remove some unneeded files

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dborth 2009-05-08 16:53:03 +00:00
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>Building SDL with Borland's C++ compilers</title>
<meta name="author"
content="David Snopek and updated by Dominique Louis.">
</head>
<body>
<xevol @newtonave.net=""> </xevol>
<h1>Building SDL with Borland's C++ compilers. </h1>
<b> by <a href="mailto:xevol@users.sourceforge.net"> David Snopek</a></b>
and updated by <b><a href="mailto:Dominique@SavageSoftware.com.au">Dominique
Louis</a></b> ( Last updated : 30th June 2003 ).<br>
<br>
These instructions cover how to compile SDL and its included test
programs using either Borland <a href="#bcbwin">C++ Builder 5, 6 for Windows</a>,
<a href="#k3">C++ Builder for Linux ( AKA Kylix 3 )</a> or the free <a
href="#bccc">Borland C++ command-line compiler</a>. <br>
<h3> <b> Extract the files </b> </h3>
<p> Unzip the Borland.zip archive into <b>this</b> directory. Do not unzip
it into any other directory because the makefiles ( *.mak ) and project
files ( *.bpr ) use relative paths to refer to the SDL sources. This should
create a directory named "Borland" inside of the top level SDL source directory.
</p>
<h3> <b><a name="bcbwin"></a> Using Borland C++ Builder 5, 6 for Windows </b>
</h3>
<p> Inside of the "Borland" directory there is a "bcb6" directory that contains
a number of Builder project files. Double-click on the "libSDL.bpg" file
icon. Once Builder has started click on the "<u>P</u>rojects" menu on
the menu-bar and go down to "B<u>u</u>ild All Projects" option. <br>
This will proceed to build SDL ( with Borland's calling convention ),
SDLmain, and all the <a href="#tests">test programs</a>. Currently, all
the <a href="#tests">test programs</a> are dynamically linked to Sam Lantinga's
SDL.dll.</p>
<p><b>NOTE :</b> Borland's "lib" format and Microsoft's "lib" format are incompatible.
&nbsp;<br>
If you wish to dynamically link to the SDL library supplied by Sam Lantinga
in each release, I have created the correct *.libs for SDL 1.2.4 and they
exist in the "/lib" directory.<br>
If you would like to create the *.lib files yourself, you will need to
make use of Borland's "implib.exe" utility.<br>
</p>
<p><tt>IMPLIB</tt> works like this: </p>
<pre> IMPLIB (destination lib name) (source dll)<br></pre>
<p> For example,</p>
<pre> IMPLIB SDL.lib SDL.dll<br></pre>
<p>This assumes that SDL.dll was compiled with Visual C++ or similar.<br>
</p>
<p>To learn more about the difference between Borland's and Microsoft's *.lib
format please read the article <a
href="http://www.bcbdev.com/articles/vcdll.htm">here</a>.<br>
</p>
<p> <b><br>
NOTE :</b> The C++ Builder for Windows project format, is not compatible
with the Kylix 3 project format, hence the reason why they are in separate
directories.</p>
<h3> <b><a name="bccc"></a> Using the free Borland C++ command-line compiler
</b> </h3>
<p> The free Borland compiler can be downloaded at no charge from <a
href="http://www.borland.com/bcppbuilder/freecompiler/"> the Borland website
</a>. Make sure that it is installed and properly configured. </p>
<p> Open an MS-DOS Prompt. Change to the "Borland\freebcc" directory under
the SDL source directory. Type "make -f SDL.mak" to build SDL and "make
-f SDLmain.mak". There are also makefiles for all of the <a
href="#tests">test programs</a>, if you wish to build them. All .exes and
DLLs are created in the "test" SDL directory. Ify ou would like to create
the DLL and all the test applications, I have thrown together a basic batchfile
called "makeall.bat" which should create everything in the right order. </p>
<h3> <b> Output files </b> </h3>
No matter which compiler you used, three important files should have
been produced:
<ul>
<li> SDL.dll ( Borland format ) </li>
<li> SDL.lib&nbsp;( Borland format ) </li>
<li> SDLmain.lib&nbsp;( Borland format ) </li>
</ul>
Both of the *.lib files will need to be added to all the projects
that use SDL and SDL.dll must be placed some where the Windows dynamic
linker can find it (either in your project directory or on the system
path, C:\WINDOWS\SYSTEM).
<h3> <b><a name="k3"></a> Using Borland C++ Builder for Linux ( AKA Kylix
3 ) </b> </h3>
<p> Inside of the "Borland" directory there is a "k3" directory that contains
a number of Builder project files. Double-click on the "libSDL.bpg" file
icon. Once Builder has started click on the "<u>P</u>rojects" menu on
the menu-bar and go down to "B<u>u</u>ild All Projects" option. This will
proceed to build all the <a href="#tests">test programs</a>.&nbsp;<br>
Linux users do not need *.lib files as the Shared Object is linked right
into the project ( very neat actually, Windows should do this sort of thing
as it is a lot easier for the developer ). <br>
<b>NOTE :</b>&nbsp;The C++ Builder for Windows project format, is not
compatible with the Kylix 3 project format, hence the reason why they are
in separate directories.</p>
<p> On Mandrake 8.1 the shared objects for SDL are located in the /usr/lib
directory as libSDL_*.so and the Mesa OpenGL shared objects are located
in /usr/X11R6/lib as libGL*.so<br>
<br>
So if your setup is different you may need to change the project file
so that they re-link to the ones on your system.<br>
<br>
On Mandrake 8.1 the headers files are located at /usr/include/SDL/.
So if you you have not installed the development RPMs ( usually named libSDL-devel*
) for SDL ( not included ) you may have to change the include directory
within some of the projects.<br>
</p>
<h3> Known Problems</h3>
The only known problem is that I ( Dominique Louis ), was unable to
create the projects that rebuilt the SDL shared objects under Linux, due
to time constraints and my lack of intimate knowledge of Linux.
<h3><a name="tests"><b> Test programs </b> </a></h3>
Some of the test programs require included media files ( *.wav; *.bmp
etc ). All the test programs are now created in the "test" directory, where
the media files are ( usually ) so they should be ready to go. <br>
<br>
<br>
<br>
</body>
</html>

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To compile and install SDL:
1. Run './configure; make; make install'
If you are compiling for Windows using gcc, read the FAQ at:
http://www.libsdl.org/faq.php?action=listentries&category=4#42
If you are compiling using Visual C++ on Win32, you should read
the file VisualC.html
2. Look at the example programs in ./test, and check out the HTML
documentation in ./docs to see how to use the SDL library.
3. Join the SDL developer mailing list by sending E-mail to
sdl-request@libsdl.org
and put "subscribe" in the subject of the message.
Or alternatively you can use the web interface:
http://www.libsdl.org/mailing-list.php
That's it!
Sam Lantinga <slouken@libsdl.org>

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#GL=1
CC = sh-elf-gcc
AR = sh-elf-ar
ifdef GL
DEFS += -DSDL_VIDEO_OPENGL=1
TARGET = libSDL_gl.a
else
TARGET = libSDL.a
endif
CFLAGS=$(KOS_CFLAGS) $(DEFS) -Iinclude
SRCS = \
src/audio/dc/SDL_dcaudio.c \
src/audio/dc/aica.c \
src/audio/dummy/SDL_dummyaudio.c \
src/audio/SDL_audio.c \
src/audio/SDL_audiocvt.c \
src/audio/SDL_audiodev.c \
src/audio/SDL_mixer.c \
src/audio/SDL_wave.c \
src/cdrom/dc/SDL_syscdrom.c \
src/cdrom/SDL_cdrom.c \
src/events/SDL_active.c \
src/events/SDL_events.c \
src/events/SDL_expose.c \
src/events/SDL_keyboard.c \
src/events/SDL_mouse.c \
src/events/SDL_quit.c \
src/events/SDL_resize.c \
src/file/SDL_rwops.c \
src/joystick/dc/SDL_sysjoystick.c \
src/joystick/SDL_joystick.c \
src/loadso/dummy/SDL_sysloadso.c \
src/SDL.c \
src/SDL_error.c \
src/SDL_fatal.c \
src/stdlib/SDL_getenv.c \
src/stdlib/SDL_iconv.c \
src/stdlib/SDL_malloc.c \
src/stdlib/SDL_qsort.c \
src/stdlib/SDL_stdlib.c \
src/stdlib/SDL_string.c \
src/thread/dc/SDL_syscond.c \
src/thread/dc/SDL_sysmutex.c \
src/thread/dc/SDL_syssem.c \
src/thread/dc/SDL_systhread.c \
src/thread/SDL_thread.c \
src/timer/dc/SDL_systimer.c \
src/timer/SDL_timer.c \
src/video/dc/SDL_dcevents.c \
src/video/dc/SDL_dcvideo.c \
src/video/dummy/SDL_nullevents.c \
src/video/dummy/SDL_nullmouse.c \
src/video/dummy/SDL_nullvideo.c \
src/video/SDL_blit.c \
src/video/SDL_blit_0.c \
src/video/SDL_blit_1.c \
src/video/SDL_blit_A.c \
src/video/SDL_blit_N.c \
src/video/SDL_bmp.c \
src/video/SDL_cursor.c \
src/video/SDL_gamma.c \
src/video/SDL_pixels.c \
src/video/SDL_RLEaccel.c \
src/video/SDL_stretch.c \
src/video/SDL_surface.c \
src/video/SDL_video.c \
src/video/SDL_yuv.c \
src/video/SDL_yuv_sw.c \
OBJS = $(SRCS:.c=.o)
TEST = \
test/checkkeys.c \
test/graywin.c \
test/loopwave.c \
test/testalpha.c \
test/testbitmap.c \
test/testcdrom.c \
test/testerror.c \
test/testgamma.c \
test/testgl.c \
test/testhread.c \
test/testjoystick.c \
test/testkeys.c \
test/testlock.c \
test/testoverlay.c \
test/testpalette.c \
test/testsem.c \
test/testsprite.c \
test/testtimer.c \
test/testtypes.c \
test/testver.c \
test/testvidinfo.c \
test/testwin.c \
test/testwm.c \
test/threadwin.c \
test/torturethread.c \
$(TARGET): copy_config \
$(OBJS)
$(AR) rcs $(TARGET) $(OBJS)
copy_config:
@cp include/SDL_config.h.default include/SDL_config.h
clean:
rm -f include/SDL_config.h $(OBJS)

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#LibSDL 1.2.12
#DS porting by Troy Davis(GPF)
ifeq ($(strip $(DEVKITPRO)),)
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>devkitPro)
endif
ifeq ($(strip $(DEVKITARM)),)
DEVKITARM := $(DEVKITPRO)/devkitARM
endif
SRCS = $(shell echo ./src/*.c ./src/audio/*.c ./src/cdrom/*.c ./src/cpuinfo/*.c ./src/events/*.c ./src/file/*.c ./src/stdlib/*.c ./src/thread/*.c ./src/timer/*.c ./src/video/*.c ./src/joystick/*.c ./src/joystick/nds/*.c ./src/cdrom/dummy/*.c ./src/thread/generic/*.c ./src/timer/nds/*.c ./src/loadso/dummy/*.c ./src/audio/dummy/*.c ./src/audio/nds/*.c ./src/video/dummy/*.c ./src/video/nds/*.c)
OBJS = $(SRCS:.c=.o)
SUBDIRS=
CC=arm-eabi-gcc
CXX=arm-eabi-g++
LDSHARED=$(CXX)
AR=arm-eabi-ar rc
RANLIB=arm-eabi-ranlib
CFLAGS = -mthumb -mthumb-interwork \
-march=armv5te -mtune=arm946e-s \
-O2 -Wall -Wwrite-strings -Wpointer-arith \
-DARM9 -D__NDS__ -I$(DEVKITPRO)/libnds/include -Iinclude
CXXFLAGS += $(CFLAGS)
all: $(DEVKITPRO)/libnds/lib/libSDL.a
$(DEVKITPRO)/libnds/lib/libSDL.a: $(OBJS)
$(AR) $@ $(OBJS)
-@ ($(RANLIB) $@ || true) >/dev/null 2>&1
clean:
find . -name "*.o" |xargs rm -f
find . -name "*.d" |xargs rm -f
-rm -f *.elf
-rm -f *.nds
-rm -f *.gba
-rm -f *.arm9
-rm -f *.map
-rm -f *.img
-rm -Rf *.d
subdirs: $(patsubst %, _dir_%, $(SUBDIRS))
$(patsubst %, _dir_%, $(SUBDIRS)):
$(MAKE) -C $(patsubst _dir_%, %, $@)
clean_subdirs: $(patsubst %, _clean_dir_%, $(SUBDIRS))
$(patsubst %, _clean_dir_%, $(SUBDIRS)):
$(MAKE) -C $(patsubst _clean_dir_%, %, $@) clean
#include $(DEVKITARM)/ds_rules

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# Makefile to build and install the SDL library
top_builddir = .
srcdir = @srcdir@
objects = build
depend = build-deps
prefix = @prefix@
exec_prefix = @exec_prefix@
bindir = @bindir@
libdir = @libdir@
includedir = @includedir@
datarootdir = @datarootdir@
datadir = @datadir@
mandir = @mandir@
auxdir = @ac_aux_dir@
distpath = $(srcdir)/..
distdir = SDL-@SDL_VERSION@
distfile = $(distdir).tar.gz
@SET_MAKE@
SHELL = @SHELL@
CC = @CC@
INCLUDE = @INCLUDE@
CFLAGS = @BUILD_CFLAGS@
EXTRA_CFLAGS = @EXTRA_CFLAGS@
LDFLAGS = @BUILD_LDFLAGS@
EXTRA_LDFLAGS = @EXTRA_LDFLAGS@
LIBTOOL = @LIBTOOL@
INSTALL = @INSTALL@
NASM = @NASM@ @NASMFLAGS@
AR = @AR@
RANLIB = @RANLIB@
WINDRES = @WINDRES@
TARGET = libSDL.la
SOURCES = @SOURCES@
OBJECTS = @OBJECTS@
SDLMAIN_TARGET = libSDLmain.a
SDLMAIN_SOURCES = @SDLMAIN_SOURCES@
SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
DIST = acinclude.m4 autogen.sh Borland.html Borland.zip BUGS build-scripts configure configure.in COPYING CREDITS CWprojects.sea.bin docs docs.html include INSTALL Makefile.dc Makefile.minimal Makefile.in MPWmake.sea.bin README* sdl-config.in sdl.m4 sdl.pc.in SDL.qpg.in SDL.spec SDL.spec.in src test TODO VisualCE.zip VisualC.html VisualC.zip Watcom-OS2.zip Watcom-Win32.zip symbian.zip WhatsNew Xcode.tar.gz
HDRS = SDL.h SDL_active.h SDL_audio.h SDL_byteorder.h SDL_cdrom.h SDL_cpuinfo.h SDL_endian.h SDL_error.h SDL_events.h SDL_getenv.h SDL_joystick.h SDL_keyboard.h SDL_keysym.h SDL_loadso.h SDL_main.h SDL_mouse.h SDL_mutex.h SDL_name.h SDL_opengl.h SDL_platform.h SDL_quit.h SDL_rwops.h SDL_stdinc.h SDL_syswm.h SDL_thread.h SDL_timer.h SDL_types.h SDL_version.h SDL_video.h begin_code.h close_code.h
LT_AGE = @LT_AGE@
LT_CURRENT = @LT_CURRENT@
LT_RELEASE = @LT_RELEASE@
LT_REVISION = @LT_REVISION@
LT_LDFLAGS = -no-undefined -rpath $(DESTDIR)$(libdir) -release $(LT_RELEASE) -version-info $(LT_CURRENT):$(LT_REVISION):$(LT_AGE)
all: $(srcdir)/configure Makefile $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET)
$(srcdir)/configure: $(srcdir)/configure.in
@echo "Warning, configure.in is out of date"
#(cd $(srcdir) && sh autogen.sh && sh configure)
@sleep 3
Makefile: $(srcdir)/Makefile.in
$(SHELL) config.status $@
$(objects):
$(SHELL) $(auxdir)/mkinstalldirs $@
.PHONY: all depend install install-bin install-hdrs install-lib install-data install-man uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data uninstall-man clean distclean dist
depend:
@SOURCES="$(SOURCES)" INCLUDE="$(INCLUDE)" output="$(depend)" \
$(SHELL) $(auxdir)/makedep.sh
@for src in $(SDLMAIN_SOURCES); do \
obj=`echo $$src | sed -e 's|.*/||' -e 's|\.[^\.]*$$|.o|'`; \
echo "\$$(objects)/$$obj: $$src" >>$(depend); \
echo " \$$(CC) \$$(CFLAGS) \$$(EXTRA_CFLAGS) -c $$src -o \$$@" >>$(depend); \
done
include $(depend)
$(objects)/$(TARGET): $(OBJECTS)
$(LIBTOOL) --mode=link $(CC) -o $@ $(OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
$(AR) cru $@ $(SDLMAIN_OBJECTS)
$(RANLIB) $@
install: all install-bin install-hdrs install-lib install-data install-man
install-bin:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
$(INSTALL) -m 755 sdl-config $(DESTDIR)$(bindir)/sdl-config
install-hdrs:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL
for file in $(HDRS); do \
$(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL/$$file; \
done
$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL/SDL_config.h
install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET)
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)
$(LIBTOOL) --mode=install $(INSTALL) $(objects)/$(TARGET) $(DESTDIR)$(libdir)/$(TARGET)
$(INSTALL) -m 644 $(objects)/$(SDLMAIN_TARGET) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
$(RANLIB) $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
install-data:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
$(INSTALL) -m 644 $(srcdir)/sdl.m4 $(DESTDIR)$(datadir)/aclocal/sdl.m4
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
$(INSTALL) -m 644 sdl.pc $(DESTDIR)$(libdir)/pkgconfig
install-man:
$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(mandir)/man3
for src in $(srcdir)/docs/man3/*.3; do \
file=`echo $$src | sed -e 's|^.*/||'`; \
$(INSTALL) -m 644 $$src $(DESTDIR)$(mandir)/man3/$$file; \
done
uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data uninstall-man
uninstall-bin:
rm -f $(DESTDIR)$(bindir)/sdl-config
uninstall-hdrs:
for file in $(HDRS); do \
rm -f $(DESTDIR)$(includedir)/SDL/$$file; \
done
rm -f $(DESTDIR)$(includedir)/SDL/SDL_config.h
-rmdir $(DESTDIR)$(includedir)/SDL
uninstall-lib:
$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
uninstall-data:
rm -f $(DESTDIR)$(datadir)/aclocal/sdl.m4
uninstall-man:
for src in $(srcdir)/docs/man3/*.3; do \
file=`echo $$src | sed -e 's|^.*/||'`; \
rm -f $(DESTDIR)$(mandir)/man3/$$file; \
done
clean:
rm -rf $(objects)
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
distclean: clean
rm -f Makefile include/SDL_config.h sdl-config
rm -f SDL.qpg
rm -f config.status config.cache config.log libtool $(depend)
rm -rf $(srcdir)/autom4te*
rm -rf $(srcdir)/test/autom4te*
find $(srcdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
cp $(srcdir)/include/SDL_config.h.default $(srcdir)/include/SDL_config.h
if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
dist $(distfile):
$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
tar cf - $(DIST) | (cd $(distdir); tar xf -)
cp $(distdir)/include/SDL_config.h.default $(distdir)/include/SDL_config.h
rm -rf `find $(distdir) -name .svn`
rm -rf $(distdir)/test/autom4te*
find $(distdir) \( \
-name '*~' -o \
-name '*.bak' -o \
-name '*.old' -o \
-name '*.rej' -o \
-name '*.orig' -o \
-name '.#*' \) \
-exec rm -f {} \;
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
tar cvf - $(distdir) | gzip --best >$(distfile)
rm -rf $(distdir)
rpm: $(distfile)
rpmbuild -ta $?
# Create a SVN snapshot that people can run update on
snapshot:
svn co http://svn.libsdl.org/branches/SDL-1.2
(cd SDL-1.2 && ./autogen.sh && rm -rf autom4te.cache)
cp SDL-1.2/include/SDL_config.h.default SDL-1.2/include/SDL_config.h
tar zcf $(HOME)/SDL-1.2.tar.gz SDL-1.2
rm -f $(HOME)/SDL-1.2.zip
zip -r $(HOME)/SDL-1.2.zip SDL-1.2
rm -rf SDL-1.2

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# Makefile to build the SDL library
INCLUDE = -I./include
CFLAGS = -g -O2 $(INCLUDE)
AR = ar
RANLIB = ranlib
CONFIG_H = include/SDL_config.h
TARGET = libSDL.a
SOURCES = \
src/*.c \
src/audio/*.c \
src/cdrom/*.c \
src/cpuinfo/*.c \
src/events/*.c \
src/file/*.c \
src/joystick/*.c \
src/stdlib/*.c \
src/thread/*.c \
src/timer/*.c \
src/video/*.c \
src/audio/dummy/*.c \
src/video/dummy/*.c \
src/joystick/dummy/*.c \
src/cdrom/dummy/*.c \
src/thread/generic/*.c \
src/timer/dummy/*.c \
src/loadso/dummy/*.c \
OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
all: $(TARGET)
$(TARGET): $(CONFIG_H) $(OBJECTS)
$(AR) crv $@ $^
$(RANLIB) $@
$(CONFIG_H):
cp $(CONFIG_H).default $(CONFIG_H)
clean:
rm -f $(TARGET) $(OBJECTS)

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The AmigaOS code has been removed from SDL, since it had been broken for a
long time and had a few bits of fairly invasive code #ifdef'd into the
SDL core.
However, there is an OS4 version of SDL here:
http://www.rcdrummond.net/amiga/index.html
And a MorphOS version here:
http://www.lehtoranta.net/powersdl/
--ryan.

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SDL on BeOS R5
==============
You can build SDL on BeOS like any other GNU style package.
e.g. ./configure && make && make install
By default it is installed in /boot/develop/tools/gnupro/{bin,lib,etc.}
Once you install SDL, you need to copy libSDL.so to /boot/home/config/lib,
so it can be found by the dynamic linker.
Enjoy!
Sam Lantinga (slouken@libsdl.org)

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SDL for Dreamcast (beta2)
BERO
berobero@users.sourceforge.net
http://www.geocities.co.jp/Playtown/2004/
this work with kos-newlib
http://sourceforge.net/projects/dcquake/
compile
- source environ.sh (from the KOS distribution)
- make -f Makefile.dc
compile with gl support
- install latest libgl from http://sourceforge.net/projects/dcquake/
- uncomment GL=1 in Makefile.dc
- make -f Makefile.dc clean
- make -f Makefile.dc
install
- copy include/*.h and libSDL.a or libSDL_gl.a for your enviroment
changelog:
beta2
- OpenGL support
- Hardware page flip support
beta
- thread, timer don't tested so much.
- not support OpenGL

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==============================================================================
Using the Simple DirectMedia Layer with MacOS 7,8,9 on PPC
==============================================================================
These instructions are for people using the Apple MPW environment:
http://developer.apple.com/tools/mpw-tools/
CodeWarrior projects are available in the CWprojects directory.
==============================================================================
I. Building the Simple DirectMedia Layer libraries:
(This step isn't necessary if you have the SDL binary distribution)
First, unpack the MPWmake.sea.hqx archive and move SDL.make into the
SDL directory.
Start MPW
Set the current directory within MPW to the SDL toplevel directory.
Build "SDL" (Type Command-B and enter "SDL" in the dialog)
If everything compiles successfully, you now have the PPC libraries
"SDL" and "SDLmain.o" in the 'lib' subdirectory.
==============================================================================
II. Building the Simple DirectMedia Layer test programs:
First, unpack the MPWmake.sea.hqx archive, move the new rsrc directory to
the main SDL directory, and move the makefiles in the new test subdirectory
to the SDL 'test' subdirectory.
Start MPW
Set the current directory within MPW to the SDL 'test' subdirectory.
Build the programs that have an associated MPW makefile (file ending
with .make), including "testwin", "testalpha", and "graywin".
Copy the SDL library file into the test directory, and run!
==============================================================================
III. Building the Simple DirectMedia Layer demo programs:
Copy one of the test program Makefiles to the demo directory
and modify it to match the sources in the demo.
==============================================================================
IV. Enjoy! :)
If you have a project you'd like me to know about, or want to ask questions,
go ahead and join the SDL developer's mailing list by sending e-mail to:
sdl-request@libsdl.org
and put "subscribe" into the subject of the message. Or alternatively you
can use the web interface:
http://www.libsdl.org/mailman/listinfo/sdl
==============================================================================

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@ -1,186 +0,0 @@
==============================================================================
Using the Simple DirectMedia Layer with Mac OS X
==============================================================================
These instructions are for people using Apple's Mac OS X (pronounced
"ten").
From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode.
To build SDL using the command line, use the standard configure and make
process:
./configure
make
sudo make install
You can also build SDL as a Universal library (a single binary for both
PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
the fatbuild.sh script in build-scripts:
sh build-scripts/fatbuild.sh
sudo build-scripts/fatbuild.sh install
This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
ABI compatibility on Intel architectures. For best compatibility you
should compile your application the same way. A script which wraps
gcc to make this easy is provided in test/gcc-fat.sh
To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode.
==============================================================================
Using the Simple DirectMedia Layer with a traditional Makefile
==============================================================================
An existing autoconf/automake build system for your SDL app has good chances
to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
that you can distribute to users, you need to put the generated binary into a
so called "bundle", which basically is a fancy folder with a name like
"MyCoolGame.app".
To get this build automatically, add something like the following rule to
your Makefile.am:
bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
You should replace EXE_NAME with the name of the executable. APP_NAME is what
will be visible to the user in the Finder. Usually it will be the same
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
usually is "TestGame". You might also want to use @PACKAGE@ to use the package
name as specified in your configure.in file.
If your project builds more than one application, you will have to do a bit
more. For each of your target applications, you need a seperate rule.
If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:
install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/
This rule takes the Bundle created by the rule from step 3 and installs them
into $(DESTDIR)$(prefix)/Applications/.
Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.
But beware! That is only part of the story! With the above, you end up with
a bare bone .app bundle, which is double clickable from the Finder. But
there are some more things you should do before shipping yor product...
1) The bundle right now probably is dynamically linked against SDL. That
means that when you copy it to another computer, *it will not run*,
unless you also install SDL on that other computer. A good solution
for this dilemma is to static link against SDL. On OS X, you can
achieve that by linkinag against the libraries listed by
sdl-config --static-libs
instead of those listed by
sdl-config --libs
Depending on how exactly SDL is integrated into your build systems, the
way to achieve that varies, so I won't describe it here in detail
2) Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window.
More information about Info.plist files can be found on Apple's homepage.
As a final remark, let me add that I use some of the techniques (and some
variations of them) in Exult and ScummVM; both are available in source on
the net, so feel free to take a peek at them for inspiration!
==============================================================================
Using the Simple DirectMedia Layer with Xcode
==============================================================================
These instructions are for using Apple's Xcode IDE to build SDL applications.
- First steps
The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
cd [path_to_SDL_source]
tar zxf Xcode.tar.gz
This will create a new folder called Xcode, which you can browse
normally from the Finder.
- Building the Framework
The SDL Library is packaged as a framework bundle, an organized
relocatable folder heirarchy of executible code, interface headers,
and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:
~/Library/Frameworks
/Local/Library/Frameworks
/System/Library/Frameworks
- Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself.
- Building the Testers
Open the SDLTest project and build away!
- Using the Project Stationary
Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier?
- Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips:
* Create a new "Cocoa Application"
* Add src/main/macosx/SDLMain.m , .h and .nib to your project
* Remove "main.c" from your project
* Remove "MainMenu.nib" from your project
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "$(HOME)/Library/Frameworks" to the frameworks search path
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
* Add your files
* Clean and build
- Building from command line
Use pbxbuild in the same directory as your .pbproj file
- Running your app
You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the
"Executibles" panel of the target settings.
- Implementation Notes
Some things that may be of interest about how it all works...
* Working directory
As defined in the SDL_main.m file, the working directory of your SDL app
is by default set to its parent. You may wish to change this to better
suit your needs.
* You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this.
Known bugs are listed in the file "BUGS"

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@ -1,248 +0,0 @@
==============================================================================
Using the Simple DirectMedia Layer on Atari
==============================================================================
If you want to build SDL from sources to create SDL programs on Atari:
see sections I - II.
If you want to create SDL programs on Atari using SDL binary build,
download it from my web site (URL at end of this file).
If you want to configure a program using SDL on Atari,
see sections IV - VI.
==============================================================================
I. Building the Simple DirectMedia Layer libraries:
(This step isn't necessary if you have the SDL binary distribution)
Do the classic configure, with --disable-shared --enable-static and:
Tos version (should run everywhere):
--disable-threads
Tos does not support threads.
MiNT version (maybe Magic, only for multitasking OS):
--disable-pthreads --enable-pth
Mint and Magic may supports threads, so audio can be used with current
devices, like Sun audio, or disk-writing support. Like Tos, interrupt
audio without threads is more suited for Atari machines.
Then you can make ; make install it.
==============================================================================
II. Building the Simple DirectMedia Layer test programs:
Do the classic configure, then make.
Run them !
==============================================================================
III. Enjoy! :)
If you have a project you'd like me to know about, or want to ask questions,
go ahead and join the SDL developer's mailing list by sending e-mail to:
sdl-request@libsdl.org
and put "subscribe" into the subject of the message. Or alternatively you
can use the web interface:
http://www.libsdl.org/mailman/listinfo/sdl
==============================================================================
IV. What is supported:
Keyboard (GEMDOS, BIOS, GEM, Ikbd)
Mouse (XBIOS, GEM, Ikbd, /dev/mouse (non working atm, disabled))
Video (XBIOS (Fullscreen), GEM (Windowed and Fullscreen))
Timer (VBL vector, GNU pth library)
Joysticks and joypads (Ikbd, Hardware)
Audio (Hardware, XBIOS, GSXB, MCSN, STFA, /dev/audio if threads enabled)
Threads (Multitasking OS only via GNU pth library)
Shared object loader (using LDG library from http://ldg.atari.org/)
Audio CD (MetaDOS)
OpenGL (using Mesa offscreen rendering driver)
- Dependent driver combinations:
Video Kbd Mouse Timer Joysticks
xbios ikbd ikbd vbl(2) ikbd
xbios gemdos xbios vbl(2) xbios
xbios bios xbios vbl(2) xbios
gem gem gem(1) vbl(2) xbios
Audio O/S Misc
dma8 All Uses MFP Timer A interrupt
xbios TOS Uses MFP Timer A interrupt
xbios MiNT Uses MFP Timer A interrupt
xbios Magic Disabled
stfa All Uses MFP interrupt
mcsn TOS Uses MFP Timer A interrupt
mcsn MiNT Uses MiNT thread
mcsn Magic Disabled
gsxb All Uses GSXB callback
Joypad driver always uses hardware access.
OpenGL driver always uses OSMesa.
(1) GEM does not report relative mouse motion, so xbios mouse driver is used
to report this type event.
A preliminary driver for /dev/mouse device driver is present, but is disabled
till it can be used with other applications simultaneously.
(2) If you build SDL with threads using the GNU pth library, timers are
supported via the pth library.
==============================================================================
V. Environment variables:
SDL_VIDEODRIVER:
Set to 'xbios' to force xbios video driver
Set to 'gem' to force gem video driver
SDL_VIDEO_GL_DRIVER:
Set to filename to load as OpenGL library, if you use SDL_GL_LoadLibrary()
SDL_AUDIODRIVER:
Set to 'mint_gsxb' to force Atari GSXB audio driver
Set to 'mint_mcsn' to force Atari MCSN audio driver
Set to 'mint_stfa' to force Atari STFA audio driver
Set to 'mint_xbios' to force Atari Xbios audio driver
Set to 'mint_dma8' to force Atari 8 bits DMA audio driver
Set to 'audio' to force Sun /dev/audio audio driver
Set to 'disk' to force disk-writing audio driver
SDL_ATARI_EVENTSDRIVER
Set to 'ikbd' to force IKBD 6301 keyboard driver
Set to 'gemdos' to force gemdos keyboard driver
Set to 'bios' to force bios keyboard driver
SDL_JOYSTICK_ATARI:
Use any of these strings in the environment variable to enable or
disable a joystick:
'ikbd-joy1-[on|off]' for IKBD joystick on port 1 (hardware access)
'xbios-joy1-[on|off]' for IKBD joystick on port 1 (xbios access)
'porta-pad-[on|off]' for joypad and/or teamtap on port A
'porta-joy0-[on|off]' for joystick 0 on port A
'porta-joy1-[on|off]' for joystick 1 on port A
'porta-lp-[on|off]' for lightpen on port A
'porta-anpad-[on|off]' for analog paddle on port A
'portb-pad-[on|off]' for joypad and/or teamtap on port B
'portb-joy0-[on|off]' for joystick 0 on port B
'portb-joy1-[on|off]' for joystick 1 on port B
'portb-anpad-[on|off]' for analog paddle on port B
Default configuration is:
'ikbd-joy1-on' (if IKBD events driver enabled)
'xbios-joy1-on' (if gemdos/bios/gem events driver enabled)
'porta-pad-on portb-pad-on' (if available on the machine)
port[a|b]-[pad|joy?|lp|anpad]-* strings are mutually exclusives.
On such a port, you can only use a joypad OR 1 or 2 joysticks OR
a lightpen OR an analog paddle. You must disable joypad before
setting another controller.
The second joystick port on IKBD is used by the mouse, so not usable.
Another problem with the IKBD: mouse buttons and joystick fire buttons
are wired together at the hardware level, it means:
port 0 port 0 port 1
mouse left button = joystick fire 0 = joystick fire 1
mouse right button = joystick fire 1 = joystick fire 0
Descriptions of joysticks/joypads:
- Joypads: 1 hat, 17 buttons (Atari Jaguar console-like).
- Joysticks: 1 hat, 1 button.
- Lightpen, analog paddles: 2 axis, 2 buttons. The 2 buttons are those
affected to 1 button joysticks on the same port.
==============================================================================
VI. More informations about drivers:
OpenGL:
The default is to use the Mesa offscreen driver (osmesa.ldg). If you want
to use an older OpenGL implementation, like mesa_gl.ldg or tiny_gl.ldg,
your program must use SDL_GL_LoadLibrary() to do so, and retrieve the
needed function pointers with SDL_LoadFunction(). In all cases, the OpenGL
context is taken care of by SDL itself, you just have to use gl* functions.
However, there is one OpenGL call that has a different prototype in the old
implementations: glOrtho(). In the old implementations, it has 6 float as
parameters, in the standard one, it has 6 double parameters. If you want
to compile testdyngl, or any other SDL program that loads its OpenGL
library, you must change the glOrtho() prototype used in this program. In
osmesa.ldg, you can retrieve a glOrtho() with double parameters, by
searching for the function "glOrtho6d".
Xbios video:
Video chip is detected using the _VDO cookie.
Screen enhancers are not supported, but could be if you know how to
use them.
ST, STE, Mega ST, Mega STE:
320x200x4 bits, shades of grey, available only for the purpose
of testing SDL.
TT:
320x480x8 and 320x240x8 (software double-lined mode).
Falcon:
All modes supported by the current monitor (RVB or VGA).
BlowUp and Centscreen extended modes, ScreenBlaster 3 current mode.
Clones and any machine with monochrome monitor:
Not supported.
Gem video:
Automatically used if xbios not available.
All machines:
Only the current resolution, if 8 bits or higher depth.
IKBD keyboard, mouse and joystick driver:
Available if _MCH cookie is ST, Mega ST, STE, Mega STE, TT or Falcon.
Hades has an IKBD, but xbios is not available for video, so IKBD
driver is disabled.
Gemdos and bios keyboard driver:
Available on all machines.
Mouse and joystick xbios driver:
Available on all machines (I think).
Joypad driver:
Available if _MCH cookie is STE or Falcon. Supports teamtap.
PTH timer driver:
Available with multitasking OS.
VBL timer driver:
Available on all machines (I think).
Audio drivers:
Cookies _SND, MCSN, STFA and GSXB used to detect supported audio
capabilities.
STE, Mega STE, TT:
8 bits DMA (hardware access)
STFA, MCSN or GSXB driver if installed
Falcon:
8 bits DMA (hardware access)
Xbios functions
STFA, MCSN or GSXB driver if installed
Other machines:
STFA, MCSN or GSXB driver if installed
STFA driver:
http://removers.free.fr/softs/stfa.html
GSXB driver:
http://assemsoft.atari.org/gsxb/
MacSound driver:
http://jf.omnis.ch/software/tos/
MagicSound driver (MCSN,GSXB compatible):
http://perso.wanadoo.fr/didierm/
X-Sound driver (GSXB compatible):
http://www.uni-ulm.de/~s_thuth/atari/xsound_e.html
--
Patrice Mandin <patmandin@gmail.com>
http://pmandin.atari.org/

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@ -1,22 +0,0 @@
The SDL port to the Nintendo DS
This port uses the devKitPro toolchain, available from:
http://www.devkitpro.org
Precompiled tools for cross-compiling on Linux are available from:
http://www.libsdl.org/extras/nds/devkitPro-20070503-linux.tar.gz
todo:
add ds console specific features/optimizations
mouse/keyboard support
dual screen support
build with:
cp include/SDL_config_nds.h include/SDL_config.h
make -f Makefile.ds
included is an arm9/arm7 template to allow for sound streaming support.
Enjoy, fix the source and share :)
Troy Davis(GPF)
http://gpf.dcemu.co.uk/

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@ -1,97 +0,0 @@
=================================================================
Patch version 0.9 of SDL(Simple DirectMedia Layer) for Nano-X API
=================================================================
Authors: Hsieh-Fu Tsai, clare@setabox.com
Greg Haerr, greg@censoft.com
This patch is against SDL version 1.2.4.
It enhances previous patch 0.8 by providing direct framebuffer
access as well as dynamic hardware pixel type support, not
requiring a compile-time option setting for different framebuffer
modes.
Tested against Microwindows version 0.89pre9.
Older Microwindows versions
===========================
If running on a version older than Microwindows 0.89pre9,
the following items might need to be patched in Microwindows.
1. Patch src/nanox/client.c::GrClose()
It fixes the client side GrClose(). In the original version,
GrOpen() can only be called once. When the GrOpen() is called at
the second time, the program will terminate. In order to prevent
this situation, we need to insert "nxSocket = -1" after
"close(nxSocket)" in GrClose(). If you do not have this problem,
you may skip this step.
2. Patch src/nanox/clientfb.c to return absolute x,y coordinates
when using GrGetWindowFBInfo(). Copy the version 0.89pre9
of src/nanox/clientfb.c to your system, or configure
using --disable-nanox-direct-fb.
=============
Quick Install
=============
1. ./configure --disable-video-x11 --disable-video-fbcon \
--enable-video-nanox \
--with-nanox-pixel-type=[rgb/0888/888/565/555/332/pal]
2. make clean
3. make
4. make install (as root)
============
Nitty-gritty
============
--enable-nanox-direct-fb Use direct framebuffer access
--enable-nanox-debug Show debug messages
--enable-nanox-share-memory Use shared-memory to speed up
When running multi-threaded applications using SDL, such
as SMPEG, set THREADSAFE=Y in Microwindows' config file,
to enable GrXXX() system call critical section support.
=============================================
Some programs can be used to test this patch.
=============================================
1. http://www.cs.berkeley.edu/~weimer/atris (a tetris-like game)
2. http://www.libsdl.org/projects/newvox/
3. http://www.libsdl.org/projects/xflame/
4. http://www.libsdl.org/projects/optimum/
5. http://www.gnugeneration.com/software/loop/
6: http://www.lokigames.com/development/smpeg.php3 (SMPEG version 0.4.4)
=========
Todo List
=========
1. Create hardware surface
2. Create YUVOverlay on hardware
3. Use OpenGL
4. Gamma correction
5. Hide/Change mouse pointer
6. Better window movement control with direct fb access
7. Palette handling in 8bpp could be improved
=====================
Supporting Institutes
=====================
Many thanks to go to Setabox Co., Ltd. and CML (Communication and
Multimedia Laboratory, http://www.cmlab.csie.ntu.edu.tw/) in the
Department of Computer Science and Information Engineering of
National Taiwan University for supporting this porting project.
Century Embedded Technologies (http://embedded.censoft.com)
for this patch.
===================
Contact Information
===================
Welcome to give me any suggestion and to report bugs.
My e-mail address : clare@setabox.com or niky@cmlab.csie.ntu.edu.tw
or greg@censoft.com

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@ -1,281 +0,0 @@
===========
SDL on OS/2
===========
Last updated on May. 17, 2006.
1. How to compile?
------------------
To compile this, you'll need the followings installed:
- The OS/2 Developer's Toolkit
- The OpenWatcom compiler
(http://www.openwatcom.org)
First of all, you have to unzip the Watcom-OS2.zip file. This will result in a
file called "makefile" and a file called "setvars.cmd" in this folder (and some
more files...).
Please edit the second, fourth and fifth lines of setvars.cmd file
to set the folders where the toolkit, the OW compiler and the FSLib are.
You won't need NASM yet (The Netwide Assembler), you can leave that line.
Run setvars.cmd, and you should get a shell in which you can
compile SDL.
Check the "makefile" file. There is a line in there which determines if the
resulting SDL.DLL will be a 'debug' or a 'release' build. The 'debug' version
is full of printf()'s, so if something goes wrong, its output can help a lot
for debugging.
Then run "wmake".
This should create the SDL12.DLL and the corresponding SDL12.LIB file here.
To test applications, it's a good idea to use the 'debug' build of SDL, and
redirect the standard output and standard error output to files, to see what
happens internally in SDL.
(like: testsprite >stdout.txt 2>stderr.txt)
To rebuild SDL, use the following commands in this folder:
wmake clean
wmake
2. How to compile the testapps?
-------------------------------
Once you have SDL12.DLL compiled, navigate into the 'test' folder, copy in
there the newly built SDL12.DLL, and copy in there FSLib.DLL.
Then run "wmake" in there to compile some of the testapps.
3. What is missing?
-------------------
The following things are missing from this SDL implementation:
- MMX, SSE and 3DNOW! optimized video blitters?
- HW Video surfaces
- OpenGL support
4. Special Keys / Full-Screen support
-------------------------------------
There are two special hot-keys implemented:
- Alt+Home switches between fullscreen and windowed mode
- Alt+End simulates closing the window (can be used as a Panic key)
Only the LEFT Alt key will work.
5. Joysticks on SDL/2
---------------------
The Joystick detection only works for standard joysticks (2 buttons, 2 axes
and the like). Therefore, if you use a non-standard joystick, you should
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
file or CONFIG.SYS, so SDL applications can provide full capability to your
device. The syntax is:
SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
the line should be:
SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
If you want to add spaces in your joystick name, just surround it with
quotes or double-quotes:
SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
or
SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
Notive However that Balls and Hats are not supported under OS/2, and the
value will be ignored... but it is wise to define these correctly because
in the future those can be supported.
Also the number of buttons is limited to 2 when using two joysticks,
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
and 8 when using a joystick with 2 axes. Notice however these are limitations
of the Joystick Port hardware, not OS/2.
6. Proportional windows
-----------------------
For some SDL applications it can be handy to have proportional windows, so
the windows will keep their aspect ratio when resized.
This can be achieved in two ways:
- Before starting the given SDL application, set the
SDL_USE_PROPORTIONAL_WINDOW environment variable to something, e.g.:
SET SDL_USE_PROPORTIONAL_WINDOW=1
dosbox.exe
- If you have a HOME environment variable set, then SDL will look for a file
in there called ".sdl.proportionals". If that file contains the name of the
currently running SDL executable, then that process will have proportional
windows automatically.
Please note that this file is created automatically with default values
at the first run.
7. Audio in SDL applications
----------------------------
Audio effects are one of the most important features in games. Creating audio
effects in sync with the game and without hickups and pauses in the audio are
very important things.
However there are multithreaded SDL applications that have tight loops as their
main logic loop. This kills performance in OS/2, and takes too much CPU from
other threads in the same process, for example from the thread to create the
sound effects.
For this reason, the OS/2 port of SDL can be instructed to run the audio thread
in high priority, which makes sure that there will be enough time for the
processing of the audio data.
At default, SDL/2 runs the audio thread at ForegroundServer+0 priority. Well
written and well behaving SDL applications should work well in this mode.
For other applications, you can tell SDL/2 to run the audio thread at
TimeCritical priority by setting an env.variable before starting the SDL app:
SET SDL_USE_TIMECRITICAL_AUDIO=1
Please note that this is a bit risky, because if the SDL application runs a
tight infinite loop in this thread, this will make the whole system
unresponsive, so use it with care, and only for applications that need it!
8. Next steps...
----------------
Things to do:
- Implement missing stuffs (look for 'TODO' string in source code!)
- Finish video driver (the 'wincommon' can be a good example for missing
things like application icon and so on...)
- Enable MMX/SSE/SSE2 acceleration functions
- Rewrite CDROM support using DOS Ioctl for better support.
9. Contacts
-----------
You can contact the developers for bugs:
Area Developer email
General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu
CDROM and Joystick Caetano daniel@caetano.eng.br
Notice however that SDL/2 is 'in development' stage so ... if you want to help,
please, be our guest and contact us!
10. Changelog of the OS/2 port
------------------------------
Version 1.2.10 - 2006-05-17 - Doodle
- Small modifications for v1.2.10 release
- Changed DLL name to include version info (currently SDL12.dll)
Version 1.2 - 2006-05-01 - Doodle
- Modified makefile system to have only one makefile
- Included FSLib headers, DLL and LIB file
Version 1.2 - 2006-02-26 - Doodle
- Updated the official SDL version with the OS/2 specific changes.
- Added support for real unicode keycode conversion.
Version 1.2.7 - 2006-01-20 - Doodle
- Added support for selectively using timecritical priority for
audio threads by SDL_USE_TIMECRITICAL_AUDIO environment variable.
(e.g.:
SET SDL_USE_TIMECRITICAL_AUDIO=1
dosbox.exe
)
Version 1.2.7 - 2005-12-22 - Doodle
- Added support for proportional SDL windows.
There are two ways to have proportional (aspect-keeping) windows for
a given SDL application: Either set the SDL_USE_PROPORTIONAL_WINDOW
environment variable to something before starting the application
(e.g.:
SET SDL_USE_PROPORTIONAL_WINDOW=1
dosbox.exe
)
or, if you have the HOME environment variable set, then SDL12.DLL will
create a file in that directory called .sdl.proportionals, and you can
put there the name of executable files that will be automatically made
proportional.
Version 1.2.7 - 2005-10-14 - Doodle
- Enabled Exception handler code in FSLib to be able to restore original
desktop video mode in case the application crashes.
- Added the missing FSLib_Uninitialize() call into SDL.
(The lack of it did not cause problems, but it's cleaner this way.)
- Fixed a mouse problem in Fullscreen mode where any mouse click
re-centered the mouse.
Version 1.2.7 - 2005-10-09 - Doodle
- Implemented window icon support
Version 1.2.7 - 2005-10-03 - Doodle
- Reworked semaphore support again
- Tuned thread priorities
Version 1.2.7 - 2005-10-02 - Doodle
- Added support for custom mouse pointers
- Fixed WM_CLOSE processing: give a chance to SDL app to ask user...
- Added support for MMX-accelerated audio mixers
- Other small fixes
Version 1.2.7 - 2005-09-12 - Doodle
- Small fixes for DosBox incorporated into public release
- Fixed semaphore support (SDL_syssem.c)
- Fixed FSLib to have good clipping in scaled window mode,
and to prevent occasional desktop freezes.
Version 1.2.7 - 2004-09-08a - Caetano
- Improved joystick support (general verifications about hardware).
- Added support up to 8 buttons in 2 axes joysticks and 6 buttons in 3 axes joysticks.
- Added support to environment variable SDL_OS2_JOYSTICK to specify a joystick.
- Improved Joystick test to handle every type of joystick and display only relevant information.
- Merged with Doodle 2004-09-08
- Little tid up in README.OS2
- Added explanation about SDL_OS2_JOYSTICK environment variable on README.OS2
Version 1.2.7 - 2004-09-07 - Caetano
- Merged with changes in headers for GCC compiling.
- Added Joystick support using basic IBM GAME$ support, allowing it to work with all joystick drivers since OS/2 2.1.
- Improved joystick detection (hacked!). OS/2 do not allow real joystick detection, so...
- Modified makefile in test to compile "testjoystick". Anyway, it's useless, since it seems to cause a lot of trouble in OS/2 (because os video routines, not Joystick support).
- Created separated Joystick test program to test only joystick functions.
- Improved joystick auto-centering.
- Improved the coordinate correction routine to use two scale factors for each axis.
Version 1.2.7 - 2004-07-05 - Caetano
- Corrected the time returned by status in CDROM support (it was incorrect)
- Added the testcdrom.c and corrected the linking directive (it was causing an error)
Version 1.2.7 - 2004-07-02a - Caetano
- Corrected a little problem in a comment at SDL-1.2.7\test\torturethread.c, line 18 (missing */, nested comment)
- Added CDROM support to tree (SDL-1.2.7\src\cdrom\os2\SDL_syscdrom.c)
- Modified makefile (SDL-1.2.7\src\makefiles.wat and SDL-1.2.7\watcom.mif) to build with CDROM support
- Added the "extra" SDL_types.h forgotten in 2004-07-02 version.
<End-Of-File>

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@ -1,50 +0,0 @@
========================
Using SDL with PicoGUI
========================
- Originally contributed by Micah Dowty <micahjd@users.sourceforge.net>
PicoGUI is a scalable GUI system with a unique architecture, primarily focused
on scalability to various embedded systems. You can find more information
including a FAQ at http://picogui.org
To use the patch:
1. When compiling, add the "--enable-video-picogui" switch to ./configure
2. When running your program, ensure that the picogui driver for SDL
is in use by setting the SDL_VIDEODRIVER environment variable
to "picogui".
3. The program must also be linked to the C client library for PicoGUI
(libpgui.so). If the program is being compiled with a patched SDL
installed this should be done automatically. If you want to use an
existing binary with PicoGUI, you can set the LD_PRELOAD environment
variable to the path of your libpgui.so file.
Capabilities:
So far only basic functionality is provided on true color (linear16/24/32)
devices. Accessing a memory mapped bitmap, updating the display, and handling
mouse/keyboard input. This functionality has been tested with several
applications, including mplayer, Xine, sldroids, and Abuse.
TODO list:
- YUV overlays will be helpful for watching video on set top boxes or other
embedded devices that have some graphics acceleration hardware
- Account for rotated bitmap storage in pgserver
- Support for hiding or changing the cursor
- The display should be centered when the SDL application is smaller
than the PicoGUI panel
- Fullscreen or any other special modes
- Support for indexed and grayscale modes
- Probably much more...
--- The End ---

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README.QNX by Mike Gorchak <mike@malva.ua>, <lestat@i.com.ua>
Last changed at 24 Apr 2004.
======================================================================
Table of Contents:
1. OpenGL.
2. Wheel and multi-button mouses.
3. CDROM handling issues.
4. Hardware video overlays.
5. Shared library building.
6. Some building issues.
7. Environment variables.
======================================================================
1. OpenGL:
OpenGL works well and is stable, but fullscreen mode has not been
heavily tested yet.
If you have QNX RtP version 6.1.0 or above you must download the
Photon3D runtime from http://developers.qnx.com or install it from the
public repository or from the public CD, available with QNX. OS versi-
ons below 6.1.0 are not supported.
When creating an OpenGL context, software renderer mode is artifi-
cially selected (QSSL made acceleration only for Voodoo boards in
fullscreen mode, sorry but I don't have this board to test OpenGL -
maybe it works or maybe not :)). If you want acceleration - you can
remove one line in the source code: find the file SDL_ph_image.c and
remove the following
OGLAttrib[OGLargc++]=PHOGL_ATTRIB_FORCE_SW;
line in the ph_SetupOpenGLContext() function or change the argument to
PHOGL_ATTRIB_FORCE_HW or PHOGL_ATTRIB_FAVOR_HW.
======================================================================
2. Wheel and multi-button mouses:
Photon emits keyboard events (key up and down) when the mouse
wheel is moved. The key_scan field appears valid, and it contains zero.
That is a basic method of detecting mouse wheel events under Photon.
It looks like a hack, but it works for me :) on various PC configura-
tions.
I've tested it on:
1. Genius Optical NetScroll/+ PS/2 (1 wheel)
2. A4Tech Optical GreatEye WheelMouse PS/2, model: WOP-35. (2 wheels
+ 2 additional buttons). The wheel for vertical scrolling works as
usual, but the second wheel for horizontal scrolling emits two se-
quential events up or down, so it can provide faster scrolling than
the first wheel. Additional buttons don't emit any events, but it
looks like they're handled by photon in an unusual way - like click
to front, but works not with any window, looks like a fun bug-o-fe-
ature :).
======================================================================
3. CDROM handling issues:
Access to CDROM can only be provided with 'root' privileges. I
can't do anything about that, /dev/cd0 has brw------- permissions and
root:root rights.
======================================================================
4. Hardware video overlays:
Overlays can flicker during window movement, resizing, etc. It
happens because the photon driver updates the real window contents be-
hind the overlay, then draws the temporary chroma key color over the
window contents. It can be done without using the chroma key but that
causes the overlay to always be on top. So flickering during window
movement is preferred instead.
Double buffering code is temporarily disabled in the photon driver
code, because on my GF2-MX it can accidentally cause a buffer switch,
which causes the old frame to show. S3 Savage4 has the same problem,
but ATI Rage 128 doesn't. I think it can be fixed later. Current code
works very well, so maybe double buffering is not needed right now.
Something strange happens when you try to move the window with the
overlay beyond the left border of the screen. The overlay tries to
stay at position x=0, but when attempting to move it a bit more it
jumps to position x=-60 (on GF2-MX, on ATI Rage128 this value a bit
smaller). It's really strange, looks like the overlay doesn't like
negative coordinates.
=======================================================================
5. Shared library building:
A shared library can be built, but before running the autogen.sh
script you must manually delete the libtool.m4 stuff from the acinclu-
de.m4 file (it comes after the ESD detection code up to the end of the
file), because the libtool stuff in the acinclude.m4 file was very old
in SDL distribution before the version 1.2.7 and doesn't knew anything
about QNX. SDL 1.2.7 distribution contains the new libtool.m4 script,
but anyway it is broken :), Just remove it, then run "libtoolize
--force --copy", delete the file aclocal.m4 if it is exists and after
that run the autogen.sh script. SDL 1.2.8 contains fixed libtool.m4,
ltmain.sh and config.sub files, so you can just run the autogen.sh
script.
======================================================================
6. Some building issues:
Feel free to not use the --disable-shared configure option if you'
ve read the above comment about 'Shared library building'. Otherwise
this option is strongly recommended, as without it the sdl-config
script will be broken.
Run the configure script without x11 support, e.g.:
a) for OpenGL support:
./configure --prefix=/usr \
--disable-video-x11 \
--disable-shared
b) without OpenGL support:
./configure --prefix=/usr \
--disable-video-x11 \
--disable-shared \
--disable-video-opengl
And of course dont forget to specify --disable-debug, which is on
by default, to disable debug and enable the expensive optimizations.
In the test directory also run the ./configure script without
x11 support, e.g.:
./configure --with-sdl-prefix=/usr \
--with-sdl-exec-prefix=/usr \
--prefix=/usr --without-x
======================================================================
7. Environment variables:
Please note that the photon driver is sensible to the following
environmental variables:
* SDL_PHOTON_FULLSCREEN_REFRESH - this environment variable controls
the refresh rate in all fullscreen modes. Be carefull !!! Photon
drivers usually do not checking the maximum refresh rate, which video
adapter or monitor supports.
* SDL_VIDEO_WINDOW_POS - can be set in the "X,Y" format. If X and Y
coordinates are bigger than the current desktop resolution, then win-
dow positioning across virtual consoles is activated. If X and Y are
smaller than the desktop resolution then window positioning in the
current console is activated. The word "center" can be used instead of
coordinates, it produces the same behavior as SDL_VIDEO_CENTERED
environmental variable.
* SDL_VIDEO_CENTERED - if this environmental variable exists then the
window centering is perfomed in the current virtual console.
Notes: The SDL_VIDEO_CENTERED enviromental variable has greater pri-
ority than the SDL_VIDEO_WINDOW_POS in case if both variables are sup-
plied to the application.

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==============================================================================
Using the Simple DirectMedia Layer with Qtopia/OPIE
==============================================================================
==============================================================================
I. Setting up the Qtopia development environment.
This document will not explain how to setup the Qtopia development
environment. That is outside the scope of the document. You can read
more on this subject in this excellent howto:
http://www.zauruszone.com/howtos/linux_compiler_setup_howto.html
==============================================================================
II. Building the Simple DirectMedia Layer libraries using the arm
cross-compiler
This is somewhat tricky since the name of the compiler binaries
differ from the standard. Also you should disable features not
needed. The command below works for me. Note that it's all one
line. You can also set the NM, LD etc environment variables
separately.
NM=arm-linux-nm LD=arm-linux-ld CC=arm-linux-gcc CXX=arm-linux-g++ RANLIB=arm-linux-ranlib AR=arm-linux-ar ./configure --enable-video-qtopia --disable-video-dummy --disable-video-fbcon --disable-video-dga --disable-arts --disable-esd --disable-alsa --disable-cdrom --disable-video-x11 --disable-nasm --prefix=/opt/Qtopia/sharp/ arm-unknown-linux-gnu
One thing to note is that the above configure will include joystick
support, even though you can't have joysticks on the Zaurus. The
reason for this is to avoid link / compile / runtime errors with
applications that have joystick support.
==============================================================================
III. Building the Simple DirectMedia Layer test programs:
After installing, making sure the correct sdl-config is in your
path, run configure like this:
NM=arm-linux-nm LD=arm-linux-ld CC=arm-linux-gcc CXX=arm-linux-g++ AR=arm-linux-ar ./configure arm-unknown-linux-gnu
==============================================================================
IV. Application porting notes
One thing I have noticed is that applications sometimes don't exit
correctly. Their icon remains in the taskbar and they tend to
relaunch themselves automatically. I believe this problem doesn't
occur if you exit your application using the exit() method. However,
if you end main() with 'return 0;' or so, this seems to happen.
Also note that when running in landscape mode - i.e requesting a
window that is HEIGHT pixels wide and WIDTH pixels high, where WIDTH
and HEIGHT normally is 240 and 320 - the image is blitted so that
the hardware buttons are on the left side of the display. This might
not always be desirable but such is the code today.
==============================================================================
V. Enjoy! :)
If you have a project you'd like me to know about, or want to ask questions,
go ahead and join the SDL developer's mailing list by sending e-mail to:
sdl-request@libsdl.org
and put "subscribe" into the subject of the message. Or alternatively you
can use the web interface:
http://www.libsdl.org/mailman/listinfo/sdl
==============================================================================
VI. What is supported:
Keyboard (Sharp Zaurus)
Hardware buttons
Stylus input (mouse)
Video. Allows fullscreen both in portrait mode (up to WIDTHxHEIGHT
size window) and in landscape mode (up to HEIGHTxWIDTH).
All other SDL functionality works like a normal Linux system (threads,
audio etc).
--
David Hedbor <david@hedbor.org>
http://david.hedbor.org/ http://eongames.com/

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Readme for RISC OS port of SDL
==============================
This document last updated on 2nd Februrary 2006
This is a RISC OS port of the Simple Direct Media Layer (SDL) by Alan Buckley with contributions from Peter Naulls.
Details of the SDL can be found at http://www.libsdl.org.
The source code including the RISC OS version can be obtained from:
http://www.libsdl.org.
Pre built libraries and many games and applications compiled for RISC OS using this library can be downloaded from The Unix Porting Project at http://www.riscos.info/unix/.
This is released under the LGPL see the file COPYING for details.
Compiling applications under RISC OS
====================================
Add -ISDL: for the C compiler flags if you include the files in the SDL directory. e.g. #include "SDL/SDL.h"
Add -ISDL:SDL for the C compiler flags if you include the files directly. e.g. #include "SDL/SDL.h"
Add -LSDL: -lSDL to the link stage of compilation.
For example, to compile the testbitmap.c sample you could use:
gcc -ISDL:SDL -LSDL: -lSDL testbitmap.c -otestbitmap
RISC OS port of SDL runtime information
=======================================
Runtime requirements
--------------------
This library currently needs a minimum of RISC OS 3.6. The source code for the library (and a lot of the programs built with it) also need long file names.
To use the audio you also need 16 bit sound and to have installed the DigitalRender module by Andreas Dehmel version 0.51 available from his
web site: http://home.t-online.de/~zarquon
This is loaded when needed by UnixLib.
Note: As most programs ported from other OSes use high resolution graphics and a memory back buffer a machine with a StrongARM processor and 1 or 2MB of VRAM (or a better machine) is recomended.
RISC OS runtime parameters
--------------------------
Several environmental variables have been defined to make porting programs easier (i.e. By setting these variable you do not need to have source code differences between OSes).
They are all defined on an application basis.
The <appname> used below is found as follows:
1. Use the name of the program unless it is !RunImage
2. Check the folder specification for the folder !RunImage is run from. If it is a folder name use that name, otherwise if it is an environmental variable of the form <XXX$Dir> use the value of XXX.
The variables are:
SDL$<appname>$TaskName
The name of the task for RISC OS. If omitted then <appname> is used for the task name,
SDL$<appname>$BackBuffer
Set to 1 to use a system memory back buffer for the screen in full screen mode. Some programs on other systems assume their is always a back buffer even though the SDL specification specifies this is not the case. The current RISC OS implementation uses direct writes to the screen if a hardware fullscreen is requested.
Set to 2 to use an ARM code full word copy. This is faster than the standard back buffer, but uses aligned words only so it is possible (but unlikely) for it to corrupt the screen for 8bpp and 16bpp modes.
Set to 3 to use a RISC OS sprite as the back buffer. This is usually the slowest for most SDL applications, however it may be useful in the future as Sprite acceleration is added to various hardware that runs RISC OS.
SDL$<appname>$CloseAction - set the action for the close icon. Again as programs don't match the specification you can set this to 0 to remove the close icon from the main window for applications where this does not affect the program.
RISC OS SDL port API notes
==========================
Current level of implementation
-------------------------------
The following list is an overview of how much of the SDL is implemented. The areas match the main areas of the SDL.
video - Mostly done. Doesn't cover gamma, YUV-overlay or OpenGL.
Window Manager - Mostly done. SetIcon/IconifyWindow not implemented.
Events - Mostly done. Resize and some joystick events missing.
Joystick - Currently assumes a single joystick with 4 buttons.
Audio - Done
CDROM - Not implemented.
Threads - Done
Timers - Done
Thread support can be removed by defining DISABLE_THREADS and recompiling the library.
SDL API notes
-------------
This section contains additional notes on some specific commands.
SDL_SetVideoMode
On RISC OS a fullscreen mode directly accesses the screen. This can be modified by the environmental variable (SDL$<appname>$BackBuffer) or by using the SDL_SWSURFACE flag to write to an offscreen buffer that is updated using SDL_UpdateRects.
Open GL is not supported so SDL_OPENGL and SDL_OPENGLBLIT flags fail.
SDL_RESIZEABLE and SDL_NOFRAME flags are not supported.
SDL_SetColors
In a wimp mode the screen colours are not changed for a hardware palette instead the RISC OS sprite colour mapping is used to get the best matching colours.
SDL_CreateCursor
Inverted colour is not supported.
SDL_WM_ToggleFullScreen
Currently this won't work if the application starts up in Fullscreen mode.
Toggling to fullscreen will only work if the monitor is set up to support the exact screen size requested.
SDL_EnableUNICODE
Unicode translation used here is only really accurate for 7 bit characters.
SDL_NumJoysticks/JoystickName etc.
Hardcoded to expect only 1 joystick with 4 buttons if the Joystick module is loaded.
SDL_GetTicks
Timer used has only a centisecond accuracy. This applies to other time related functions.
SDL_Delay
Modified to poll keyboard/mouse during the delay on the event thread.
Notes on current implementation
-------------------------------
Keyboard and mouse are polled so if too long a time is spent between a call to SDL_PumpEvents, functions that use it, or SDL_Delay events can be missed.

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@ -1,23 +0,0 @@
==============================================================================
Using the Simple DirectMedia Layer with S60 3.x / Symbian 9.x
==============================================================================
These instuctions are for people developing for S60 3.x. S60 3.x
uses Symbian OS so you need S60 SDK.
extract "symbian.zip" into this folder.
go to symbian folder
bldmake bldfiles
abld build
That produces WINSCW and ARMV5 versions of sdl.dll runtime library
and sdl.lib for development.
The sdlexe.dll/sdlexe.lib and sdlmain.lib are for easy SDL S60
integration, please see http://www.mbnet.fi/~mertama/sdl.html
for further info.

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Using SDL under Windows with the OpenWatcom compiler
====================================================
Prerequisites
-------------
I have done the port under Windows XP Home with SP2 installed. Windows
2000 should also be working. I'm not so sure about ancient Windows NT,
since only DirectX 3 is available there. Building should be possible,
but running the compiled applications will probalbly fail with
SDL_VIDEODRIVER=directx. The windib driver should work, though.
To compile and use the SDL with Open Watcom you will need the following:
- Open Watcom compiler. I used version 1.5. The environment variables
PATH, WATCOM and INCLUDE need to be set appropriately - please consult
the OpenWatcom documentation and instructions given during the
installation of the compiler.
My setup looks like this in owvars.bat:
set WATCOM=C:\watcom
set INCLUDE=%WATCOM%\h;%WATCOM%\h\nt
set PATH=%PATH%;%WATCOM%\binnt;%WATCOM%\binw
- A fairly recent DirectX SDK. The original unmodified DX8 SDK works, as
well as the minimal DirectX 7 SDK from the Allegro download site
(<http://alleg.sourceforge.net/files/dx70_min.zip>).
- The SDL sources from Subversion
- The file Watcom-Win32.zip (now available in Subversion)
Building the Library
--------------------
1) In the SDL base directory extract the archive Watcom-Win32.zip. This
creates a subdirectory named 'watcom'.
2) The makefile expects the environment variable DXDIR to be set to the
base directory of a DirectX SDK. I have tried a stock DX8 SDK from
Microsoft as well as the minimal DirectX 7 SDK from the Allegro
download site.
You can also edit the makefile directly and hard code your path to
the SDK on your system.
I have this in my setup:
set DXDIR=D:\devel\DX8_SDK
3) Enter the watcom directory and run
wmake sdl
4) All tests from the test directory are working and can be built by
running
wmake tests
Notes:
The makefile offers some options to tweak the way the library is built.
You have at your disposal the option to build a static (default)
library, or a DLL (with tgt=dll). You can also choose whether to build
a Release (default) or a Debug version (with build=debug) of the tests
and library. Please consult the usage comment at the top of the
makefile for usage instructions.
If you specify a test target (i.e. 'wmake tests' for all tests, or
selected targets like 'wmake testgl testvidinfo testoverlay2'), the
tests are always freshly compiled and linked. This is done to
minimise hassle when switching between library versions (static vs.
DLL), because they require subtly different options.
Also, the test executables are put directly into the test directory,
so they can find their data files. The clean target of the makefile
removes the test executables and the SDL.dll file from the test
directory.
To use the library in your own projects with Open Watcom, you can use
the way the tests are built as base of your own build environment.
The library can also be built with the stack calling convention of the
compiler (-6s instead of -6r).
Test applications
-----------------
I've tried to make all tests work. The following table gives an overview
of the current status.
Testname Status
~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
checkkeys +
graywin +
loopwave +
testalpha +
testbitmap +
testdyngl +
testerror +
testfile +
testgamma +
testgl +
testhread +
testiconv - (all failed)
testkeys +
testlock +
testoverlay + (needs 'set SDL_VIDEODRIVER=directx')
testoverlay2 + (needs 'set SDL_VIDEODRIVER=directx')
testpalette +
testplatform +
testsem +
testsprite +
testtimer +
testver +
testvidinfo +
testwin ? (fading doesn't seem right)
testwm +
torturethread +
testcdrom +
testjoystick not tested
threadwin +
testcursor +
TODO
----
There is room for further improvement:
- Test joystick functionality.
- Investigate fading issue in 'testwin' test.
- Fix the UTF-8 support.
- Adapt the makefile/object file list to support more target systems
- Use "#pragma aux" syntax for the CPU info functions.
Questions and Comments
----------------------
Please direct any questions or comments to me: <mailto:macpete@gmx.de>
Happy Coding!
Marc Peter

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Project files for embedded Visual C++ 3.0, 4.0 and
Visual Studio 2005 can be found in VisualCE.zip
SDL supports GAPI and WinDib output for Windows CE.
GAPI driver supports:
- 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

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==============================================================================
Using the Simple DirectMedia Layer with OpenBSD/wscons
==============================================================================
The wscons SDL driver can be used to run SDL programs on OpenBSD
without running X. So far, the driver only runs on the Sharp Zaurus,
but the driver is written to be easily extended for other machines.
The main missing pieces are blitting routines for anything but 16 bit
displays, and keycode maps for other keyboards. Also, there is no
support for hardware palettes.
There is currently no mouse support.
To compile SDL with support for wscons, use the
"--enable-video-wscons" option when running configure. I used the
following command line:
./configure --disable-oss --disable-ltdl --enable-pthread-sem \
--disable-esd --disable-arts --disable-video-aalib \
--enable-openbsdaudio --enable-video-wscons \
--prefix=/usr/local --sysconfdir=/etc
Setting the console device to use
=================================
When starting an SDL program on a wscons console, the driver uses the
current virtual terminal (usually /dev/ttyC0). To force the driver to
use a specific terminal device, set the environment variable
SDL_WSCONSDEV:
bash$ SDL_WSCONSDEV=/dev/ttyC1 ./some-sdl-program
This is especially useful when starting an SDL program from a remote
login prompt (which is great for development). If you do this, and
want to use keyboard input, you should avoid having some other program
reading from the used virtual console (i.e., do not have a getty
running).
Rotating the display
====================
The display can be rotated by the wscons SDL driver. This is useful
for the Sharp Zaurus, since the display hardware is wired so that it
is correctly rotated only when the display is folded into "PDA mode."
When using the Zaurus in "normal," or "keyboard" mode, the hardware
screen is rotated 90 degrees anti-clockwise.
To let the wscons SDL driver rotate the screen, set the environment
variable SDL_VIDEO_WSCONS_ROTATION to "CW", "CCW", or "UD", for
clockwise, counter clockwise, and upside-down rotation respectively.
"CW" makes the screen appear correct on a Sharp Zaurus SL-C3100.
When using rotation in the driver, a "shadow" frame buffer is used to
hold the intermediary display, before blitting it to the actual
hardware frame buffer. This slows down performance a bit.
For completeness, the rotation "NONE" can be specified to use a shadow
frame buffer without actually rotating. Unsetting
SDL_VIDEO_WSCONS_ROTATION, or setting it to '' turns off the shadow
frame buffer for maximum performance.
Running MAME
============
Since my main motivation for writing the driver was playing MAME on
the Zaurus, I'll give a few hints:
XMame compiles just fine under OpenBSD.
I'm not sure this is strictly necessary, but set
MY_CPU = arm
in makefile.unix, and
CFLAGS.arm = -DLSB_FIRST -DALIGN_INTS -DALIGN_SHORTS
in src/unix/unix.max
to be sure.
The latest XMame (0.101 at this writing) is a very large program.
Either tinker with the make files to compile a version without support
for all drivers, or, get an older version of XMame. My recommendation
would be 0.37b16.
When running MAME, DO NOT SET SDL_VIDEO_WSCONS_ROTATION! Performace
is MUCH better without this, and it is COMPLETELY UNNECESSARY, since
MAME can rotate the picture itself while drawing, and does so MUCH
FASTER.
Use the Xmame command line option "-ror" to rotate the picture to the
right.
Acknowledgments
===============
I studied the wsfb driver for XFree86/Xorg quite a bit before writing
this, so there ought to be some similarities.
--
Staffan Ulfberg <staffan@ulfberg.se>

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@ -1,140 +0,0 @@
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@ -1,113 +0,0 @@
Summary: Simple DirectMedia Layer
Name: SDL
Version: 1.2.13
Release: 1
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
License: LGPL
Group: System Environment/Libraries
BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
Prefix: %{_prefix}
%ifos linux
Provides: libSDL-1.2.so.0
%endif
%define __defattr %defattr(-,root,root)
%define __soext so
%description
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
%package devel
Summary: Libraries, includes and more to develop SDL applications.
Group: Development/Libraries
Requires: %{name} = %{version}
%description devel
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
This is the libraries, include files and other resources you can use
to develop SDL applications.
%prep
%setup -q
%build
%ifos linux
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-aalib --disable-video-directfb --disable-video-ggi --disable-video-svga
%else
%configure
%endif
make
%install
rm -rf $RPM_BUILD_ROOT
%ifos linux
make install prefix=$RPM_BUILD_ROOT%{prefix} \
bindir=$RPM_BUILD_ROOT%{_bindir} \
libdir=$RPM_BUILD_ROOT%{_libdir} \
includedir=$RPM_BUILD_ROOT%{_includedir} \
datadir=$RPM_BUILD_ROOT%{_datadir} \
mandir=$RPM_BUILD_ROOT%{_mandir}
ln -s libSDL-1.2.so.0 $RPM_BUILD_ROOT%{_libdir}/libSDL-1.1.so.0
%else
%makeinstall
%endif
%clean
rm -rf $RPM_BUILD_ROOT
%files
%{__defattr}
%doc README-SDL.txt COPYING CREDITS BUGS
%{_libdir}/lib*.%{__soext}.*
%files devel
%{__defattr}
%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew docs.html
%doc docs/index.html docs/html
%{_bindir}/*-config
%{_libdir}/lib*.a
%{_libdir}/lib*.la
%{_libdir}/lib*.%{__soext}
%dir %{_includedir}/SDL
%{_includedir}/SDL/*.h
%{_libdir}/pkgconfig/sdl.pc
%{_datadir}/aclocal/*
%{_mandir}/man3/*
%changelog
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
- Removed support for Darwin, due to build problems on ps2linux
* Mon Jan 03 2004 Anders Bjorklund <afb@algonet.se>
- Added support for Darwin, updated spec file
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
- Re-integrated spec file into SDL distribution
- 'name' and 'version' come from configure
- Some of the documentation is devel specific
- Removed SMP support from %build - it doesn't work with libtool anyway
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
- Hacked Mandrake sdl spec to build 1.1
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
- Build Release
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
- Added docs
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
- v 1.0.0
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
- First spec file for Mandrake distribution.
# end of file

View file

@ -1,113 +0,0 @@
Summary: Simple DirectMedia Layer
Name: SDL
Version: @SDL_VERSION@
Release: 1
Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
License: LGPL
Group: System Environment/Libraries
BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
Prefix: %{_prefix}
%ifos linux
Provides: libSDL-1.2.so.0
%endif
%define __defattr %defattr(-,root,root)
%define __soext so
%description
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
%package devel
Summary: Libraries, includes and more to develop SDL applications.
Group: Development/Libraries
Requires: %{name} = %{version}
%description devel
This is the Simple DirectMedia Layer, a generic API that provides low
level access to audio, keyboard, mouse, and display framebuffer across
multiple platforms.
This is the libraries, include files and other resources you can use
to develop SDL applications.
%prep
%setup -q
%build
%ifos linux
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-aalib --disable-video-directfb --disable-video-ggi --disable-video-svga
%else
%configure
%endif
make
%install
rm -rf $RPM_BUILD_ROOT
%ifos linux
make install prefix=$RPM_BUILD_ROOT%{prefix} \
bindir=$RPM_BUILD_ROOT%{_bindir} \
libdir=$RPM_BUILD_ROOT%{_libdir} \
includedir=$RPM_BUILD_ROOT%{_includedir} \
datadir=$RPM_BUILD_ROOT%{_datadir} \
mandir=$RPM_BUILD_ROOT%{_mandir}
ln -s libSDL-1.2.so.0 $RPM_BUILD_ROOT%{_libdir}/libSDL-1.1.so.0
%else
%makeinstall
%endif
%clean
rm -rf $RPM_BUILD_ROOT
%files
%{__defattr}
%doc README-SDL.txt COPYING CREDITS BUGS
%{_libdir}/lib*.%{__soext}.*
%files devel
%{__defattr}
%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew docs.html
%doc docs/index.html docs/html
%{_bindir}/*-config
%{_libdir}/lib*.a
%{_libdir}/lib*.la
%{_libdir}/lib*.%{__soext}
%dir %{_includedir}/SDL
%{_includedir}/SDL/*.h
%{_libdir}/pkgconfig/sdl.pc
%{_datadir}/aclocal/*
%{_mandir}/man3/*
%changelog
* Tue May 16 2006 Sam Lantinga <slouken@libsdl.org>
- Removed support for Darwin, due to build problems on ps2linux
* Mon Jan 03 2004 Anders Bjorklund <afb@algonet.se>
- Added support for Darwin, updated spec file
* Wed Jan 19 2000 Sam Lantinga <slouken@libsdl.org>
- Re-integrated spec file into SDL distribution
- 'name' and 'version' come from configure
- Some of the documentation is devel specific
- Removed SMP support from %build - it doesn't work with libtool anyway
* Tue Jan 18 2000 Hakan Tandogan <hakan@iconsult.com>
- Hacked Mandrake sdl spec to build 1.1
* Sun Dec 19 1999 John Buswell <johnb@mandrakesoft.com>
- Build Release
* Sat Dec 18 1999 John Buswell <johnb@mandrakesoft.com>
- Add symlink for libSDL-1.0.so.0 required by sdlbomber
- Added docs
* Thu Dec 09 1999 Lenny Cartier <lenny@mandrakesoft.com>
- v 1.0.0
* Mon Nov 1 1999 Chmouel Boudjnah <chmouel@mandrakesoft.com>
- First spec file for Mandrake distribution.
# end of file

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@ -1,171 +0,0 @@
<HTML>
<HEAD>
<TITLE>Using SDL with Microsoft Visual C++</TITLE>
</HEAD>
<BODY>
<H1>
Using SDL with Microsoft Visual C++ 5,6&nbsp;and 7
</H1>
<H3>
by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro </A>and additions by <A HREF="mailto:james@conceptofzero.net">
James Turk</A>
</H3>
<p>
You can either use the precompiled libraries from <A HREF="http://www.libsdl.org/download.php">
the SDL Download web site </A>, or you can build SDL yourself.
</p>
<H3>
Building SDL
</H3>
<P>
Unzip the <CODE>VisualC.zip</CODE> file into the directory that contains this
file (<CODE>VisualC.html</CODE>).
</P>
<P>
Be certain that you unzip the zip file for your compiler into <strong>this</strong>
directory and not any other directory. If you are using WinZip, be careful to
make sure that it extracts to <strong>this</strong> folder, because it's
convenient feature of unzipping to a folder with the name of the file currently
being unzipped will get you in trouble if you use it right now. And that's all
I have to say about that.
</P>
<P>
Now that it's unzipped, go into the VisualC
directory that is created, and double-click on the VC++ file "<CODE>SDL.dsw</CODE>"<STRONG><FONT color="#009900">
("<CODE>SDL.sln</CODE>").</FONT></STRONG> This should open up the IDE.
</P>
<P>
You may be prompted at this point to upgrade the workspace, should you be using
a more recent version of Visual C++. If so, allow the workspace to be upgraded.
</P>
<P>
Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files.
</P>
<P>
This is done by right clicking on each project in turn (Projects are listed in
the Workspace panel in the FileView tab), and selecting "Build".
</P>
<P>
If you get an error about SDL_config.h being missing, you should
copy include/SDL_config.h.default to include/SDL_config.h and try again.
</P>
<P>
You may get a few warnings, but you should not get any errors. You do have to
have at least the DirectX 5 SDK installed, however. The latest
version of DirectX can be downloaded or purchased on a cheap CD (my
recommendation) from <A HREF="http://www.microsoft.com">Microsoft </A>.
</P>
<P>
Later, we will refer to the following .lib and .dll files that have just been
generated:
</P>
<ul>
<li> SDL.dll</li>
<li> SDL.lib</li>
<li> SDLmain.lib</li>
</ul>
<P>
Search for these using the Windows Find (Windows-F) utility, if you don't
already know where they should be. For those of you with a clue, look inside
the Debug or Release directories of the subdirectories of the Project folder.
(It might be easier to just use Windows Find if this sounds confusing. And
don't worry about needing a clue; we all need visits from the clue fairy
frequently.)
</P>
<H3>
Creating a Project with SDL
</H3>
<P>
Create a project as a Win32 Application.
</P>
<P>
Create a C++ file for your project.
</P>
<P>
Set the C runtime to "Multi-threaded DLL" in the menu: <CODE>Project|Settings|C/C++
tab|Code Generation|Runtime Library </CODE>.
</P>
<P>
Add the SDL <CODE>include</CODE> directory to your list of includes in the
menu: <CODE>Project|Settings|C/C++ tab|Preprocessor|Additional include directories </CODE>
.
<br>
<STRONG><FONT color="#009900">VC7 Specific: Instead of doing this I find it easier to
add the include and library directories to the list that VC7 keeps. Do this by
selecting Tools|Options|Projects|VC++ Directories and under the "Show
Directories For:" dropbox select "Include Files", and click the "New Directory
Icon" and add the [SDLROOT]\include directory (ex. If you installed to
c:\SDL-1.2.5\ add c:\SDL-1.2.5\include).&nbsp;Proceed to&nbsp;change the
dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG>
</P>
<P>
The "include directory" I am referring to is the <CODE>include</CODE> folder
within the main SDL directory (the one that this HTML file located within).
</P>
<P>
Now we're going to use the files that we had created earlier in the Build SDL
step.
</P>
<P>
Copy the following files into your Project directory:
</P>
<ul>
<li> SDL.dll</li>
</ul>
<P>
Add the following files to your project (It is not necessary to copy them to
your project directory):
</P>
<ul>
<li> SDL.lib </li>
<li> SDLmain.lib</li>
</ul>
<P>
(To add them to your project, right click on your project, and select "Add
files to project")
</P>
<P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more
desireable to add them to the linker options: Project|Properties|Linker|Command
Line and type the names of the libraries to link with in the "Additional
Options:" box.&nbsp; Note: This must be done&nbsp;for&nbsp;each&nbsp;build
configuration (eg. Release,Debug).</FONT></STRONG></P>
<H3>
SDL 101, First Day of Class
</H3>
<P>
Now create the basic body of your project. The body of your program should take
the following form: <CODE>
<PRE>
#include "SDL.h"
int main( int argc, char* argv[] )
{
// Body of the program goes here.
return 0;
}
</PRE>
</CODE>
<P></P>
<H3>
That's it!
</H3>
<P>
I hope that this document has helped you get through the most difficult part of
using the SDL: installing it. Suggestions for improvements to this document
should be sent to the writers of this document.
</P>
<P>
Thanks to Paulus Esterhazy (pesterhazy@gmx.net), for the work on VC++ port.
</P>
<P>
This document was originally called "VisualC.txt", and was written by <A HREF="mailto:slouken@libsdl.org">
Sam Lantinga</A>.
</P>
<P>
Later, it was converted to HTML and expanded into the document that you see
today by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro</A>.
</P>
<P>Minor Fixes and Visual C++ 7 Information (In Green) was added by <A HREF="mailto:james@conceptofzero.net">James Turk</A>
</P>
</BODY>
</HTML>

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@ -1,19 +0,0 @@
#!/bin/sh
#
echo "Generating build information using autoconf"
echo "This may take a while ..."
# Regenerate configuration files
cp acinclude.m4 aclocal.m4
found=false
for autoconf in autoconf autoconf259 autoconf-2.59
do if which $autoconf >/dev/null 2>&1; then $autoconf && found=true; break; fi
done
if test x$found = xfalse; then
echo "Couldn't find autoconf, aborting"
exit 1
fi
(cd test; sh autogen.sh)
# Run configure for this platform
echo "Now you are ready to run ./configure"

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@ -1,60 +0,0 @@
#!/bin/sh
prefix=@prefix@
exec_prefix=@exec_prefix@
exec_prefix_set=no
libdir=@libdir@
@ENABLE_STATIC_FALSE@usage="\
@ENABLE_STATIC_FALSE@Usage: sdl-config [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs]"
@ENABLE_STATIC_TRUE@usage="\
@ENABLE_STATIC_TRUE@Usage: sdl-config [--prefix[=DIR]] [--exec-prefix[=DIR]] [--version] [--cflags] [--libs] [--static-libs]"
if test $# -eq 0; then
echo "${usage}" 1>&2
exit 1
fi
while test $# -gt 0; do
case "$1" in
-*=*) optarg=`echo "$1" | LC_ALL="C" sed 's/[-_a-zA-Z0-9]*=//'` ;;
*) optarg= ;;
esac
case $1 in
--prefix=*)
prefix=$optarg
if test $exec_prefix_set = no ; then
exec_prefix=$optarg
fi
;;
--prefix)
echo $prefix
;;
--exec-prefix=*)
exec_prefix=$optarg
exec_prefix_set=yes
;;
--exec-prefix)
echo $exec_prefix
;;
--version)
echo @SDL_VERSION@
;;
--cflags)
echo -I@includedir@/SDL @SDL_CFLAGS@
;;
@ENABLE_SHARED_TRUE@ --libs)
@ENABLE_SHARED_TRUE@ echo -L@libdir@ @SDL_RLD_FLAGS@ @SDL_LIBS@
@ENABLE_SHARED_TRUE@ ;;
@ENABLE_STATIC_TRUE@@ENABLE_SHARED_TRUE@ --static-libs)
@ENABLE_STATIC_TRUE@@ENABLE_SHARED_FALSE@ --libs|--static-libs)
@ENABLE_STATIC_TRUE@ echo -L@libdir@ @SDL_RLD_FLAGS@ @SDL_STATIC_LIBS@
@ENABLE_STATIC_TRUE@ ;;
*)
echo "${usage}" 1>&2
exit 1
;;
esac
shift
done

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@ -1,183 +0,0 @@
# Configure paths for SDL
# Sam Lantinga 9/21/99
# stolen from Manish Singh
# stolen back from Frank Belew
# stolen from Manish Singh
# Shamelessly stolen from Owen Taylor
dnl AM_PATH_SDL([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]])
dnl Test for SDL, and define SDL_CFLAGS and SDL_LIBS
dnl
AC_DEFUN([AM_PATH_SDL],
[dnl
dnl Get the cflags and libraries from the sdl-config script
dnl
AC_ARG_WITH(sdl-prefix,[ --with-sdl-prefix=PFX Prefix where SDL is installed (optional)],
sdl_prefix="$withval", sdl_prefix="")
AC_ARG_WITH(sdl-exec-prefix,[ --with-sdl-exec-prefix=PFX Exec prefix where SDL is installed (optional)],
sdl_exec_prefix="$withval", sdl_exec_prefix="")
AC_ARG_ENABLE(sdltest, [ --disable-sdltest Do not try to compile and run a test SDL program],
, enable_sdltest=yes)
if test x$sdl_exec_prefix != x ; then
sdl_config_args="$sdl_config_args --exec-prefix=$sdl_exec_prefix"
if test x${SDL_CONFIG+set} != xset ; then
SDL_CONFIG=$sdl_exec_prefix/bin/sdl-config
fi
fi
if test x$sdl_prefix != x ; then
sdl_config_args="$sdl_config_args --prefix=$sdl_prefix"
if test x${SDL_CONFIG+set} != xset ; then
SDL_CONFIG=$sdl_prefix/bin/sdl-config
fi
fi
as_save_PATH="$PATH"
if test "x$prefix" != xNONE; then
PATH="$prefix/bin:$prefix/usr/bin:$PATH"
fi
AC_PATH_PROG(SDL_CONFIG, sdl-config, no, [$PATH])
PATH="$as_save_PATH"
min_sdl_version=ifelse([$1], ,0.11.0,$1)
AC_MSG_CHECKING(for SDL - version >= $min_sdl_version)
no_sdl=""
if test "$SDL_CONFIG" = "no" ; then
no_sdl=yes
else
SDL_CFLAGS=`$SDL_CONFIG $sdl_config_args --cflags`
SDL_LIBS=`$SDL_CONFIG $sdl_config_args --libs`
sdl_major_version=`$SDL_CONFIG $sdl_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
sdl_minor_version=`$SDL_CONFIG $sdl_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
sdl_micro_version=`$SDL_CONFIG $sdl_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
if test "x$enable_sdltest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_CXXFLAGS="$CXXFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $SDL_CFLAGS"
CXXFLAGS="$CXXFLAGS $SDL_CFLAGS"
LIBS="$LIBS $SDL_LIBS"
dnl
dnl Now check if the installed SDL is sufficiently new. (Also sanity
dnl checks the results of sdl-config to some extent
dnl
rm -f conf.sdltest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
char*
my_strdup (char *str)
{
char *new_str;
if (str)
{
new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char));
strcpy (new_str, str);
}
else
new_str = NULL;
return new_str;
}
int main (int argc, char *argv[])
{
int major, minor, micro;
char *tmp_version;
/* This hangs on some systems (?)
system ("touch conf.sdltest");
*/
{ FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); }
/* HP/UX 9 (%@#!) writes to sscanf strings */
tmp_version = my_strdup("$min_sdl_version");
if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, &micro) != 3) {
printf("%s, bad version string\n", "$min_sdl_version");
exit(1);
}
if (($sdl_major_version > major) ||
(($sdl_major_version == major) && ($sdl_minor_version > minor)) ||
(($sdl_major_version == major) && ($sdl_minor_version == minor) && ($sdl_micro_version >= micro)))
{
return 0;
}
else
{
printf("\n*** 'sdl-config --version' returned %d.%d.%d, but the minimum version\n", $sdl_major_version, $sdl_minor_version, $sdl_micro_version);
printf("*** of SDL required is %d.%d.%d. If sdl-config is correct, then it is\n", major, minor, micro);
printf("*** best to upgrade to the required version.\n");
printf("*** If sdl-config was wrong, set the environment variable SDL_CONFIG\n");
printf("*** to point to the correct copy of sdl-config, and remove the file\n");
printf("*** config.cache before re-running configure\n");
return 1;
}
}
],, no_sdl=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
CXXFLAGS="$ac_save_CXXFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
if test "x$no_sdl" = x ; then
AC_MSG_RESULT(yes)
ifelse([$2], , :, [$2])
else
AC_MSG_RESULT(no)
if test "$SDL_CONFIG" = "no" ; then
echo "*** The sdl-config script installed by SDL could not be found"
echo "*** If SDL was installed in PREFIX, make sure PREFIX/bin is in"
echo "*** your path, or set the SDL_CONFIG environment variable to the"
echo "*** full path to sdl-config."
else
if test -f conf.sdltest ; then
:
else
echo "*** Could not run SDL test program, checking why..."
CFLAGS="$CFLAGS $SDL_CFLAGS"
CXXFLAGS="$CXXFLAGS $SDL_CFLAGS"
LIBS="$LIBS $SDL_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include "SDL.h"
int main(int argc, char *argv[])
{ return 0; }
#undef main
#define main K_and_R_C_main
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding SDL or finding the wrong"
echo "*** version of SDL. If it is not finding SDL, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means SDL was incorrectly installed"
echo "*** or that you have moved SDL since it was installed. In the latter case, you"
echo "*** may want to edit the sdl-config script: $SDL_CONFIG" ])
CFLAGS="$ac_save_CFLAGS"
CXXFLAGS="$ac_save_CXXFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
SDL_CFLAGS=""
SDL_LIBS=""
ifelse([$3], , :, [$3])
fi
AC_SUBST(SDL_CFLAGS)
AC_SUBST(SDL_LIBS)
rm -f conf.sdltest
])

View file

@ -1,15 +0,0 @@
# sdl pkg-config source file
prefix=@prefix@
exec_prefix=@exec_prefix@
libdir=@libdir@
includedir=@includedir@
Name: sdl
Description: Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer.
Version: @SDL_VERSION@
Requires:
Conflicts:
Libs: -L${libdir} @SDL_RLD_FLAGS@ @SDL_LIBS@
Libs.private: @SDL_STATIC_LIBS@
Cflags: -I${includedir}/SDL @SDL_CFLAGS@