|
d31dac15
|
2020-05-14T21:54:51
|
|
docs: README-linux.md updated for a modern Ubuntu release.
|
|
ec2d7036
|
2020-05-14T21:49:29
|
|
docs: Fixed README-linux.md's line endings and word wrap.
|
|
2d5de8fa
|
2020-05-14T21:48:24
|
|
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
|
2019-09-23T18:30:22
|
|
CMake: tabs to spaces in new parts of README-cmake.md
|
|
00bc7f6b
|
2019-09-23T18:27:14
|
|
CMake: document iOS/tvOS support in README-cmake.md
|
|
155087d1
|
2019-08-11T15:23:37
|
|
Fixed bug 3918 - CMake support for android project
|
|
225ae690
|
2019-06-09T11:54:51
|
|
Add notes for SDL_WinRTRunApp and SDL2-WinRTResources for non-C++ projects
|
|
05333a6e
|
2019-04-05T09:16:30
|
|
Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
|
|
14b385f2
|
2019-03-27T20:58:33
|
|
docs: Replace references to configure.in with configure.ac
|
|
390459d8
|
2019-01-12T12:11:06
|
|
Updated minimum supported Android version to API 16, to match latest NDK toolchain
|
|
d09774a4
|
2018-12-30T14:23:25
|
|
Fixed bug 3511 - documentation to end an Android application
|
|
bc57ac27
|
2018-11-02T21:34:17
|
|
mir: Removed mir client support.
Fixes Bugzilla #4288.
|
|
950f39e2
|
2018-10-29T19:58:59
|
|
Backed out changeset 2944045e695b, SDL_JOYSTICK_HIDAPI is only used on iOS for Steam Controller support, which is not publicly available.
|
|
b43f427f
|
2018-10-29T15:51:38
|
|
README-ios: added a note about enabling hidapi.
|
|
b8590f1a
|
2018-10-29T15:51:38
|
|
README-ios: added a note about enabling hidapi.
|
|
e381a159
|
2018-10-28T10:31:06
|
|
Updated Android project files and documentation
|
|
38ae4988
|
2018-08-21T20:46:25
|
|
Updated required Android SDK to API 26, to match Google's new App Store requirements
|
|
b7e88aaa
|
2018-05-16T02:03:06
|
|
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
|
2018-02-11T18:23:37
|
|
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
|
2017-12-06T12:24:32
|
|
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
|
2017-12-04T20:21:52
|
|
Fixed typos (thanks Martin!)
|
|
fa5db3a9
|
2017-10-28T12:11:25
|
|
Added the old ant Android build project structure
|
|
edf0fae1
|
2017-10-23T23:23:47
|
|
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
|
2017-10-23T15:23:43
|
|
Switched to new style gradle Android application build process
|
|
bd5c984a
|
2017-09-26T16:27:24
|
|
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
|
2017-09-22T11:13:34
|
|
Added instructions for deploying to older iOS devices (thanks Sylvain!)
|
|
e365968a
|
2017-09-19T10:33:08
|
|
WinRT: minor formatting tweak in README-winrt
|
|
f57ef6ff
|
2017-09-19T10:31:22
|
|
WinRT: noted UWP's inability to work with some game controllers
|
|
5c8bde4f
|
2017-09-09T07:45:31
|
|
Updated documentation to note that libvulkan-dev is no longer needed
|
|
2ea09903
|
2017-09-03T16:36:22
|
|
WinRT: listed VS 2017 optional-component requirements
|
|
6c38c900
|
2017-08-31T15:12:08
|
|
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
|
2017-08-28T19:30:59
|
|
We don't need the VULKAN_SDK to build SDL with Vulkan support anymore
|
|
ce2b1644
|
2017-08-28T00:11:38
|
|
Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
|
|
25e3a1ec
|
2017-08-27T22:15:57
|
|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
|
|
148ac5b3
|
2017-08-19T00:27:11
|
|
Added Matt Styles' tutorial on building SDL for Android with Visual Studio
|
|
76306827
|
2017-08-07T00:36:45
|
|
README-linux.md: added libsndio-dev to the package list.
|
|
46b77b73
|
2017-06-24T23:45:34
|
|
raspberrypi: Fixed typos in README.
|
|
a0aff764
|
2017-05-13T23:01:04
|
|
Added missing path in porting README.
|
|
f1296a86
|
2017-04-02T21:33:24
|
|
Emscripten: Simplified option name in build script and README.
|
|
2ce52bf9
|
2017-04-01T00:17:15
|
|
README-hg.md: Updated main Mercurial website.
|
|
7122036d
|
2017-03-19T22:16:24
|
|
Updated file name in porting README.
|
|
90e302d0
|
2017-02-17T10:13:10
|
|
Remove link to emscripten tests
Not updated since early port. Also stopped working when Dropbox
stopped allowing HTML to be parsed.
|
|
8ad131b7
|
2017-02-16T13:55:12
|
|
readme: more HTTPS changes.
|
|
330f2911
|
2017-01-22T22:15:24
|
|
WinRT: Fixed typo in README.
|
|
a812b4eb
|
2017-01-14T21:35:18
|
|
Changed Bugzilla link in README.md to HTTPS like in BUGS.txt.
|
|
53588ff6
|
2017-01-08T14:16:19
|
|
README-linux: added notes about libsamplerate.
|
|
6f1f77b2
|
2016-10-30T21:01:33
|
|
Fixed outdated info in README.
|
|
54eb9067
|
2016-10-19T20:50:33
|
|
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
|
2016-10-15T20:01:50
|
|
Android: Split long line in README.
|
|
42f85aa2
|
2016-10-08T11:30:07
|
|
Fixed building and using fcitx IME support on Linux
|
|
d3cbc664
|
2016-10-07T17:49:33
|
|
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
|
2016-10-07T17:46:58
|
|
Converted README documentation to DOS text format
|
|
f33c58b0
|
2016-09-29T12:04:07
|
|
Updated Linux notes on building with Mir and Wayland support.
|
|
fc469f6f
|
2016-09-21T23:07:08
|
|
Mac: Fixed markdown formatting in README.
The newlines were lost in doxygen output.
|
|
45690115
|
2016-07-27T20:47:31
|
|
Fixed information in touch README and changed identifiers so doxygen links them.
|
|
696867ee
|
2016-06-25T19:40:02
|
|
Mac: Updated file name in README.
|
|
441359bd
|
2016-05-14T23:29:49
|
|
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
|
2016-05-10T21:15:11
|
|
iOS: Added brackets to function names in README so that doxygen links them.
|
|
46851a67
|
2016-04-17T22:56:20
|
|
WinRT: another README tweak
|
|
937ae32c
|
2016-04-17T22:54:45
|
|
WinRT: README tweaks
|
|
ea86c01a
|
2016-04-14T21:10:57
|
|
Fixed markdown formatting in porting README for doxygen output.
The underscores and the newlines for the list were lost before.
|
|
3555e6e5
|
2016-04-01T21:10:43
|
|
Updated info about required Ubuntu version for Mir support in README.
|
|
4011d991
|
2016-02-24T21:05:19
|
|
Fixed doxygen warnings about markdown formatting.
|
|
5ba1fd9b
|
2016-01-01T17:41:11
|
|
Fixed typo in README for iOS.
|
|
4aae0290
|
2015-12-31T21:16:43
|
|
Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
|
|
25abce51
|
2015-11-29T19:33:11
|
|
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
|
2015-07-31T20:15:39
|
|
Added filesystem to list of paths in porting README.
|
|
6ea942da
|
2015-07-19T19:44:40
|
|
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
|
2015-06-26T20:11:41
|
|
Emscripten: Corrected build instructions in documentation.
And fixed a typo.
|
|
437a6d9d
|
2015-06-22T21:30:08
|
|
Updated Mac OS X documentation for fatbuilt.sh -> gcc-fat.sh transition.
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
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
|
2015-06-18T00:44:57
|
|
Moving some whitespace around to test something on the Mercurial server.
|
|
40244dc1
|
2015-06-17T13:02:41
|
|
Whitespace fix.
|
|
ae60afce
|
2015-06-16T20:25:53
|
|
Excluded SDL_egl.h from doxygen input.
|
|
f1924a61
|
2015-06-08T03:07:24
|
|
Normalized endlines.
|
|
69bef005
|
2015-06-08T03:07:16
|
|
Added LDFLAGS note to Raspberry Pi documentation (thanks, Michael!).
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
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
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
684f9e96
|
2015-04-07T23:00:56
|
|
Fixed typo in gesture README.
|
|
1110f536
|
2015-03-18T12:03:32
|
|
WinRT: updated names, and references-to, various ANGLE/WinRT repositories
|
|
8751b956
|
2015-02-18T16:17:53
|
|
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
|
2015-02-10T16:28:56
|
|
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
|
2015-02-08T15:44:15
|
|
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
|
|
60f50c70
|
2015-01-26T22:02:53
|
|
Updated a README.
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
|
|
69f18b62
|
2014-12-28T22:02:17
|
|
Linked README-emscripten.md in README.md and added markdown formatting.
|
|
3e8040f3
|
2014-12-28T22:00:24
|
|
Renamed README-emscripten.txt to README-emscripten.md.
|
|
2cde19c6
|
2014-12-25T22:07:15
|
|
Fixed typos in a README.
|
|
fe40a172
|
2014-12-18T00:19:52
|
|
Initial merge of Emscripten port!
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
|
|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
5fee84f2
|
2014-12-02T21:18:50
|
|
WinRT: removed SDL_HINT_WINRT_PREF_PATH_ROOT (introduced post-2.0.3 & pre-2.0.4)
A WinRT app's Roaming folder-path can still be retrieved via calls to
SDL_WinRTGetFSPathUTF8() or SDL_WinRTGetFSPathUNICODE(), if need be.
|
|
ce64b4ad
|
2014-11-29T10:09:30
|
|
WinRT: bug and data-integrity fixes for SDL_GetPrefPath()
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():
1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned. On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders. Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used. This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).
2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms. Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder. Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows. This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path. Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.
The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use. Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.
To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".
Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself. Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)
3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
|
|
ecc01474
|
2014-11-27T09:55:34
|
|
WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns. Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.
Roaming folder support is not available in Windows Phone 8.0. Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.
Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
e695ec90
|
2014-11-15T15:07:55
|
|
WinRT: updated README-winrt.md to detail Visual Studio 2013 Community support
|
|
167b3bb4
|
2014-11-02T11:26:54
|
|
WinRT: updated docs to include details of recently-expanded GLES2 support
|
|
1c85ba23
|
2014-11-01T11:41:18
|
|
WinRT: moved documentation + setup related TODO items out of README-winrt.md
The TODO items were moved to SDL Bugzilla, case 2775 (https://bugzilla.libsdl.org/show_bug.cgi?id=2775).
|
|
796f7bbf
|
2014-11-01T11:17:07
|
|
WinRT: made README-winrt.md slightly easier to read in an 80-column text editor
|
|
438a55a4
|
2014-11-01T11:14:46
|
|
WinRT: added details of the port's status, to README-winrt.md
|
|
f2bd99da
|
2014-10-27T19:53:44
|
|
WinRT: detailed steps, via the WinRT README, to fix a common build error
|