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Fixed markdown formatting in READMEs.
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@ -74,7 +74,9 @@ For more complex projects, follow these instructions:
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If you want to use the Eclipse IDE, skip to the Eclipse section below.
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5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
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sdk.dir=PATH_TO_ANDROID_SDK
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6. Run 'ant debug' in android/project. This compiles the .java and eventually
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creates a .apk with the native code embedded
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7. 'ant debug install' will push the apk to the device or emulator (if connected)
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@ -184,9 +186,9 @@ standard functions in SDL_rwops.h.
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There are also a few Android specific functions that allow you to get other
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useful paths for saving and loading data:
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SDL_AndroidGetInternalStoragePath()
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SDL_AndroidGetExternalStorageState()
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SDL_AndroidGetExternalStoragePath()
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* SDL_AndroidGetInternalStoragePath()
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* SDL_AndroidGetExternalStorageState()
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* SDL_AndroidGetExternalStoragePath()
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See SDL_system.h for more details on these functions.
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@ -228,6 +230,7 @@ under iOS, if the OS can not restore your GL context it will just kill your app)
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For a quick tour on how Linux native threads interoperate with the Java VM, take
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a look here: http://developer.android.com/guide/practices/jni.html
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If you want to use threads in your SDL app, it's strongly recommended that you
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do so by creating them using SDL functions. This way, the required attach/detach
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handling is managed by SDL automagically. If you have threads created by other
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@ -242,6 +245,7 @@ detach it.
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You can use STL in your project by creating an Application.mk file in the jni
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folder and adding the following line:
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APP_STL := stlport_static
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For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
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@ -360,6 +364,7 @@ You can add logging to your code to help show what's happening:
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If you need to build without optimization turned on, you can create a file called
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"Application.mk" in the jni directory, with the following line in it:
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APP_OPTIM := debug
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@ -17,6 +17,7 @@ platforms:
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* MinGW and Msys
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* OS X with support for XCode
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================================================================================
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Usage
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================================================================================
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@ -11,9 +11,9 @@ Supports:
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What you need:
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DirectFB 1.0.1, 1.2.x, 1.3.0
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Kernel-Framebuffer support: required: vesafb, radeonfb ....
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Mesa 7.0.x - optional for OpenGL
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* DirectFB 1.0.1, 1.2.x, 1.3.0
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* Kernel-Framebuffer support: required: vesafb, radeonfb ....
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* Mesa 7.0.x - optional for OpenGL
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/etc/directfbrc
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@ -14,18 +14,18 @@ SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch dev
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Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
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A SDL_DOLLARRECORD event is a dgesture with the following fields:
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event.dgesture.touchId - the Id of the touch used to record the gesture.
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event.dgesture.gestureId - the unique id of the recorded gesture.
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* event.dgesture.touchId - the Id of the touch used to record the gesture.
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* event.dgesture.gestureId - the unique id of the recorded gesture.
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Performing:
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-----------
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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:
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event.dgesture.touchId - the Id of the touch which performed the gesture.
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event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
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event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
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event.dgesture.numFingers - the number of fingers used to draw the stroke.
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* event.dgesture.touchId - the Id of the touch which performed the gesture.
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* event.dgesture.gestureId - the unique id of the closest gesture to the performed stroke.
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* event.dgesture.error - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
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* event.dgesture.numFingers - the number of fingers used to draw the stroke.
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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).
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@ -54,12 +54,12 @@ Multi Gestures
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SDL provides simple support for pinch/rotate/swipe gestures.
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Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
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event.mgesture.touchId - the Id of the touch on which the gesture was performed.
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event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
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event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
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event.mgesture.dTheta - the amount that the fingers rotated during this motion.
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event.mgesture.dDist - the amount that the fingers pinched during this motion.
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event.mgesture.numFingers - the number of fingers used in the gesture.
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* event.mgesture.touchId - the Id of the touch on which the gesture was performed.
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* event.mgesture.x - the normalized x coordinate of the gesture. (0..1)
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* event.mgesture.y - the normalized y coordinate of the gesture. (0..1)
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* event.mgesture.dTheta - the amount that the fingers rotated during this motion.
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* event.mgesture.dDist - the amount that the fingers pinched during this motion.
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* event.mgesture.numFingers - the number of fingers used in the gesture.
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===========================================================================
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@ -18,7 +18,6 @@ If you are building SDL via configure, you will need to run autogen.sh
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before running configure.
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There is a web interface to the subversion repository at:
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http://hg.libsdl.org/SDL/
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There is an RSS feed available at that URL, for those that want to
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@ -14,11 +14,12 @@ Instructions:
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There are three build targets:
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- libSDL.a:
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Build SDL as a statically linked library
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- testsdl
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- testsdl:
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Build a test program (there are known test failures which are fine)
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- Template:
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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.
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==============================================================================
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Build SDL for iOS from the command line
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==============================================================================
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@ -57,6 +58,7 @@ Here is a more manual method:
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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.
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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.
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==============================================================================
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Notes -- Application events
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==============================================================================
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@ -148,11 +150,14 @@ The SDL keyboard API has been extended to support on-screen keyboards:
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void SDL_StartTextInput()
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-- enables text events and reveals the onscreen keyboard.
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void SDL_StopTextInput()
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-- disables text events and hides the onscreen keyboard.
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SDL_bool SDL_IsTextInputActive()
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-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
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==============================================================================
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Notes -- Reading and Writing files
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==============================================================================
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@ -201,7 +206,7 @@ e.g.
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extern "C"
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void ShowFrame(void*)
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{
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... do event handling, frame logic and rendering
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... do event handling, frame logic and rendering ...
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}
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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:
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file with the app. To solve these issues, put the following code in your
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NSApplicationDelegate implementation:
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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{
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if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
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@ -8,27 +8,27 @@ Officially supported platforms
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==============================
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(code compiles, and thoroughly tested for release)
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==============================
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Windows XP/Vista/7/8
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Mac OS X 10.5+
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Linux 2.6+
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iOS 5.1.1+
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Android 2.3.3+
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* Windows XP/Vista/7/8
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* Mac OS X 10.5+
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* Linux 2.6+
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* iOS 5.1.1+
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* Android 2.3.3+
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Unofficially supported platforms
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================================
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(code compiles, but not thoroughly tested)
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================================
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FreeBSD
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NetBSD
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OpenBSD
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Solaris
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* FreeBSD
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* NetBSD
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* OpenBSD
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* Solaris
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Platforms supported by volunteers
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=================================
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Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
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PSP - maintained by 527721088@qq.com
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Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
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NaCl - maintained by Gabriel Jacobo <gabomdq@gmail.com>
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* Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
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* PSP - maintained by 527721088@qq.com
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* Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
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* NaCl - maintained by Gabriel Jacobo <gabomdq@gmail.com>
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Platforms that need maintainers
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===============================
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@ -15,6 +15,7 @@ Raspbian (other Linux distros may work as well).
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* Input (mouse/keyboard/joystick) via EVDEV
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* Hotplugging of input devices via UDEV
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================================================================================
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Raspbian Build Dependencies
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================================================================================
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@ -20,18 +20,18 @@ Events
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SDL_FINGERDOWN:
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Sent when a finger (or stylus) is placed on a touch device.
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Fields:
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event.tfinger.touchId - the Id of the touch device.
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event.tfinger.fingerId - the Id of the finger which just went down.
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event.tfinger.x - the x coordinate of the touch (0..1)
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event.tfinger.y - the y coordinate of the touch (0..1)
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event.tfinger.pressure - the pressure of the touch (0..1)
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* event.tfinger.touchId - the Id of the touch device.
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* event.tfinger.fingerId - the Id of the finger which just went down.
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* event.tfinger.x - the x coordinate of the touch (0..1)
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* event.tfinger.y - the y coordinate of the touch (0..1)
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* event.tfinger.pressure - the pressure of the touch (0..1)
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SDL_FINGERMOTION:
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Sent when a finger (or stylus) is moved on the touch device.
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Fields:
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Same as SDL_FINGERDOWN but with additional:
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event.tfinger.dx - change in x coordinate during this motion event.
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event.tfinger.dy - change in y coordinate during this motion event.
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* event.tfinger.dx - change in x coordinate during this motion event.
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* event.tfinger.dy - change in y coordinate during this motion event.
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SDL_FINGERUP:
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Sent when a finger (or stylus) is lifted from the touch device.
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As a result, be very careful to check for NULL return values.
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A SDL_Finger has the following fields:
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>x,y,pressure:
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* x,y,pressure:
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The current coordinates of the touch.
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>pressure:
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* pressure:
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The pressure of the touch.
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===========================================================================
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Notes
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===========================================================================
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