running on ARM processors.** They are specifically for devices
|
||||
that use the "Windows RT" operating system, which was a modified version of
|
||||
Windows 8.x that ran primarily on ARM-based tablet computers.
|
||||
|
||||
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
|
||||
|
||||
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
|
||||
debugs ARM-based apps via IP networks.
|
||||
- change a few options on the development machine, both to make sure it builds
|
||||
for ARM (rather than x86 or x64), and to make sure it knows how to find the
|
||||
Windows RT device (on the network).
|
||||
|
||||
Microsoft's Remote Debugger can be found at
|
||||
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
|
||||
that separate versions of this debugger exist for different versions of Visual
|
||||
C++, one each for MSVC 2015, 2013, and 2012.
|
||||
|
||||
To setup Visual C++ to launch your app on an ARM device:
|
||||
|
||||
1. make sure the Remote Debugger is running on your ARM device, and that it's on
|
||||
the same IP network as your development machine.
|
||||
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
|
||||
it, then change the value to "ARM".
|
||||
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
|
||||
do this:
|
||||
1. open the app project's properties
|
||||
2. select "Debugging"
|
||||
3. next to "Machine Name", enter the hostname or IP address of the ARM
|
||||
device
|
||||
4. if, and only if, you've turned off authentication in the Remote Debugger,
|
||||
then change the setting for "Require Authentication" to No
|
||||
5. click "OK"
|
||||
4. build and run the app (from Visual C++). The first time you do this, a
|
||||
prompt will show up on the ARM device, asking for a Microsoft Account. You
|
||||
do, unfortunately, need to log in here, and will need to follow the
|
||||
subsequent registration steps in order to launch the app. After you do so,
|
||||
if the app didn't already launch, try relaunching it again from within Visual
|
||||
C++.
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
|
||||
|
||||
Try adding the following to your linker flags. In MSVC, this can be done by
|
||||
right-clicking on the app project, navigating to Configuration Properties ->
|
||||
Linker -> Command Line, then adding them to the Additional Options
|
||||
section.
|
||||
|
||||
* For Release builds / MSVC-Configurations, add:
|
||||
|
||||
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
|
||||
|
||||
* For Debug builds / MSVC-Configurations, add:
|
||||
|
||||
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
|
||||
|
||||
|
||||
#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
|
||||
|
||||
This may be caused by a bug in Windows itself, whereby hiding the mouse
|
||||
cursor can cause mouse-position reporting to fail.
|
||||
|
||||
SDL provides a workaround for this, but it requires that an app links to a
|
||||
set of Win32-style cursor image-resource files. A copy of suitable resource
|
||||
files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
|
||||
project file should be sufficient to get the app to use them.
|
||||
WinRT
|
||||
=====
|
||||
|
||||
This port allows SDL applications to run on Microsoft's platforms that require
|
||||
use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
|
||||
refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
|
||||
|
||||
Some of the operating systems that include WinRT, are:
|
||||
|
||||
* Windows 10, via its Universal Windows Platform (UWP) APIs
|
||||
* Windows 8.x
|
||||
* Windows RT 8.x (aka. Windows 8.x for ARM processors)
|
||||
* Windows Phone 8.x
|
||||
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012
|
||||
- Free, "Community" or "Express" editions may be used, so long as they
|
||||
include support for either "Windows Store" or "Windows Phone" apps.
|
||||
"Express" versions marked as supporting "Windows Desktop" development
|
||||
typically do not include support for creating WinRT apps, to note.
|
||||
(The "Community" editions of Visual C++ do, however, support both
|
||||
desktop/Win32 and WinRT development).
|
||||
- Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
|
||||
or Windows Phone. 8.0-targetted apps will run on devices running 8.1
|
||||
editions of Windows, however they will not be able to take advantage of
|
||||
8.1-specific features.
|
||||
- Visual C++ 2013 cannot create app projects that target Windows 8.0.
|
||||
Visual C++ 2013 Update 4, can create app projects for Windows Phone 8.0,
|
||||
Windows Phone 8.1, and Windows 8.1, but not Windows 8.0. An optional
|
||||
Visual Studio add-in, "Tools for Maintaining Store apps for Windows 8",
|
||||
allows Visual C++ 2013 to load and build Windows 8.0 projects that were
|
||||
created with Visual C++ 2012, so long as Visual C++ 2012 is installed
|
||||
on the same machine. More details on targeting different versions of
|
||||
Windows can found at the following web pages:
|
||||
- [Develop apps by using Visual Studio 2013](http://msdn.microsoft.com/en-us/library/windows/apps/br211384.aspx)
|
||||
- [To add the Tools for Maintaining Store apps for Windows 8](http://msdn.microsoft.com/en-us/library/windows/apps/dn263114.aspx#AddMaintenanceTools)
|
||||
* A valid Microsoft account - This requirement is not imposed by SDL, but
|
||||
rather by Microsoft's Visual C++ toolchain. This is required to launch or
|
||||
debug apps.
|
||||
|
||||
|
||||
Status
|
||||
------
|
||||
|
||||
Here is a rough list of what works, and what doens't:
|
||||
|
||||
* What works:
|
||||
* compilation via Visual C++ 2012 through 2015
|
||||
* compile-time platform detection for SDL programs. The C/C++ #define,
|
||||
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
|
||||
* GPU-accelerated 2D rendering, via SDL_Renderer.
|
||||
* OpenGL ES 2, via the ANGLE library (included separately from SDL)
|
||||
* software rendering, via either SDL_Surface (optionally in conjunction with
|
||||
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
|
||||
SDL_Renderer APIs
|
||||
* threads
|
||||
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
|
||||
SDL_GetPerformanceFrequency(), etc.)
|
||||
* file I/O via SDL_RWops
|
||||
* mouse input (unsupported on Windows Phone)
|
||||
* audio, via a modified version of SDL's XAudio2 backend
|
||||
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
|
||||
anything outside of the app is not supported.
|
||||
* system path retrieval via SDL's filesystem APIs
|
||||
* game controllers. Support is provided via the SDL_Joystick and
|
||||
SDL_GameController APIs, and is backed by Microsoft's XInput API.
|
||||
* multi-touch input
|
||||
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
|
||||
appropriate.
|
||||
* window events
|
||||
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
|
||||
choose to render content directly via Direct3D, using SDL to manage the
|
||||
internal WinRT window, as well as input and audio. (Use
|
||||
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
|
||||
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
|
||||
|
||||
* What partially works:
|
||||
* keyboard input. Most of WinRT's documented virtual keys are supported, as
|
||||
well as many keys with documented hardware scancodes. Converting
|
||||
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
|
||||
(MapVirualKey()) in Microsoft's Windows Store / UWP APIs.
|
||||
* SDLmain. WinRT uses a different signature for each app's main() function.
|
||||
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
|
||||
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
|
||||
functions to be called.
|
||||
|
||||
* What doesn't work:
|
||||
* compilation with anything other than Visual C++
|
||||
* programmatically-created custom cursors. These don't appear to be supported
|
||||
by WinRT. Different OS-provided cursors can, however, be created via
|
||||
SDL_CreateSystemCursor() (unsupported on Windows Phone)
|
||||
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
|
||||
supported by WinRT itself.
|
||||
* joysticks and game controllers that aren't supported by Microsoft's XInput
|
||||
API.
|
||||
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
|
||||
off on Windows Phone result either in Direct3D not drawing anything, or it
|
||||
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
|
||||
turned-on on Windows Phone. This limitation is not present in non-Phone
|
||||
WinRT (such as Windows 8.x), where turning off VSync appears to work.
|
||||
* probably anything else that's not listed as supported
|
||||
|
||||
|
||||
|
||||
Upgrade Notes
|
||||
-------------
|
||||
|
||||
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
|
||||
|
||||
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
|
||||
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
|
||||
that these changes only apply to SDL-based WinRT apps, and not to apps for
|
||||
any other platform.
|
||||
|
||||
1. SDL_GetPrefPath() would return an invalid path, one in which the path's
|
||||
directory had not been created. Attempts to create files there
|
||||
(via fopen(), for example), would fail, unless that directory was
|
||||
explicitly created beforehand.
|
||||
|
||||
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
|
||||
a WinRT 'Roaming' folder, the contents of which get automatically
|
||||
synchronized across multiple devices. This process can occur while an
|
||||
application runs, and can cause existing save-data to be overwritten
|
||||
at unexpected times, with data from other devices. (Windows Phone apps
|
||||
written with SDL 2.0.3 did not utilize a Roaming folder, due to API
|
||||
restrictions in Windows Phone 8.0).
|
||||
|
||||
|
||||
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
|
||||
|
||||
1. making sure that SDL_GetPrefPath() returns a directory in which data
|
||||
can be written to immediately, without first needing to create directories.
|
||||
|
||||
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
|
||||
contents of which do not automatically get synchronized across devices
|
||||
(and which require less work to use safely, in terms of data integrity).
|
||||
|
||||
Apps that wish to get their Roaming folder's path can do so either by using
|
||||
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
|
||||
UCS-2/wide-char string), or directly through the WinRT class,
|
||||
Windows.Storage.ApplicationData.
|
||||
|
||||
|
||||
|
||||
Setup, High-Level Steps
|
||||
-----------------------
|
||||
|
||||
The steps for setting up a project for an SDL/WinRT app looks like the
|
||||
following, at a high-level:
|
||||
|
||||
1. create a new Visual C++ project using Microsoft's template for a,
|
||||
"Direct3D App".
|
||||
2. remove most of the files from the project.
|
||||
3. make your app's project directly reference SDL/WinRT's own Visual C++
|
||||
project file, via use of Visual C++'s "References" dialog. This will setup
|
||||
the linker, and will copy SDL's .dll files to your app's final output.
|
||||
4. adjust your app's build settings, at minimum, telling it where to find SDL's
|
||||
header files.
|
||||
5. add files that contains a WinRT-appropriate main function, along with some
|
||||
data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
|
||||
work properly.
|
||||
6. add SDL-specific app code.
|
||||
7. build and run your app.
|
||||
|
||||
|
||||
Setup, Detailed Steps
|
||||
---------------------
|
||||
|
||||
### 1. Create a new project ###
|
||||
|
||||
Create a new project using one of Visual C++'s templates for a plain, non-XAML,
|
||||
"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
|
||||
don't see one of these templates, in Visual C++'s 'New Project' dialog, try
|
||||
using the textbox titled, 'Search Installed Templates' to look for one.
|
||||
|
||||
|
||||
### 2. Remove unneeded files from the project ###
|
||||
|
||||
In the new project, delete any file that has one of the following extensions:
|
||||
|
||||
- .cpp
|
||||
- .h
|
||||
- .hlsl
|
||||
|
||||
When you are done, you should be left with a few files, each of which will be a
|
||||
necessary part of your app's project. These files will consist of:
|
||||
|
||||
- an .appxmanifest file, which contains metadata on your WinRT app. This is
|
||||
similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
|
||||
- a few .png files, one of which is a splash screen (displayed when your app
|
||||
launches), others are app icons.
|
||||
- a .pfx file, used for code signing purposes.
|
||||
|
||||
|
||||
### 3. Add references to SDL's project files ###
|
||||
|
||||
SDL/WinRT can be built in multiple variations, spanning across three different
|
||||
CPU architectures (x86, x64, and ARM) and two different configurations
|
||||
(Debug and Release). WinRT and Visual C++ do not currently provide a means
|
||||
for combining multiple variations of one library into a single file.
|
||||
Furthermore, it does not provide an easy means for copying pre-built .dll files
|
||||
into your app's final output (via Post-Build steps, for example). It does,
|
||||
however, provide a system whereby an app can reference the MSVC projects of
|
||||
libraries such that, when the app is built:
|
||||
|
||||
1. each library gets built for the appropriate CPU architecture(s) and WinRT
|
||||
platform(s).
|
||||
2. each library's output, such as .dll files, get copied to the app's build
|
||||
output.
|
||||
|
||||
To set this up for SDL/WinRT, you'll need to run through the following steps:
|
||||
|
||||
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
|
||||
"Solution Explorer")
|
||||
2. right click on your app's solution.
|
||||
3. navigate to "Add", then to "Existing Project..."
|
||||
4. find SDL/WinRT's Visual C++ project file and open it. Different project
|
||||
files exist for different WinRT platforms. All of them are in SDL's
|
||||
source distribution, in the following directories:
|
||||
* `VisualC-WinRT/UWP_VS2015/` - for Windows 10 / UWP apps
|
||||
* `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
|
||||
* `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
|
||||
* `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
|
||||
5. once the project has been added, right-click on your app's project and
|
||||
select, "References..."
|
||||
6. click on the button titled, "Add New Reference..."
|
||||
7. check the box next to SDL
|
||||
8. click OK to close the dialog
|
||||
9. SDL will now show up in the list of references. Click OK to close that
|
||||
dialog.
|
||||
|
||||
Your project is now linked to SDL's project, insofar that when the app is
|
||||
built, SDL will be built as well, with its build output getting included with
|
||||
your app.
|
||||
|
||||
|
||||
### 4. Adjust Your App's Build Settings ###
|
||||
|
||||
Some build settings need to be changed in your app's project. This guide will
|
||||
outline the following:
|
||||
|
||||
- making sure that the compiler knows where to find SDL's header files
|
||||
- **Optional for C++, but NECESSARY for compiling C code:** telling the
|
||||
compiler not to use Microsoft's C++ extensions for WinRT development.
|
||||
- **Optional:** telling the compiler not generate errors due to missing
|
||||
precompiled header files.
|
||||
|
||||
To change these settings:
|
||||
|
||||
1. right-click on the project
|
||||
2. choose "Properties"
|
||||
3. in the drop-down box next to "Configuration", choose, "All Configurations"
|
||||
4. in the drop-down box next to "Platform", choose, "All Platforms"
|
||||
5. in the left-hand list, expand the "C/C++" section
|
||||
6. select "General"
|
||||
7. edit the "Additional Include Directories" setting, and add a path to SDL's
|
||||
"include" directory
|
||||
8. **Optional: to enable compilation of C code:** change the setting for
|
||||
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
|
||||
working with a completely C++ based project, this step can usually be
|
||||
omitted.
|
||||
9. **Optional: to disable precompiled headers (which can produce
|
||||
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
|
||||
list, select "Precompiled Headers", then change the setting for "Precompiled
|
||||
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
|
||||
10. close the dialog, saving settings, by clicking the "OK" button
|
||||
|
||||
|
||||
### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
|
||||
|
||||
A few files should be included directly in your app's MSVC project, specifically:
|
||||
1. a WinRT-appropriate main function (which is different than main() functions on
|
||||
other platforms)
|
||||
2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
|
||||
(if and when the app needs to do so). *If this cursor resource is not
|
||||
included, mouse-position reporting may fail if and when the cursor is
|
||||
hidden, due to possible bugs/design-oddities in Windows itself.*
|
||||
|
||||
To include these files:
|
||||
|
||||
1. right-click on your project (again, in Visual C++'s Solution Explorer),
|
||||
navigate to "Add", then choose "Existing Item...".
|
||||
2. navigate to the directory containing SDL's source code, then into its
|
||||
subdirectory, 'src/main/winrt/'. Select, then add, the following files:
|
||||
- `SDL_winrt_main_NonXAML.cpp`
|
||||
- `SDL2-WinRTResources.rc`
|
||||
- `SDL2-WinRTResource_BlankCursor.cur`
|
||||
3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
|
||||
project), then click on "Properties...".
|
||||
4. in the drop-down box next to "Configuration", choose, "All Configurations"
|
||||
5. in the drop-down box next to "Platform", choose, "All Platforms"
|
||||
6. in the left-hand list, click on "C/C++"
|
||||
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
|
||||
8. click the OK button. This will close the dialog.
|
||||
|
||||
|
||||
**NOTE: C++/CX compilation is currently required in at least one file of your
|
||||
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
|
||||
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
|
||||
|
||||
|
||||
### 6. Add app code and assets ###
|
||||
|
||||
At this point, you can add in SDL-specific source code. Be sure to include a
|
||||
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
|
||||
should be able to create a single `SDL_Window` (WinRT apps can only have one
|
||||
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
|
||||
draw content. Events are received via SDL's usual event functions
|
||||
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
|
||||
you can start adding them to the project now. If not, or if you would like to
|
||||
make sure that you're setup correctly, some short and simple sample code is
|
||||
provided below.
|
||||
|
||||
|
||||
#### 6.A. ... when creating a new app ####
|
||||
|
||||
If you are creating a new app (rather than porting an existing SDL-based app),
|
||||
or if you would just like a simple app to test SDL/WinRT with before trying to
|
||||
get existing code working, some working SDL/WinRT code is provided below. To
|
||||
set this up:
|
||||
|
||||
1. right click on your app's project
|
||||
2. select Add, then New Item. An "Add New Item" dialog will show up.
|
||||
3. from the left-hand list, choose "Visual C++"
|
||||
4. from the middle/main list, choose "C++ File (.cpp)"
|
||||
5. near the bottom of the dialog, next to "Name:", type in a name for your
|
||||
source file, such as, "main.cpp".
|
||||
6. click on the Add button. This will close the dialog, add the new file to
|
||||
your project, and open the file in Visual C++'s text editor.
|
||||
7. Copy and paste the following code into the new file, then save it.
|
||||
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
SDL_Window * window = NULL;
|
||||
SDL_Renderer * renderer = NULL;
|
||||
SDL_Event evt;
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
while (1) {
|
||||
while (SDL_PollEvent(&evt)) {
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#### 6.B. Adding code and assets ####
|
||||
|
||||
If you have existing code and assets that you'd like to add, you should be able
|
||||
to add them now. The process for adding a set of files is as such.
|
||||
|
||||
1. right click on the app's project
|
||||
2. select Add, then click on "New Item..."
|
||||
3. open any source, header, or asset files as appropriate. Support for C and
|
||||
C++ is available.
|
||||
|
||||
Do note that WinRT only supports a subset of the APIs that are available to
|
||||
Win32-based apps. Many portions of the Win32 API and the C runtime are not
|
||||
available.
|
||||
|
||||
A list of unsupported C APIs can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
|
||||
|
||||
General information on using the C runtime in WinRT can be found at
|
||||
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
|
||||
|
||||
A list of supported Win32 APIs for WinRT apps can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
|
||||
the list of supported Win32 APIs for Windows Phone 8.0 is different.
|
||||
That list can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
|
||||
|
||||
|
||||
### 7. Build and run your app ###
|
||||
|
||||
Your app project should now be setup, and you should be ready to build your app.
|
||||
To run it on the local machine, open the Debug menu and choose "Start
|
||||
Debugging". This will build your app, then run your app full-screen. To switch
|
||||
out of your app, press the Windows key. Alternatively, you can choose to run
|
||||
your app in a window. To do this, before building and running your app, find
|
||||
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
|
||||
this by clicking on the arrow on the right side of the list, then click on
|
||||
Simulator. Once you do that, any time you build and run the app, the app will
|
||||
launch in window, rather than full-screen.
|
||||
|
||||
|
||||
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
|
||||
|
||||
**These instructions do not include Windows Phone, despite Windows Phone
|
||||
typically running on ARM processors.** They are specifically for devices
|
||||
that use the "Windows RT" operating system, which was a modified version of
|
||||
Windows 8.x that ran primarily on ARM-based tablet computers.
|
||||
|
||||
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
|
||||
|
||||
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
|
||||
debugs ARM-based apps via IP networks.
|
||||
- change a few options on the development machine, both to make sure it builds
|
||||
for ARM (rather than x86 or x64), and to make sure it knows how to find the
|
||||
Windows RT device (on the network).
|
||||
|
||||
Microsoft's Remote Debugger can be found at
|
||||
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
|
||||
that separate versions of this debugger exist for different versions of Visual
|
||||
C++, one each for MSVC 2015, 2013, and 2012.
|
||||
|
||||
To setup Visual C++ to launch your app on an ARM device:
|
||||
|
||||
1. make sure the Remote Debugger is running on your ARM device, and that it's on
|
||||
the same IP network as your development machine.
|
||||
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
|
||||
it, then change the value to "ARM".
|
||||
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
|
||||
do this:
|
||||
1. open the app project's properties
|
||||
2. select "Debugging"
|
||||
3. next to "Machine Name", enter the hostname or IP address of the ARM
|
||||
device
|
||||
4. if, and only if, you've turned off authentication in the Remote Debugger,
|
||||
then change the setting for "Require Authentication" to No
|
||||
5. click "OK"
|
||||
4. build and run the app (from Visual C++). The first time you do this, a
|
||||
prompt will show up on the ARM device, asking for a Microsoft Account. You
|
||||
do, unfortunately, need to log in here, and will need to follow the
|
||||
subsequent registration steps in order to launch the app. After you do so,
|
||||
if the app didn't already launch, try relaunching it again from within Visual
|
||||
C++.
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
|
||||
|
||||
Try adding the following to your linker flags. In MSVC, this can be done by
|
||||
right-clicking on the app project, navigating to Configuration Properties ->
|
||||
Linker -> Command Line, then adding them to the Additional Options
|
||||
section.
|
||||
|
||||
* For Release builds / MSVC-Configurations, add:
|
||||
|
||||
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
|
||||
|
||||
* For Debug builds / MSVC-Configurations, add:
|
||||
|
||||
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
|
||||
|
||||
|
||||
#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
|
||||
|
||||
This may be caused by a bug in Windows itself, whereby hiding the mouse
|
||||
cursor can cause mouse-position reporting to fail.
|
||||
|
||||
SDL provides a workaround for this, but it requires that an app links to a
|
||||
set of Win32-style cursor image-resource files. A copy of suitable resource
|
||||
files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
|
||||
project file should be sufficient to get the app to use them.
|
||||
|
|
126
docs/README.md
126
docs/README.md
|
@ -1,63 +1,63 @@
|
|||
Simple DirectMedia Layer {#mainpage}
|
||||
========================
|
||||
|
||||
(SDL)
|
||||
|
||||
Version 2.0
|
||||
|
||||
---
|
||||
http://www.libsdl.org/
|
||||
|
||||
Simple DirectMedia Layer is a cross-platform development library designed
|
||||
to provide low level access to audio, keyboard, mouse, joystick, and graphics
|
||||
hardware via OpenGL and Direct3D. It is used by video playback software,
|
||||
emulators, and popular games including Valve's award winning catalog
|
||||
and many Humble Bundle games.
|
||||
|
||||
SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
|
||||
Support for other platforms may be found in the source code.
|
||||
|
||||
SDL is written in C, works natively with C++, and there are bindings
|
||||
available for several other languages, including C# and Python.
|
||||
|
||||
This library is distributed under the zlib license, which can be found
|
||||
in the file "COPYING.txt".
|
||||
|
||||
The best way to learn how to use SDL is to check out the header files in
|
||||
the "include" subdirectory and the programs in the "test" subdirectory.
|
||||
The header files and test programs are well commented and always up to date.
|
||||
|
||||
More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
|
||||
|
||||
- [Android](README-android.md)
|
||||
- [CMake](README-cmake.md)
|
||||
- [DirectFB](README-directfb.md)
|
||||
- [DynAPI](README-dynapi.md)
|
||||
- [Emscripten](README-emscripten.md)
|
||||
- [Gesture](README-gesture.md)
|
||||
- [Mercurial](README-hg.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [OS X](README-macosx.md)
|
||||
- [Native Client](README-nacl.md)
|
||||
- [Pandora](README-pandora.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
- [Porting information](README-porting.md)
|
||||
- [PSP](README-psp.md)
|
||||
- [Raspberry Pi](README-raspberrypi.md)
|
||||
- [Touch](README-touch.md)
|
||||
- [WinCE](README-wince.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
|
||||
If you need help with the library, or just want to discuss SDL related
|
||||
issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php)
|
||||
|
||||
If you want to report bugs or contribute patches, please submit them to
|
||||
[bugzilla](http://bugzilla.libsdl.org/)
|
||||
|
||||
Enjoy!
|
||||
|
||||
|
||||
Sam Lantinga <mailto:slouken@libsdl.org>
|
||||
|
||||
Simple DirectMedia Layer {#mainpage}
|
||||
========================
|
||||
|
||||
(SDL)
|
||||
|
||||
Version 2.0
|
||||
|
||||
---
|
||||
http://www.libsdl.org/
|
||||
|
||||
Simple DirectMedia Layer is a cross-platform development library designed
|
||||
to provide low level access to audio, keyboard, mouse, joystick, and graphics
|
||||
hardware via OpenGL and Direct3D. It is used by video playback software,
|
||||
emulators, and popular games including Valve's award winning catalog
|
||||
and many Humble Bundle games.
|
||||
|
||||
SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
|
||||
Support for other platforms may be found in the source code.
|
||||
|
||||
SDL is written in C, works natively with C++, and there are bindings
|
||||
available for several other languages, including C# and Python.
|
||||
|
||||
This library is distributed under the zlib license, which can be found
|
||||
in the file "COPYING.txt".
|
||||
|
||||
The best way to learn how to use SDL is to check out the header files in
|
||||
the "include" subdirectory and the programs in the "test" subdirectory.
|
||||
The header files and test programs are well commented and always up to date.
|
||||
|
||||
More documentation and FAQs are available online at [the wiki](http://wiki.libsdl.org/)
|
||||
|
||||
- [Android](README-android.md)
|
||||
- [CMake](README-cmake.md)
|
||||
- [DirectFB](README-directfb.md)
|
||||
- [DynAPI](README-dynapi.md)
|
||||
- [Emscripten](README-emscripten.md)
|
||||
- [Gesture](README-gesture.md)
|
||||
- [Mercurial](README-hg.md)
|
||||
- [iOS](README-ios.md)
|
||||
- [Linux](README-linux.md)
|
||||
- [OS X](README-macosx.md)
|
||||
- [Native Client](README-nacl.md)
|
||||
- [Pandora](README-pandora.md)
|
||||
- [Supported Platforms](README-platforms.md)
|
||||
- [Porting information](README-porting.md)
|
||||
- [PSP](README-psp.md)
|
||||
- [Raspberry Pi](README-raspberrypi.md)
|
||||
- [Touch](README-touch.md)
|
||||
- [WinCE](README-wince.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
|
||||
If you need help with the library, or just want to discuss SDL related
|
||||
issues, you can join the [developers mailing list](http://www.libsdl.org/mailing-list.php)
|
||||
|
||||
If you want to report bugs or contribute patches, please submit them to
|
||||
[bugzilla](http://bugzilla.libsdl.org/)
|
||||
|
||||
Enjoy!
|
||||
|
||||
|
||||
Sam Lantinga <mailto:slouken@libsdl.org>
|
||||
|
||||
|
|
Loading…
Reference in New Issue