Fixed markdown formatting in READMEs.

This commit is contained in:
Philipp Wiesemann 2014-08-15 23:39:14 +02:00
parent c5aa0d8081
commit 6d9dbf5e1e
11 changed files with 140 additions and 127 deletions

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@ -18,9 +18,9 @@ Joystick support is available for API level >=12 devices.
- Android applications are Java-based, optionally with parts written in C - Android applications are Java-based, optionally with parts written in C
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
the SDL library the SDL library
- This means that your application C code must be placed inside an Android - This means that your application C code must be placed inside an Android
Java project, along with some C support code that communicates with Java Java project, along with some C support code that communicates with Java
- This eventually produces a standard Android .apk package - This eventually produces a standard Android .apk package
The Android Java code implements an "Activity" and can be found in: The Android Java code implements an "Activity" and can be found in:
@ -42,15 +42,15 @@ For simple projects you can use the script located at build-scripts/androidbuild
There's two ways of using it: There's two ways of using it:
androidbuild.sh com.yourcompany.yourapp < sources.list androidbuild.sh com.yourcompany.yourapp < sources.list
androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
sources.list should be a text file with a source file name in each line sources.list should be a text file with a source file name in each line
Filenames should be specified relative to the current directory, for example if Filenames should be specified relative to the current directory, for example if
you are in the build-scripts directory and want to create the testgles.c test, you'll you are in the build-scripts directory and want to create the testgles.c test, you'll
run: run:
./androidbuild.sh org.libsdl.testgles ../test/testgles.c ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
One limitation of this script is that all sources provided will be aggregated into One limitation of this script is that all sources provided will be aggregated into
a single directory, thus all your source files should have a unique name. a single directory, thus all your source files should have a unique name.
@ -74,7 +74,9 @@ For more complex projects, follow these instructions:
If you want to use the Eclipse IDE, skip to the Eclipse section below. If you want to use the Eclipse IDE, skip to the Eclipse section below.
5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form: 5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
sdk.dir=PATH_TO_ANDROID_SDK
sdk.dir=PATH_TO_ANDROID_SDK
6. Run 'ant debug' in android/project. This compiles the .java and eventually 6. Run 'ant debug' in android/project. This compiles the .java and eventually
creates a .apk with the native code embedded creates a .apk with the native code embedded
7. 'ant debug install' will push the apk to the device or emulator (if connected) 7. 'ant debug install' will push the apk to the device or emulator (if connected)
@ -184,9 +186,9 @@ standard functions in SDL_rwops.h.
There are also a few Android specific functions that allow you to get other There are also a few Android specific functions that allow you to get other
useful paths for saving and loading data: useful paths for saving and loading data:
SDL_AndroidGetInternalStoragePath() * SDL_AndroidGetInternalStoragePath()
SDL_AndroidGetExternalStorageState() * SDL_AndroidGetExternalStorageState()
SDL_AndroidGetExternalStoragePath() * SDL_AndroidGetExternalStoragePath()
See SDL_system.h for more details on these functions. See SDL_system.h for more details on these functions.
@ -228,6 +230,7 @@ under iOS, if the OS can not restore your GL context it will just kill your app)
For a quick tour on how Linux native threads interoperate with the Java VM, take For a quick tour on how Linux native threads interoperate with the Java VM, take
a look here: http://developer.android.com/guide/practices/jni.html 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 If you want to use threads in your SDL app, it's strongly recommended that you
do so by creating them using SDL functions. This way, the required attach/detach do so by creating them using SDL functions. This way, the required attach/detach
handling is managed by SDL automagically. If you have threads created by other handling is managed by SDL automagically. If you have threads created by other
@ -242,7 +245,8 @@ detach it.
You can use STL in your project by creating an Application.mk file in the jni You can use STL in your project by creating an Application.mk file in the jni
folder and adding the following line: folder and adding the following line:
APP_STL := stlport_static
APP_STL := stlport_static
For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation. For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
@ -360,7 +364,8 @@ You can add logging to your code to help show what's happening:
If you need to build without optimization turned on, you can create a file called If you need to build without optimization turned on, you can create a file called
"Application.mk" in the jni directory, with the following line in it: "Application.mk" in the jni directory, with the following line in it:
APP_OPTIM := debug
APP_OPTIM := debug
================================================================================ ================================================================================

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@ -11,11 +11,12 @@ without complication.
While still experimental, the build system should be usable on the following While still experimental, the build system should be usable on the following
platforms: platforms:
* FreeBSD * FreeBSD
* Linux * Linux
* VS.NET 2010 * VS.NET 2010
* MinGW and Msys * MinGW and Msys
* OS X with support for XCode * OS X with support for XCode
================================================================================ ================================================================================
Usage Usage
@ -23,9 +24,9 @@ Usage
Assuming the source for SDL is located at ~/sdl Assuming the source for SDL is located at ~/sdl
cd ~ cd ~
mkdir build mkdir build
cd build cd build
cmake ../sdl cmake ../sdl
This will build the static and dynamic versions of SDL in the ~/build directory. This will build the static and dynamic versions of SDL in the ~/build directory.

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@ -11,9 +11,9 @@ Supports:
What you need: What you need:
DirectFB 1.0.1, 1.2.x, 1.3.0 * DirectFB 1.0.1, 1.2.x, 1.3.0
Kernel-Framebuffer support: required: vesafb, radeonfb .... * Kernel-Framebuffer support: required: vesafb, radeonfb ....
Mesa 7.0.x - optional for OpenGL * Mesa 7.0.x - optional for OpenGL
/etc/directfbrc /etc/directfbrc

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@ -14,18 +14,18 @@ SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch dev
Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event. Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
A SDL_DOLLARRECORD event is a dgesture with the following fields: A SDL_DOLLARRECORD event is a dgesture with the following fields:
event.dgesture.touchId - the Id of the touch used to record the gesture. * event.dgesture.touchId - the Id of the touch used to record the gesture.
event.dgesture.gestureId - the unique id of the recorded gesture. * event.dgesture.gestureId - the unique id of the recorded gesture.
Performing: Performing:
----------- -----------
As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields: As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
event.dgesture.touchId - the Id of the touch which performed the gesture. * event.dgesture.touchId - the Id of the touch which performed the gesture.
event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke. * event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match. * event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
event.dgesture.numFingers - the number of fingers used to draw the stroke. * event.dgesture.numFingers - the number of fingers used to draw the stroke.
Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed). Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
@ -54,12 +54,12 @@ Multi Gestures
SDL provides simple support for pinch/rotate/swipe gestures. SDL provides simple support for pinch/rotate/swipe gestures.
Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields: Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
event.mgesture.touchId - the Id of the touch on which the gesture was performed. * event.mgesture.touchId - the Id of the touch on which the gesture was performed.
event.mgesture.x - the normalized x coordinate of the gesture. (0..1) * event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
event.mgesture.y - the normalized y coordinate of the gesture. (0..1) * event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
event.mgesture.dTheta - the amount that the fingers rotated during this motion. * event.mgesture.dTheta - the amount that the fingers rotated during this motion.
event.mgesture.dDist - the amount that the fingers pinched during this motion. * event.mgesture.dDist - the amount that the fingers pinched during this motion.
event.mgesture.numFingers - the number of fingers used in the gesture. * event.mgesture.numFingers - the number of fingers used in the gesture.
=========================================================================== ===========================================================================

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@ -18,7 +18,6 @@ If you are building SDL via configure, you will need to run autogen.sh
before running configure. before running configure.
There is a web interface to the subversion repository at: There is a web interface to the subversion repository at:
http://hg.libsdl.org/SDL/ http://hg.libsdl.org/SDL/
There is an RSS feed available at that URL, for those that want to There is an RSS feed available at that URL, for those that want to

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@ -14,11 +14,12 @@ Instructions:
There are three build targets: There are three build targets:
- libSDL.a: - libSDL.a:
Build SDL as a statically linked library Build SDL as a statically linked library
- testsdl - testsdl:
Build a test program (there are known test failures which are fine) Build a test program (there are known test failures which are fine)
- Template: - 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. 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 Build SDL for iOS from the command line
============================================================================== ==============================================================================
@ -57,6 +58,7 @@ Here is a more manual method:
4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically. 4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code. 5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
============================================================================== ==============================================================================
Notes -- Application events Notes -- Application events
============================================================================== ==============================================================================
@ -148,11 +150,14 @@ The SDL keyboard API has been extended to support on-screen keyboards:
void SDL_StartTextInput() void SDL_StartTextInput()
-- enables text events and reveals the onscreen keyboard. -- enables text events and reveals the onscreen keyboard.
void SDL_StopTextInput() void SDL_StopTextInput()
-- disables text events and hides the onscreen keyboard. -- disables text events and hides the onscreen keyboard.
SDL_bool SDL_IsTextInputActive() SDL_bool SDL_IsTextInputActive()
-- returns whether or not text events are enabled (and the onscreen keyboard is visible) -- returns whether or not text events are enabled (and the onscreen keyboard is visible)
============================================================================== ==============================================================================
Notes -- Reading and Writing files Notes -- Reading and Writing files
============================================================================== ==============================================================================
@ -161,7 +166,7 @@ Each application installed on iPhone resides in a sandbox which includes its own
Once your application is installed its directory tree looks like: Once your application is installed its directory tree looks like:
MySDLApp Home/ MySDLApp Home/
MySDLApp.app MySDLApp.app
Documents/ Documents/
Library/ Library/
@ -192,7 +197,7 @@ 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: 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); int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run. This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
@ -201,7 +206,7 @@ e.g.
extern "C" extern "C"
void ShowFrame(void*) void ShowFrame(void*)
{ {
... do event handling, frame logic and rendering ... do event handling, frame logic and rendering ...
} }
int main(int argc, char *argv[]) int main(int argc, char *argv[])

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@ -45,6 +45,7 @@ Some things you have to be aware of when using SDL on Mac OS X:
file with the app. To solve these issues, put the following code in your file with the app. To solve these issues, put the following code in your
NSApplicationDelegate implementation: NSApplicationDelegate implementation:
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
{ {
if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) { if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {

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@ -3,7 +3,7 @@ Native Client
Requirements: Requirements:
* Native Client SDK (https://developer.chrome.com/native-client), * Native Client SDK (https://developer.chrome.com/native-client),
(tested with Pepper version 33 or higher). (tested with Pepper version 33 or higher).
The SDL backend for Chrome's Native Client has been tested only with the PNaCl The SDL backend for Chrome's Native Client has been tested only with the PNaCl

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@ -8,27 +8,27 @@ Officially supported platforms
============================== ==============================
(code compiles, and thoroughly tested for release) (code compiles, and thoroughly tested for release)
============================== ==============================
Windows XP/Vista/7/8 * Windows XP/Vista/7/8
Mac OS X 10.5+ * Mac OS X 10.5+
Linux 2.6+ * Linux 2.6+
iOS 5.1.1+ * iOS 5.1.1+
Android 2.3.3+ * Android 2.3.3+
Unofficially supported platforms Unofficially supported platforms
================================ ================================
(code compiles, but not thoroughly tested) (code compiles, but not thoroughly tested)
================================ ================================
FreeBSD * FreeBSD
NetBSD * NetBSD
OpenBSD * OpenBSD
Solaris * Solaris
Platforms supported by volunteers Platforms supported by volunteers
================================= =================================
Haiku - maintained by Axel Dörfler <axeld@pinc-software.de> * Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
PSP - maintained by 527721088@qq.com * PSP - maintained by 527721088@qq.com
Pandora - maintained by Scott Smith <pickle136@sbcglobal.net> * Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
NaCl - maintained by Gabriel Jacobo <gabomdq@gmail.com> * NaCl - maintained by Gabriel Jacobo <gabomdq@gmail.com>
Platforms that need maintainers Platforms that need maintainers
=============================== ===============================

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@ -15,6 +15,7 @@ Raspbian (other Linux distros may work as well).
* Input (mouse/keyboard/joystick) via EVDEV * Input (mouse/keyboard/joystick) via EVDEV
* Hotplugging of input devices via UDEV * Hotplugging of input devices via UDEV
================================================================================ ================================================================================
Raspbian Build Dependencies Raspbian Build Dependencies
================================================================================ ================================================================================

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@ -20,18 +20,18 @@ Events
SDL_FINGERDOWN: SDL_FINGERDOWN:
Sent when a finger (or stylus) is placed on a touch device. Sent when a finger (or stylus) is placed on a touch device.
Fields: Fields:
event.tfinger.touchId - the Id of the touch device. * event.tfinger.touchId - the Id of the touch device.
event.tfinger.fingerId - the Id of the finger which just went down. * event.tfinger.fingerId - the Id of the finger which just went down.
event.tfinger.x - the x coordinate of the touch (0..1) * event.tfinger.x - the x coordinate of the touch (0..1)
event.tfinger.y - the y coordinate of the touch (0..1) * event.tfinger.y - the y coordinate of the touch (0..1)
event.tfinger.pressure - the pressure of the touch (0..1) * event.tfinger.pressure - the pressure of the touch (0..1)
SDL_FINGERMOTION: SDL_FINGERMOTION:
Sent when a finger (or stylus) is moved on the touch device. Sent when a finger (or stylus) is moved on the touch device.
Fields: Fields:
Same as SDL_FINGERDOWN but with additional: Same as SDL_FINGERDOWN but with additional:
event.tfinger.dx - change in x coordinate during this motion event. * event.tfinger.dx - change in x coordinate during this motion event.
event.tfinger.dy - change in y coordinate during this motion event. * event.tfinger.dy - change in y coordinate during this motion event.
SDL_FINGERUP: SDL_FINGERUP:
Sent when a finger (or stylus) is lifted from the touch device. Sent when a finger (or stylus) is lifted from the touch device.
@ -70,11 +70,12 @@ A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it
As a result, be very careful to check for NULL return values. As a result, be very careful to check for NULL return values.
A SDL_Finger has the following fields: A SDL_Finger has the following fields:
>x,y,pressure: * x,y,pressure:
The current coordinates of the touch. The current coordinates of the touch.
>pressure: * pressure:
The pressure of the touch. The pressure of the touch.
=========================================================================== ===========================================================================
Notes Notes
=========================================================================== ===========================================================================