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update to latest SDL
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tito committed Oct 14, 2012
1 parent e76b539 commit 86327f2
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6 changes: 3 additions & 3 deletions src/SDL/.hg/cache/branchheads
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f4e14c811fd52e34ee70aaebdd812965c17cb192 6309
404571a5752382f75a0b0a170bacc88dfc948233 6593
2bf2dee62ea78891c2d412d7bbabfd6c37782216 SDL-ryan-multiple-audio-device
f2d8e0b59ccac6688e7a5c89399f7c842507968e default
f4e14c811fd52e34ee70aaebdd812965c17cb192 default
404571a5752382f75a0b0a170bacc88dfc948233 default
119b676a2600d56045c30dd8123e66ad102649f9 gsoc2008_force_feedback
21196203ffa418741817dbea53ad8913edd68784 gsoc2009_IME
6f025b97c55c675b335c708414de782ee7347fec gsoc2008_iphone
ab53c78e0f3bb72ddeacb70e2183153e18bbb8c0 gsoc2009_ps3
2e253188dcd2148f595b30a52abdf53e56e3aa39 SDL-1.2-olpc
e2188009f029855da921a041bbcf95303ca509cc gsoc2008_nds
2b923729fd01d34b3913bd4ac8458c7121825f78 SDL-1.2
bc23c3b164fa0ea601555de0e224a952f70c06ef SDL-1.2
06be4b33029d9e4012380084dd37dc1730062921 SDL-1.3
c5616d36b2ac4723906170b4608a0ad49f1f98d9 gsoc2009_unit_tests
14a08e45a4d36b93c8db8f850f483316c2f3ae25 gsoc2008_audio_resampling
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update SDL from original repo
update with latest SDL repo
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3 changes: 3 additions & 0 deletions src/SDL/.hgignore
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@@ -1,4 +1,5 @@
syntax:glob
.svn
autom4te*
config.cache
config.log
Expand Down Expand Up @@ -60,6 +61,8 @@ test/testnative
test/testoverlay2
test/testplatform
test/testpower
test/testrelative
test/testrendercopyex
test/testrendertarget
test/testresample
test/testrumble
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1 change: 1 addition & 0 deletions src/SDL/Android.mk
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@ LOCAL_SRC_FILES := \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
Expand Down
1 change: 1 addition & 0 deletions src/SDL/Makefile.in
Original file line number Diff line number Diff line change
Expand Up @@ -77,6 +77,7 @@ HDRS = \
SDL_shape.h \
SDL_stdinc.h \
SDL_surface.h \
SDL_system.h \
SDL_syswm.h \
SDL_thread.h \
SDL_timer.h \
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56 changes: 5 additions & 51 deletions src/SDL/README.WinCE
Original file line number Diff line number Diff line change
@@ -1,55 +1,9 @@

Project files for embedded Visual C++ 3.0, 4.0 and
Visual Studio 2005 can be found in VisualCE.zip
Windows CE is no longer supported by SDL.

SDL supports GAPI and WinDib output for Windows CE.
We have left the CE support in SDL 1.2 for those that must have it, and we
will accept patches that support more modern Windows Mobile platforms for
SDL 2.0.

GAPI driver supports:
--ryan.

- all possible WinCE devices (Pocket PC, Smartphones, HPC)
with different orientations of video memory and resolutions.
- 4, 8 and 16 bpp devices
- special handling of 8bpp on 8bpp devices
- VGA mode, you can even switch between VGA and GAPI in runtime
(between 240x320 and 480x640 for example). On VGA devices you can
use either GAPI or VGA.
- Landscape mode and automatic rotation of buttons and stylus coordinates.
To enable landscape mode make width of video screen bigger than height.
For example:
SDL_SetVideoMode(320,240,16,SDL_FULLSCREEN)
- WM2005
- SDL_ListModes

NOTE:
There are several SDL features not available in the WinCE port of SDL.

- DirectX is not yet available
- Semaphores are not available
- Joystick support is not available
- CD-ROM control is not available

In addition, there are several features that run in "degraded" mode:

Preprocessor Symbol Effect
=================== =================================

SDL_systimer.c:
USE_GETTICKCOUNT Less accurate values for SDL time functions
USE_SETTIMER Use only a single marginally accurate timer

SDL_syswm.c:
DISABLE_ICON_SUPPORT Can't set the runtime window icon

SDL_sysmouse.c:
USE_STATIC_CURSOR Only the arrow cursor is available

SDL_sysevents.c:
NO_GETKEYBOARDSTATE Can't get modifier state on keyboard focus

SDL_dibevents.c:
NO_GETKEYBOARDSTATE Very limited keycode translation

SDL_dibvideo.c:
NO_GETDIBITS Can't distinguish between 15 bpp and 16 bpp
NO_CHANGEDISPLAYSETTINGS No fullscreen support
NO_GAMMA_SUPPORT Gamma correction not available
36 changes: 34 additions & 2 deletions src/SDL/README.android
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ android-project/
AndroidManifest.xml - package manifest, do not modify
build.properties - empty
build.xml - build description file, used by ant
default.properties - holds the ABI for the application, currently android-4 which corresponds to the Android 1.6 system image
default.properties - holds the ABI for the application, currently android-5 which corresponds to the Android 2.0 system image
local.properties - holds the SDK path, you should change this to the path to your SDK
jni/ - directory holding native code
jni/Android.mk - Android makefile that includes all subdirectories
Expand All @@ -73,6 +73,38 @@ android-project/
src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation.


================================================================================
Pause / Resume behaviour
================================================================================

If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined, the event loop will
block itself when the app is paused (ie, when the user returns to the main
Android dashboard). Blocking is better in terms of battery use, and it allows your
app to spring back to life instantaneously after resume (versus polling for
a resume message).
Upon resume, SDL will attempt to restore the GL context automatically.
In modern devices (Android 3.0 and up) this will most likely succeed and your
app can continue to operate as it was.
However, there's a chance (on older hardware, or on systems under heavy load),
where the GL context can not be restored. In that case you have to listen for
a specific message, (which is not yet implemented!) and restore your textures
manually or quit the app (which is actually the kind of behaviour you'll see
under iOS, if the OS can not restore your GL context it will just kill your app)

================================================================================
Threads and the JAVA VM
================================================================================

For a quick tour on how Linux native threads interoperate with the JAVA VM, take
a look here: http://developer.android.com/guide/practices/jni.html
If you want to use threads in your SDL app, it's strongly recommended that you
do so by creating them using SDL functions. This way, the required attach/detach
handling is managed by SDL automagically. If you have threads created by other
means and they make calls to SDL functions, make sure that you call
Android_JNI_SetupThread before doing anything else otherwise SDL will attach
your thread automatically anyway (when you make an SDL call), but it'll never
detach it.

================================================================================
Additional documentation
================================================================================
Expand All @@ -94,7 +126,7 @@ Once you've copied the SDL android project and customized it, you can create an
* Select the Android -> Android Project wizard and click Next
* Enter the name you'd like your project to have
* Select "Create project from existing source" and browse for your project directory
* Make sure the Build Target is set to Android 1.6
* Make sure the Build Target is set to Android 2.0
* Click Finish


Expand Down
77 changes: 64 additions & 13 deletions src/SDL/README.iOS
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,26 @@ There are three build targets:
- Template:
Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.

==============================================================================
Build SDL for iOS from the command line
==============================================================================

1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
2. ./iosbuild.sh

If everything goes fine, you should see a build/ios directory, inside there's
two directories "lib" and "include".
"include" contains a copy of the SDL headers that you'll need for your project,
make sure to configure XCode to look for headers there.
"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both
to your XCode project. These libraries contain three architectures in them,
armv6 for legacy devices, armv7, and i386 (for the simulator).
By default, iosbuild.sh will autodetect the SDK version you have installed using
xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour
by setting the MIN_OS_VERSION variable, ie:

MIN_OS_VERSION=4.2 ./iosbuild.sh

==============================================================================
Using the Simple DirectMedia Layer for iOS
==============================================================================
Expand Down Expand Up @@ -58,15 +78,15 @@ Finally, if your application completely redraws the screen each frame, you may f
Notes -- Keyboard
==============================================================================

SDL for iPhone contains several additional functions related to keyboard visibility. These functions are not part of the SDL standard API, but are necessary for revealing and hiding the iPhone's virtual onscreen keyboard. You can use them in your own applications by including a copy of the SDL_uikitkeyboard.h header (located in src/video/uikit) in your project.
The SDL keyboard API has been extended to support on-screen keyboards:

int SDL_iPhoneKeyboardShow(SDL_Window * window)
int SDL_ShowScreenKeyboard(SDL_Window * window)
-- reveals the onscreen keyboard. Returns 0 on success and -1 on error.
int SDL_iPhoneKeyboardHide(SDL_Window * window)
int SDL_HideScreenKeyboard(SDL_Window * window)
-- hides the onscreen keyboard. Returns 0 on success and -1 on error.
SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window)
SDL_bool SDL_IsScreenKeyboardShown(SDL_Window * window)
-- returns whether or not the onscreen keyboard is currently visible.
int SDL_iPhoneKeyboardToggle(SDL_Window * window)
int SDL_ToggleScreenKeyboard(SDL_Window * window)
-- toggles the visibility of the onscreen keyboard. Returns 0 on success and -1 on error.

==============================================================================
Expand Down Expand Up @@ -94,17 +114,48 @@ Notes -- iPhone SDL limitations
==============================================================================

Windows:
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS). Presently, landscape mode is not supported.

Video:
For real time frame-rates, you are advised to use strictly SDL 2.0 video calls. Using compatibility video calls uploads an OpenGL texture for each frame drawn, and this operation is excruciatingly slow.
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS).

Textures:
SDL for iPhone Textures supports only SDL_PIXELFORMAT_ABGR8888 and SDL_PIXELFORMAT_RGB24 pixel formats. This is because texture support in SDL for iPhone is done through OpenGL ES, which supports fewer pixel formats than OpenGL, will not re-order pixel data for you, and has no support for color-paletted formats (without extensions).

Audio:
SDL for iPhone does not yet support audio input.
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.

Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h.

==============================================================================
Game Center
==============================================================================

Game Center integration requires that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:

int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);

This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.

e.g.

extern "C"
void ShowFrame(void*)
{
... do event handling, frame logic and rendering
}

int main(int argc, char *argv[])
{
... initialize game ...

#if __IPHONEOS__
// Initialize the Game Center for scoring and matchmaking
InitGameCenter();

// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else
while ( running ) {
ShowFrame(0);
DelayFrame();
}
#endif
return 0;
}
2 changes: 2 additions & 0 deletions src/SDL/TODO
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
* Write automated test case for multi-draw APIs
* Implement assertion code on iPhone
* Add __WINDOWS__ in addition to __WIN32__
* Write test for fullscreen gamma to check X11 colormap handling

* Check 1.2 revisions:
3554 - Need to resolve semantics for locking keys on different platforms
Expand All @@ -14,3 +15,4 @@
4484, 4485 - Verify that SDL's Windows keyboard handling works correctly
4865 - See if this is still needed (mouse coordinate clamping)
4866 - See if this is still needed (blocking window repositioning)

20 changes: 20 additions & 0 deletions src/SDL/VisualC/SDL/SDL_VS2008.vcproj
Original file line number Diff line number Diff line change
Expand Up @@ -519,6 +519,10 @@
RelativePath="..\..\include\SDL_surface.h"
>
</File>
<File
RelativePath="..\..\include\SDL_system.h"
>
</File>
<File
RelativePath="..\..\include\SDL_syswm.h"
>
Expand Down Expand Up @@ -804,6 +808,14 @@
RelativePath="..\..\src\render\software\SDL_drawpoint.h"
>
</File>
<File
RelativePath="..\..\src\events\SDL_dropevents.c"
>
</File>
<File
RelativePath="..\..\src\events\SDL_dropevents_c.h"
>
</File>
<File
RelativePath="..\..\src\audio\dummy\SDL_dummyaudio.c"
>
Expand Down Expand Up @@ -1000,6 +1012,14 @@
RelativePath="..\..\src\video\SDL_RLEaccel_c.h"
>
</File>
<File
RelativePath="..\..\src\render\software\SDL_rotate.c"
>
</File>
<File
RelativePath="..\..\src\render\software\SDL_rotate.h"
>
</File>
<File
RelativePath="..\..\src\file\SDL_rwops.c"
>
Expand Down
5 changes: 5 additions & 0 deletions src/SDL/VisualC/SDL/SDL_VS2010.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -243,6 +243,7 @@
<ClInclude Include="..\..\include\SDL_shape.h" />
<ClInclude Include="..\..\include\SDL_stdinc.h" />
<ClInclude Include="..\..\include\SDL_surface.h" />
<ClInclude Include="..\..\include\SDL_system.h" />
<ClInclude Include="..\..\include\SDL_syswm.h" />
<ClInclude Include="..\..\include\SDL_thread.h" />
<ClInclude Include="..\..\include\SDL_timer.h" />
Expand Down Expand Up @@ -272,7 +273,9 @@
<ClInclude Include="..\..\src\render\software\SDL_draw.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawline.h" />
<ClInclude Include="..\..\src\render\software\SDL_drawpoint.h" />
<ClInclude Include="..\..\src\events\SDL_dropevents_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_render_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_rotate.h" />
<ClInclude Include="..\..\src\video\dummy\SDL_nullframebuffer_c.h" />
<ClInclude Include="..\..\src\video\SDL_blit.h" />
<ClInclude Include="..\..\src\video\SDL_blit_auto.h" />
Expand Down Expand Up @@ -356,6 +359,7 @@
<ClCompile Include="..\..\src\render\software\SDL_drawline.c" />
<ClCompile Include="..\..\src\render\software\SDL_drawpoint.c" />
<ClCompile Include="..\..\src\render\software\SDL_render_sw.c" />
<ClCompile Include="..\..\src\render\software\SDL_rotate.c" />
<ClCompile Include="..\..\src\SDL.c" />
<ClCompile Include="..\..\src\SDL_assert.c" />
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
Expand Down Expand Up @@ -383,6 +387,7 @@
<ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c" />
<ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c" />
<ClCompile Include="..\..\src\audio\directsound\SDL_directsound.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c" />
<ClCompile Include="..\..\src\joystick\windows\SDL_dxjoystick.c" />
<ClCompile Include="..\..\src\SDL_error.c" />
Expand Down
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