kc3-lang/SDL/docs

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Log

Author Commit Date CI Message
2542977b 2021-04-01 12:15:28 Revert "Update wiki.libsdl.org urls to libsdl-org/SDL/wiki (#4069)" This reverts commit 82a96afa70212da94de758df859e94cccdb2c805. We ended up not moving to GitHub's wiki after all and built https://github.com/icculus/ghwikipp to fill the gap...since the wiki is back at https://wiki.libsdl.org/, put back the original URLs.
18998449 2021-03-21 01:15:14 Fix GitHub display of README-android.md
1e5cc961 2021-03-08 19:05:19 Docs
2f4e9294 2021-02-25 14:09:07 Update the Linux build instructions
c4b7e485 2021-02-18 11:09:52 docs: README.md points to Discourse instead of the mailing list now.
abe2c0f1 2021-02-18 11:06:44 license: Fixed references to COPYING.txt that are now LICENSE.txt. Fixes #4108
0a58010c 2021-02-16 10:41:33 Fix README-kmsbsd.md Markdown display
350e0ae1 2021-02-15 23:49:57 Add documentation for KMSDRM on *BSDs
92506462 2021-02-14 17:12:39 update some copy
be17004e 2021-02-14 17:03:14 updated some notes around using a newer IDE
7f1b8333 2021-02-14 16:48:29 initial work
82a96afa 2021-02-13 09:49:31 Update wiki.libsdl.org urls to libsdl-org/SDL/wiki (#4069)
65fbf36c 2021-02-12 14:46:49 Cleaned up a few more Bugzilla mentions.
4ff51d29 2021-02-12 14:15:29 Deprecate SDL_GetRevisionNumber and update things for git instead of hg. Fixes #4063
f9046b4c 2021-02-11 17:35:42 We're in Git now! Updated docs.
d74779b7 2021-02-04 13:50:56 Android: documention update
20db1471 2020-10-14 23:01:06 added documentation docs/README-os2.md (based on original readme.os2).
d31dac15 2020-05-14 21:54:51 docs: README-linux.md updated for a modern Ubuntu release.
ec2d7036 2020-05-14 21:49:29 docs: Fixed README-linux.md's line endings and word wrap.
2d5de8fa 2020-05-14 21:48:24 docs: Linux systems don't need to install wayland-protocols anymore. We ship the protocol xml files we need with SDL's sources now.
3d55a514 2019-09-23 18:30:22 CMake: tabs to spaces in new parts of README-cmake.md
00bc7f6b 2019-09-23 18:27:14 CMake: document iOS/tvOS support in README-cmake.md
155087d1 2019-08-11 15:23:37 Fixed bug 3918 - CMake support for android project
225ae690 2019-06-09 11:54:51 Add notes for SDL_WinRTRunApp and SDL2-WinRTResources for non-C++ projects
05333a6e 2019-04-05 09:16:30 Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
14b385f2 2019-03-27 20:58:33 docs: Replace references to configure.in with configure.ac
390459d8 2019-01-12 12:11:06 Updated minimum supported Android version to API 16, to match latest NDK toolchain
d09774a4 2018-12-30 14:23:25 Fixed bug 3511 - documentation to end an Android application
bc57ac27 2018-11-02 21:34:17 mir: Removed mir client support. Fixes Bugzilla #4288.
950f39e2 2018-10-29 19:58:59 Backed out changeset 2944045e695b, SDL_JOYSTICK_HIDAPI is only used on iOS for Steam Controller support, which is not publicly available.
b43f427f 2018-10-29 15:51:38 README-ios: added a note about enabling hidapi.
b8590f1a 2018-10-29 15:51:38 README-ios: added a note about enabling hidapi.
e381a159 2018-10-28 10:31:06 Updated Android project files and documentation
38ae4988 2018-08-21 20:46:25 Updated required Android SDK to API 26, to match Google's new App Store requirements
b7e88aaa 2018-05-16 02:03:06 audio: Added ARM NEON versions of audio converters. These are _much_ faster than the scalar equivalents on the Raspberry Pi that I tested on. Often 3x to 4x as fast!
6e01fbb7 2018-02-11 18:23:37 On Android show the system UI when an SDL window is windowed, hide the system UI when it's fullscreen, like we do on iOS. We're increasing the Android SDK minimum version to API 19, this doesn't increase the minimum target API, which is API 14.
351d6d47 2017-12-06 12:24:32 audio: Port WASAPI to WinRT, remove XAudio2 backend. XAudio2 doesn't have capture support, so WASAPI was to replace it; the holdout was WinRT, which still needed it as its primary audio target until the WASAPI code code be made to work. The support matrix now looks like: WinXP: directsound by default, winmm as a fallback for buggy drivers. Vista+: WASAPI (directsound and winmm as fallbacks for debugging). WinRT: WASAPI
14452e95 2017-12-04 20:21:52 Fixed typos (thanks Martin!)
fa5db3a9 2017-10-28 12:11:25 Added the old ant Android build project structure
edf0fae1 2017-10-23 23:23:47 Updated Android build tools version, which bumped minimum deployment target to API 14 Also added native code to the Android gradle project, which allows using gradle or Android Studio to build the entire SDL application without a separate ndk-build step.
f08480af 2017-10-23 15:23:43 Switched to new style gradle Android application build process
bd5c984a 2017-09-26 16:27:24 Fixed bug 3850 - incorrect numbering in docs/README-ios.md Michal the numbering of the bulletpoints in: docs/README-ios.md has been mangled with: changeset 11365 efd3bc8e5a9b fix: 12 2. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode. 13 4. Select your desired target, and hit build. remove: 28 1. Follow step 1 above. adapt: 29 2. cd (PATH WHERE THE SDL CODE IS)/build-scripts 30 3. ./iosbuild.sh
12efabcb 2017-09-22 11:13:34 Added instructions for deploying to older iOS devices (thanks Sylvain!)
e365968a 2017-09-19 10:33:08 WinRT: minor formatting tweak in README-winrt
f57ef6ff 2017-09-19 10:31:22 WinRT: noted UWP's inability to work with some game controllers
5c8bde4f 2017-09-09 07:45:31 Updated documentation to note that libvulkan-dev is no longer needed
2ea09903 2017-09-03 16:36:22 WinRT: listed VS 2017 optional-component requirements
6c38c900 2017-08-31 15:12:08 Update Android SDK required to API level 16 Sylvain Some API 16 methods are used (InputDevice: getDescriptor(), getVibrator()), so we need to compile at least with SDK API 16. Hence default.properties and project.properties have been modified to use android-16. There are also some modification to SDLActivity.java not to use getVibrator() if we run under API 16. And not to check to presence of hasVibrator() if we are under API 11. -some hard-coded constant can be expandend. - rename a local variable (hasVibrator to hasVibratorService)
30947476 2017-08-28 19:30:59 We don't need the VULKAN_SDK to build SDL with Vulkan support anymore
ce2b1644 2017-08-28 00:11:38 Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
25e3a1ec 2017-08-27 22:15:57 vulkan: Initial Vulkan support! This work was done by Jacob Lifshay and Mark Callow; I'm just merging it into revision control.
148ac5b3 2017-08-19 00:27:11 Added Matt Styles' tutorial on building SDL for Android with Visual Studio
76306827 2017-08-07 00:36:45 README-linux.md: added libsndio-dev to the package list.
46b77b73 2017-06-24 23:45:34 raspberrypi: Fixed typos in README.
a0aff764 2017-05-13 23:01:04 Added missing path in porting README.
f1296a86 2017-04-02 21:33:24 Emscripten: Simplified option name in build script and README.
2ce52bf9 2017-04-01 00:17:15 README-hg.md: Updated main Mercurial website.
7122036d 2017-03-19 22:16:24 Updated file name in porting README.
90e302d0 2017-02-17 10:13:10 Remove link to emscripten tests Not updated since early port. Also stopped working when Dropbox stopped allowing HTML to be parsed.
8ad131b7 2017-02-16 13:55:12 readme: more HTTPS changes.
330f2911 2017-01-22 22:15:24 WinRT: Fixed typo in README.
a812b4eb 2017-01-14 21:35:18 Changed Bugzilla link in README.md to HTTPS like in BUGS.txt.
53588ff6 2017-01-08 14:16:19 README-linux: added notes about libsamplerate.
6f1f77b2 2016-10-30 21:01:33 Fixed outdated info in README.
54eb9067 2016-10-19 20:50:33 Fixed bug 3460 - docs/README-macosx.md: g++fat.sh should be g++-fat.sh in universal build command Elis?e Maurer I scratched my head for a while until I realized there's a typo in the command listed in the instructions for universal Mac builds: https://hg.libsdl.org/SDL/file/3a3a88db1fc2/docs/README-macosx.md#l24 It should say `g++-fat.sh` but instead it says `g++fat.sh`, which makes `./configure` fail with a C++ preprocessor error.
1fd2646c 2016-10-15 20:01:50 Android: Split long line in README.
42f85aa2 2016-10-08 11:30:07 Fixed building and using fcitx IME support on Linux
d3cbc664 2016-10-07 17:49:33 Fixed bug 2983 - Update Android.readme to include Tegra Graphics Debugger compatibility tip Michael Labb? NVidia has released some pretty nice Tegra profiling tools for their Android devices. The NVidia Tegra Graphics Debugger works by providing an interposer library that intercepts ES2 and EGL calls. You must link against these libraries. Unfortunately, this quietly fails with SDL2 because libEGL and libGLES2 are dynamically loaded with dlopen(). NVidia offers a secondary approach to using the Tegra Graphics Debugger: root your device and install a global interposer library. Almost no devs will try this first if they don?t have a rooted device. I propose an update to the Android readme that explains why the static linking approach recommended by NVidia doesn?t work.
104c9541 2016-10-07 17:46:58 Converted README documentation to DOS text format
f33c58b0 2016-09-29 12:04:07 Updated Linux notes on building with Mir and Wayland support.
fc469f6f 2016-09-21 23:07:08 Mac: Fixed markdown formatting in README. The newlines were lost in doxygen output.
45690115 2016-07-27 20:47:31 Fixed information in touch README and changed identifiers so doxygen links them.
696867ee 2016-06-25 19:40:02 Mac: Updated file name in README.
441359bd 2016-05-14 23:29:49 WinRT: workaround a possible Windows bug, whereby hiding cursors, disables mouse-moved events This workaround, unfortunately, requires that apps directly link to a set of Win32-style cursor resource files (that contain a transparent cursor image). Copies of suitable resource files are in src/core/winrt/, and should be included directly in an app's MSVC project. A rough explanation of this workaround/hack, and why it's needed (and seemingly can't be done through programmatic means), is in this change's code.
fe4c3b29 2016-05-10 21:15:11 iOS: Added brackets to function names in README so that doxygen links them.
46851a67 2016-04-17 22:56:20 WinRT: another README tweak
937ae32c 2016-04-17 22:54:45 WinRT: README tweaks
ea86c01a 2016-04-14 21:10:57 Fixed markdown formatting in porting README for doxygen output. The underscores and the newlines for the list were lost before.
3555e6e5 2016-04-01 21:10:43 Updated info about required Ubuntu version for Mir support in README.
4011d991 2016-02-24 21:05:19 Fixed doxygen warnings about markdown formatting.
5ba1fd9b 2016-01-01 17:41:11 Fixed typo in README for iOS.
4aae0290 2015-12-31 21:16:43 Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
25abce51 2015-11-29 19:33:11 WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates
d79bfa0d 2015-07-31 20:15:39 Added filesystem to list of paths in porting README.
6ea942da 2015-07-19 19:44:40 Added MSAA support for OpenGL ES contexts on iOS. Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
9b6f159c 2015-06-26 20:11:41 Emscripten: Corrected build instructions in documentation. And fixed a typo.
437a6d9d 2015-06-22 21:30:08 Updated Mac OS X documentation for fatbuilt.sh -> gcc-fat.sh transition.
0e45984f 2015-06-21 17:33:46 Fixed crash if initialization of EGL failed but was tried again later. The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
604932ea 2015-06-18 00:44:57 Moving some whitespace around to test something on the Mercurial server.
40244dc1 2015-06-17 13:02:41 Whitespace fix.
ae60afce 2015-06-16 20:25:53 Excluded SDL_egl.h from doxygen input.
f1924a61 2015-06-08 03:07:24 Normalized endlines.
69bef005 2015-06-08 03:07:16 Added LDFLAGS note to Raspberry Pi documentation (thanks, Michael!).
b72938c8 2015-04-20 12:22:44 Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
fe6c797c 2015-04-10 23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
684f9e96 2015-04-07 23:00:56 Fixed typo in gesture README.
1110f536 2015-03-18 12:03:32 WinRT: updated names, and references-to, various ANGLE/WinRT repositories
8751b956 2015-02-18 16:17:53 We maintain the list of platforms on the wiki now. Also, I don't really want people emailing community members directly with problems, so I'm removing their email addresses. Fixes Bugzilla #2304.
b88ca1b4 2015-02-10 16:28:56 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
78f3a80c 2015-02-08 15:44:15 WinRT: made note that VSync is always enabled on WinPhone, due to OS Windows Phone does not appear to allow VSync to be turned off. Doing so appears to either result in content not getting drawn (when the D3D debug runtime is turned off), or forcing VSync back on and logging an error (when the D3D debug runtime is turned on). VSync had been getting turned on anyways, this change just notes such: - via the WinRT README - by always setting the SDL_RENDERER_PRESENTVSYNC flag when creating an SDL_Renderer on Windows Phone