update sdl Merge commit '644725478f4de0f074a6834e8423ac36dce3974f'
This commit is contained in:
14
external/sdl/SDL/docs/README-android.md
vendored
14
external/sdl/SDL/docs/README-android.md
vendored
@ -10,13 +10,13 @@ The rest of this README covers the Android gradle style build process.
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Requirements
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================================================================================
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Android SDK (version 31 or later)
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Android SDK (version 34 or later)
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https://developer.android.com/sdk/index.html
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Android NDK r15c or later
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https://developer.android.com/tools/sdk/ndk/index.html
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Minimum API level supported by SDL: 16 (Android 4.1)
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Minimum API level supported by SDL: 19 (Android 4.4)
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How the port works
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@ -435,13 +435,13 @@ The Tegra Graphics Debugger is available from NVidia here:
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https://developer.nvidia.com/tegra-graphics-debugger
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Why is API level 16 the minimum required?
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Why is API level 19 the minimum required?
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================================================================================
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The latest NDK toolchain doesn't support targeting earlier than API level 16.
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As of this writing, according to https://developer.android.com/about/dashboards/index.html
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about 99% of the Android devices accessing Google Play support API level 16 or
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higher (January 2018).
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The latest NDK toolchain doesn't support targeting earlier than API level 19.
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As of this writing, according to https://www.composables.com/tools/distribution-chart
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about 99.7% of the Android devices accessing Google Play support API level 19 or
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higher (August 2023).
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A note regarding the use of the "dirty rectangles" rendering technique
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|
363
external/sdl/SDL/docs/README-emscripten.md
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363
external/sdl/SDL/docs/README-emscripten.md
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@ -1,27 +1,187 @@
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# Emscripten
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(This documentation is not very robust; we will update and expand this later.)
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## The state of things
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## A quick note about audio
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(As of September 2023, but things move quickly and we don't update this
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||||
document often.)
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In modern times, all the browsers you probably care about (Chrome, Firefox,
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Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
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reasonable base configurations:
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- WebAssembly (don't bother with asm.js any more)
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- WebGL (which will look like OpenGL ES 2 or 3 to your app).
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- Threads (see caveats, though!)
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- Game controllers
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- Autoupdating (so you can assume they have a recent version of the browser)
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All this to say we're at the point where you don't have to make a lot of
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concessions to get even a fairly complex SDL-based game up and running.
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## RTFM
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This document is a quick rundown of some high-level details. The
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documentation at [emscripten.org](https://emscripten.org/) is vast
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and extremely detailed for a wide variety of topics, and you should at
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least skim through it at some point.
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## Porting your app to Emscripten
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Many many things just need some simple adjustments and they'll compile
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like any other C/C++ code, as long as SDL was handling the platform-specific
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work for your program.
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First, you probably need this in at least one of your source files:
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```c
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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```
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Second: assembly language code has to go. Replace it with C. You can even use
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[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)!
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Third: Middleware has to go. If you have a third-party library you link
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against, you either need an Emscripten port of it, or the source code to it
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to compile yourself, or you need to remove it.
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|
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Fourth: You still start in a function called main(), but you need to get out of
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it and into a function that gets called repeatedly, and returns quickly,
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called a mainloop.
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Somewhere in your program, you probably have something that looks like a more
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complicated version of this:
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```c
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void main(void)
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{
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initialize_the_game();
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while (game_is_still_running) {
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check_for_new_input();
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think_about_stuff();
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draw_the_next_frame();
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}
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deinitialize_the_game();
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}
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```
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This will not work on Emscripten, because the main thread needs to be free
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to do stuff and can't sit in this loop forever. So Emscripten lets you set up
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a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
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```c
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static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
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{
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if (!game_is_still_running) {
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deinitialize_the_game();
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#ifdef __EMSCRIPTEN__
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emscripten_cancel_main_loop(); /* this should "kill" the app. */
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#else
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exit(0);
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#endif
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}
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|
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check_for_new_input();
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think_about_stuff();
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draw_the_next_frame();
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}
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void main(void)
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{
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initialize_the_game();
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(mainloop, 0, 1);
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#else
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while (1) { mainloop(); }
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#endif
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}
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```
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Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
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`mainloop` over and over until I end the program." The function will
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run, and return, freeing the main thread for other tasks, and then
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run again when it's time. The `1` parameter does some magic to make
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your main() function end immediately; this is useful because you
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||||
don't want any shutdown code that might be sitting below this code
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to actually run if main() were to continue on, since we're just
|
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getting started.
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|
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There's a lot of little details that are beyond the scope of this
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document, but that's the biggest intial set of hurdles to porting
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your app to the web.
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## Do you need threads?
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|
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If you plan to use threads, they work on all major browsers now. HOWEVER,
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they bring with them a lot of careful considerations. Rendering _must_
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be done on the main thread. This is a general guideline for many
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||||
platforms, but a hard requirement on the web.
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Many other things also must happen on the main thread; often times SDL
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and Emscripten make efforts to "proxy" work to the main thread that
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must be there, but you have to be careful (and read more detailed
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||||
documentation than this for the finer points).
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||||
|
||||
Even when using threads, your main thread needs to set an Emscripten
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||||
mainloop that runs quickly and returns, or things will fail to work
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correctly.
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You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html)
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for all the finer points. Mostly SDL's thread API will work as expected,
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but is built on pthreads, so it shares the same little incompatibilities
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||||
that are documented there, such as where you can use a mutex, and when
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||||
a thread will start running, etc.
|
||||
|
||||
|
||||
IMPORTANT: You have to decide to either build something that uses
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||||
threads or something that doesn't; you can't have one build
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||||
that works everywhere. This is an Emscripten (or maybe WebAssembly?
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||||
Or just web browsers in general?) limitation. If you aren't using
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threads, it's easier to not enable them at all, at build time.
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||||
|
||||
If you use threads, you _have to_ run from a web server that has
|
||||
[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/)
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||||
or your program will fail to start at all.
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||||
|
||||
If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
|
||||
for checking with the C preprocessor, so you can build something
|
||||
different depending on what sort of build you're compiling.
|
||||
|
||||
|
||||
## Audio
|
||||
|
||||
Audio works as expected at the API level, but not exactly like other
|
||||
platforms.
|
||||
|
||||
You'll only see a single default audio device. Audio capture also works;
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||||
if the browser pops up a prompt to ask for permission to access the
|
||||
microphone, the SDL_OpenAudioDevice call will succeed and start producing
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||||
silence at a regular interval. Once the user approves the request, real
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||||
audio data will flow. If the user denies it, the app is not informed and
|
||||
will just continue to receive silence.
|
||||
|
||||
Modern web browsers will not permit web pages to produce sound before the
|
||||
user has interacted with them; this is for several reasons, not the least
|
||||
of which being that no one likes when a random browser tab suddenly starts
|
||||
making noise and the user has to scramble to figure out which and silence
|
||||
it.
|
||||
user has interacted with them (clicked or tapped on them, usually); this is
|
||||
for several reasons, not the least of which being that no one likes when a
|
||||
random browser tab suddenly starts making noise and the user has to scramble
|
||||
to figure out which and silence it.
|
||||
|
||||
To solve this, most browsers will refuse to let a web app use the audio
|
||||
subsystem at all before the user has interacted with (clicked on) the page
|
||||
in a meaningful way. SDL-based apps also have to deal with this problem; if
|
||||
the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
|
||||
SDL will allow you to open the audio device for playback in this
|
||||
circumstance, and your audio callback will fire, but SDL will throw the audio
|
||||
data away until the user interacts with the page. This helps apps that depend
|
||||
on the audio callback to make progress, and also keeps audio playback in sync
|
||||
once the app is finally allowed to make noise.
|
||||
|
||||
There are two reasonable ways to deal with this: if you are writing some
|
||||
sort of media player thing, where the user expects there to be a volume
|
||||
control when you mouseover the canvas, just default that control to a muted
|
||||
state; if the user clicks on the control to unmute it, on this first click,
|
||||
open the audio device. This allows the media to play at start, the user can
|
||||
reasonably opt-in to listening, and you never get access denied to the audio
|
||||
device.
|
||||
There are two reasonable ways to deal with the silence at the app level:
|
||||
if you are writing some sort of media player thing, where the user expects
|
||||
there to be a volume control when you mouseover the canvas, just default
|
||||
that control to a muted state; if the user clicks on the control to unmute
|
||||
it, on this first click, open the audio device. This allows the media to
|
||||
play at start, and the user can reasonably opt-in to listening.
|
||||
|
||||
Many games do not have this sort of UI, and are more rigid about starting
|
||||
audio along with everything else at the start of the process. For these, your
|
||||
@ -36,41 +196,170 @@ Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
|
||||
for some Javascript code to steal for this approach.
|
||||
|
||||
|
||||
## Rendering
|
||||
|
||||
If you use SDL's 2D render API, it will use GLES2 internally, which
|
||||
Emscripten will turn into WebGL calls. You can also use OpenGL ES 2
|
||||
directly by creating a GL context and drawing into it.
|
||||
|
||||
Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
|
||||
present anything on the screen until your return from your mainloop
|
||||
function.
|
||||
|
||||
|
||||
## Building SDL/emscripten
|
||||
|
||||
First: do you _really_ need to build SDL from source?
|
||||
|
||||
If you aren't developing SDL itself, have a desire to mess with its source
|
||||
code, or need something on the bleeding edge, don't build SDL. Just use
|
||||
Emscripten's packaged version!
|
||||
|
||||
Compile and link your app with `-sUSE_SDL=2` and it'll use a build of
|
||||
SDL packaged with Emscripten. This comes from the same source code and
|
||||
fixes the Emscripten project makes to SDL are generally merged into SDL's
|
||||
revision control, so often this is much easier for app developers.
|
||||
|
||||
`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL
|
||||
1.2 instead; if you need SDL 1.2, this might be fine, but we generally
|
||||
recommend you don't use SDL 1.2 in modern times.
|
||||
|
||||
|
||||
If you want to build SDL, though...
|
||||
|
||||
SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
|
||||
are likely to work, as well.
|
||||
|
||||
|
||||
Build:
|
||||
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emcmake cmake ..
|
||||
$ emmake make
|
||||
This works on Linux/Unix and macOS. Please send comments about Windows.
|
||||
|
||||
Or with cmake:
|
||||
Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html)
|
||||
first, and run `source emsdk_env.sh` at the command line so it finds the
|
||||
tools.
|
||||
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ emcmake cmake ..
|
||||
$ emmake make
|
||||
(These cmake options might be overkill, but this has worked for me.)
|
||||
|
||||
To build one of the tests:
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
emcmake cmake ..
|
||||
# you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command.
|
||||
emmake make -j4
|
||||
```
|
||||
|
||||
$ cd test/
|
||||
$ emcc -O2 --js-opts 0 -g4 testdraw.c -I../include ../build/.libs/libSDL3.a ../build/libSDL3_test.a -o a.html
|
||||
If you want to build with thread support, something like this works:
|
||||
|
||||
Uses GLES2 renderer or software
|
||||
```bash
|
||||
mkdir build
|
||||
cd build
|
||||
emcmake cmake -DSDL_THREADS=On ..
|
||||
# you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command.
|
||||
emmake make -j4
|
||||
```
|
||||
|
||||
Some other SDL3 libraries can be easily built (assuming SDL3 is installed somewhere):
|
||||
To build the tests, add `-DSDL_TESTS=On` to the `emcmake cmake` command line.
|
||||
|
||||
SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
|
||||
|
||||
$ emcmake cmake ..
|
||||
build as usual...
|
||||
## Building your app
|
||||
|
||||
You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
|
||||
mostly it uses the same command line arguments as Clang.
|
||||
|
||||
Link against the SDL/build/libSDL3.a file you generated by building SDL,
|
||||
link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
|
||||
|
||||
Usually you would produce a binary like this:
|
||||
|
||||
```bash
|
||||
gcc -o mygame mygame.c # or whatever
|
||||
```
|
||||
|
||||
But for Emscripten, you want to output something else:
|
||||
|
||||
```bash
|
||||
emcc -o index.html mygame.c
|
||||
```
|
||||
|
||||
This will produce several files...support Javascript and WebAssembly (.wasm)
|
||||
files. The `-o index.html` will produce a simple HTML page that loads and
|
||||
runs your app. You will (probably) eventually want to replace or customize
|
||||
that file and do `-o index.js` instead to just build the code pieces.
|
||||
|
||||
If you're working on a program of any serious size, you'll likely need to
|
||||
link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access
|
||||
to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb`
|
||||
or the app will fail to start on iOS browsers, but this might be a bug that
|
||||
goes away in the future.
|
||||
|
||||
|
||||
## Data files
|
||||
|
||||
Your game probably has data files. Here's how to access them.
|
||||
|
||||
Filesystem access works like a Unix filesystem; you have a single directory
|
||||
tree, possibly interpolated from several mounted locations, no drive letters,
|
||||
'/' for a path separator. You can access them with standard file APIs like
|
||||
open() or fopen() or SDL_RWops. You can read or write from the filesystem.
|
||||
|
||||
By default, you probably have a "MEMFS" filesystem (all files are stored in
|
||||
memory, but access to them is immediate and doesn't need to block). There are
|
||||
other options, like "IDBFS" (files are stored in a local database, so they
|
||||
don't need to be in RAM all the time and they can persist between runs of the
|
||||
program, but access is not synchronous). You can mix and match these file
|
||||
systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc,
|
||||
but that's beyond the scope of this document. Please refer to Emscripten's
|
||||
[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html)
|
||||
for more info.
|
||||
|
||||
The _easiest_ (but not the best) way to get at your data files is to embed
|
||||
them in the app itself. Emscripten's linker has support for automating this.
|
||||
|
||||
```bash
|
||||
emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav
|
||||
```
|
||||
|
||||
This will pack ../test/sample.wav in your app, and make it available at
|
||||
"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available
|
||||
before your main() function runs, and since it's in MEMFS, you can just
|
||||
read it like you do on other platforms. `--embed-file` can also accept a
|
||||
directory to pack an entire tree, and you can specify the argument multiple
|
||||
times to pack unrelated things into the final installation.
|
||||
|
||||
Note that this is absolutely the best approach if you have a few small
|
||||
files to include and shouldn't worry about the issue further. However, if you
|
||||
have hundreds of megabytes and/or thousands of files, this is not so great,
|
||||
since the user will download it all every time they load your page, and it
|
||||
all has to live in memory at runtime.
|
||||
|
||||
[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html)
|
||||
gives other options and details, and is worth a read.
|
||||
|
||||
|
||||
## Debugging
|
||||
|
||||
Debugging web apps is a mixed bag. You should compile and link with
|
||||
`-gsource-map`, which embeds a ton of source-level debugging information into
|
||||
the build, and make sure _the app source code is available on the web server_,
|
||||
which is often a scary proposition for various reasons.
|
||||
|
||||
When you debug from the browser's tools and hit a breakpoint, you can step
|
||||
through the actual C/C++ source code, though, which can be nice.
|
||||
|
||||
If you try debugging in Firefox and it doesn't work well for no apparent
|
||||
reason, try Chrome, and vice-versa. These tools are still relatively new,
|
||||
and improving all the time.
|
||||
|
||||
SDL_Log() (or even plain old printf) will write to the Javascript console,
|
||||
and honestly I find printf-style debugging to be easier than setting up a build
|
||||
for proper debugging, so use whatever tools work best for you.
|
||||
|
||||
|
||||
## Questions?
|
||||
|
||||
Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues).
|
||||
If something is wrong or unclear, we want to know!
|
||||
|
||||
|
||||
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
|
||||
|
||||
$ emcmake cmake ..
|
||||
build as usual...
|
||||
|
6
external/sdl/SDL/docs/README-gdk.md
vendored
6
external/sdl/SDL/docs/README-gdk.md
vendored
@ -29,6 +29,12 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
|
||||
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
|
||||
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
|
||||
|
||||
* Single-player games have some additional features available:
|
||||
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
|
||||
* `SDL_GetPrefPath` still works, but only for single-player titles.
|
||||
|
||||
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
|
||||
|
||||
* What doesn't work:
|
||||
* Compilation with anything other than through the included Visual C++ solution file
|
||||
|
||||
|
118
external/sdl/SDL/docs/README-migration.md
vendored
118
external/sdl/SDL/docs/README-migration.md
vendored
@ -4,6 +4,8 @@ This guide provides useful information for migrating applications from SDL 2.0 t
|
||||
|
||||
Details on API changes are organized by SDL 2.0 header below.
|
||||
|
||||
The file with your main() function should include <SDL3/SDL_main.h>, as that is no longer included in SDL.h.
|
||||
|
||||
Many functions and symbols have been renamed. We have provided a handy Python script [rename_symbols.py](https://github.com/libsdl-org/SDL/blob/main/build-scripts/rename_symbols.py) to rename SDL2 functions to their SDL3 counterparts:
|
||||
```sh
|
||||
rename_symbols.py --all-symbols source_code_path
|
||||
@ -11,14 +13,11 @@ rename_symbols.py --all-symbols source_code_path
|
||||
|
||||
It's also possible to apply a semantic patch to migrate more easily to SDL3: [SDL_migration.cocci](https://github.com/libsdl-org/SDL/blob/main/build-scripts/SDL_migration.cocci)
|
||||
|
||||
|
||||
SDL headers should now be included as `#include <SDL3/SDL.h>`. Typically that's the only header you'll need in your application unless you are using OpenGL or Vulkan functionality. We have provided a handy Python script [rename_headers.py](https://github.com/libsdl-org/SDL/blob/main/build-scripts/rename_headers.py) to rename SDL2 headers to their SDL3 counterparts:
|
||||
```sh
|
||||
rename_headers.py source_code_path
|
||||
```
|
||||
|
||||
The file with your main() function should also include <SDL3/SDL_main.h>, see below in the SDL_main.h section.
|
||||
|
||||
CMake users should use this snippet to include SDL support in their project:
|
||||
```
|
||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
@ -39,10 +38,7 @@ LDFLAGS += $(shell pkg-config sdl3 --libs)
|
||||
|
||||
The SDL3test library has been renamed SDL3_test.
|
||||
|
||||
There is no SDLmain library anymore, it's now header-only, see below in the SDL_main.h section.
|
||||
|
||||
|
||||
begin_code.h and close_code.h in the public headers have been renamed to SDL_begin_code.h and SDL_close_code.h. These aren't meant to be included directly by applications, but if your application did, please update your `#include` lines.
|
||||
The SDLmain library has been removed, it's been entirely replaced by SDL_main.h.
|
||||
|
||||
The vi format comments have been removed from source code. Vim users can use the [editorconfig plugin](https://github.com/editorconfig/editorconfig-vim) to automatically set tab spacing for the SDL coding style.
|
||||
|
||||
@ -53,15 +49,15 @@ The following structures have been renamed:
|
||||
|
||||
## SDL_audio.h
|
||||
|
||||
The audio subsystem in SDL3 is dramatically different than SDL2. The primary way to play audio is no longer an audio callback; instead you bind SDL_AudioStreams to devices.
|
||||
The audio subsystem in SDL3 is dramatically different than SDL2. The primary way to play audio is no longer an audio callback; instead you bind SDL_AudioStreams to devices; however, there is still a callback method available if needed.
|
||||
|
||||
The SDL 1.2 audio compatibility API has also been removed, as it was a simplified version of the audio callback interface.
|
||||
|
||||
SDL3 will not implicitly initialize the audio subsystem on your behalf if you open a device without doing so. Please explicitly call SDL_Init(SDL_INIT_AUDIO) at some point.
|
||||
|
||||
If your app depends on the callback method, there is a similar approach you can take. But first, this is the new approach:
|
||||
SDL3's audio subsystem offers an enormous amount of power over SDL2, but if you just want a simple migration of your existing code, you can ignore most of it. The simplest migration path from SDL2 looks something like this:
|
||||
|
||||
In SDL2, you might have done something like this to play audio:
|
||||
In SDL2, you might have done something like this to play audio...
|
||||
|
||||
```c
|
||||
void SDLCALL MyAudioCallback(void *userdata, Uint8 * stream, int len)
|
||||
@ -82,20 +78,7 @@ In SDL2, you might have done something like this to play audio:
|
||||
SDL_PauseAudioDevice(my_audio_device, 0);
|
||||
```
|
||||
|
||||
in SDL3:
|
||||
|
||||
```c
|
||||
/* ...somewhere near startup... */
|
||||
SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
|
||||
SDL_AudioDeviceID my_audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec);
|
||||
SDL_AudioSteam *stream = SDL_CreateAndBindAudioStream(my_audio_device, &spec);
|
||||
|
||||
/* ...in your main loop... */
|
||||
/* calculate a little more audio into `buf`, add it to `stream` */
|
||||
SDL_PutAudioStreamData(stream, buf, buflen);
|
||||
```
|
||||
|
||||
If you absolutely require the callback method, SDL_AudioStreams can use a callback whenever more data is to be read from them, which can be used to simulate SDL2 semantics:
|
||||
...in SDL3, you can do this...
|
||||
|
||||
```c
|
||||
void SDLCALL MyAudioCallback(SDL_AudioStream *stream, int len, void *userdata)
|
||||
@ -105,19 +88,32 @@ If you absolutely require the callback method, SDL_AudioStreams can use a callba
|
||||
}
|
||||
|
||||
/* ...somewhere near startup... */
|
||||
SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
|
||||
SDL_AudioDeviceID my_audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec);
|
||||
SDL_AudioSteam *stream = SDL_CreateAndBindAudioStream(my_audio_device, &spec);
|
||||
SDL_SetAudioStreamGetCallback(stream, MyAudioCallback);
|
||||
|
||||
/* MyAudioCallback will be called whenever the device requests more audio data. */
|
||||
const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
|
||||
SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, MyAudioCallback, &my_audio_callback_user_data);
|
||||
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
|
||||
```
|
||||
|
||||
If you used SDL_QueueAudio instead of a callback in SDL2, this is also straightforward.
|
||||
|
||||
```c
|
||||
/* ...somewhere near startup... */
|
||||
const SDL_AudioSpec spec = { SDL_AUDIO_S16, 2, 44100 };
|
||||
SDL_AudioStream *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, &spec, NULL, NULL);
|
||||
SDL_ResumeAudioDevice(SDL_GetAudioStreamDevice(stream));
|
||||
|
||||
/* ...in your main loop... */
|
||||
/* calculate a little more audio into `buf`, add it to `stream` */
|
||||
SDL_PutAudioStreamData(stream, buf, buflen);
|
||||
|
||||
```
|
||||
|
||||
...these same migration examples apply to audio capture, just using SDL_GetAudioStreamData instead of SDL_PutAudioStreamData.
|
||||
|
||||
SDL_AudioInit() and SDL_AudioQuit() have been removed. Instead you can call SDL_InitSubSystem() and SDL_QuitSubSystem() with SDL_INIT_AUDIO, which will properly refcount the subsystems. You can choose a specific audio driver using SDL_AUDIO_DRIVER hint.
|
||||
|
||||
The `SDL_AUDIO_ALLOW_*` symbols have been removed; now one may request the format they desire from the audio device, but ultimately SDL_AudioStream will manage the difference. One can use SDL_GetAudioDeviceFormat() to see what the final format is, if any "allowed" changes should be accomodated by the app.
|
||||
|
||||
SDL_AudioDeviceID now represents both an open audio device's handle (a "logical" device) and the instance ID that the hardware owns as long as it exists on the system (a "physical" device). The separation between device instances and device indexes is gone.
|
||||
SDL_AudioDeviceID now represents both an open audio device's handle (a "logical" device) and the instance ID that the hardware owns as long as it exists on the system (a "physical" device). The separation between device instances and device indexes is gone, and logical and physical devices are almost entirely interchangeable at the API level.
|
||||
|
||||
Devices are opened by physical device instance ID, and a new logical instance ID is generated by the open operation; This allows any device to be opened multiple times, possibly by unrelated pieces of code. SDL will manage the logical devices to provide a single stream of audio to the physical device behind the scenes.
|
||||
|
||||
@ -125,13 +121,13 @@ Devices are not opened by an arbitrary string name anymore, but by device instan
|
||||
|
||||
Many functions that would accept a device index and an `iscapture` parameter now just take an SDL_AudioDeviceID, as they are unique across all devices, instead of separate indices into output and capture device lists.
|
||||
|
||||
Rather than iterating over audio devices using a device index, there is a new function, SDL_GetAudioDevices(), to get the current list of devices, and new functions to get information about devices from their instance ID:
|
||||
Rather than iterating over audio devices using a device index, there are new functions, SDL_GetAudioOutputDevices() and SDL_GetAudioCaptureDevices(), to get the current list of devices, and new functions to get information about devices from their instance ID:
|
||||
|
||||
```c
|
||||
{
|
||||
if (SDL_InitSubSystem(SDL_INIT_AUDIO) == 0) {
|
||||
int i, num_devices;
|
||||
SDL_AudioDeviceID *devices = SDL_GetAudioDevices(/*iscapture=*/SDL_FALSE, &num_devices);
|
||||
SDL_AudioDeviceID *devices = SDL_GetAudioOutputDevices(&num_devices);
|
||||
if (devices) {
|
||||
for (i = 0; i < num_devices; ++i) {
|
||||
SDL_AudioDeviceID instance_id = devices[i];
|
||||
@ -152,7 +148,7 @@ SDL_PauseAudioDevice() no longer takes a second argument; it always pauses the d
|
||||
|
||||
Audio devices, opened by SDL_OpenAudioDevice(), no longer start in a paused state, as they don't begin processing audio until a stream is bound.
|
||||
|
||||
SDL_GetAudioDeviceStatus() has been removed; there is now SDL_IsAudioDevicePaused().
|
||||
SDL_GetAudioDeviceStatus() has been removed; there is now SDL_AudioDevicePaused().
|
||||
|
||||
SDL_QueueAudio(), SDL_DequeueAudio, and SDL_ClearQueuedAudio and SDL_GetQueuedAudioSize() have been removed; an SDL_AudioStream bound to a device provides the exact same functionality.
|
||||
|
||||
@ -259,18 +255,18 @@ The following functions have been removed:
|
||||
* SDL_GetQueuedAudioSize()
|
||||
|
||||
The following symbols have been renamed:
|
||||
* AUDIO_F32 => SDL_AUDIO_F32
|
||||
* AUDIO_F32LSB => SDL_AUDIO_F32LSB
|
||||
* AUDIO_F32MSB => SDL_AUDIO_F32MSB
|
||||
* AUDIO_F32SYS => SDL_AUDIO_F32SYS
|
||||
* AUDIO_S16 => SDL_AUDIO_S16
|
||||
* AUDIO_S16LSB => SDL_AUDIO_S16LSB
|
||||
* AUDIO_S16MSB => SDL_AUDIO_S16MSB
|
||||
* AUDIO_S16SYS => SDL_AUDIO_S16SYS
|
||||
* AUDIO_S32 => SDL_AUDIO_S32
|
||||
* AUDIO_S32LSB => SDL_AUDIO_S32LSB
|
||||
* AUDIO_S32MSB => SDL_AUDIO_S32MSB
|
||||
* AUDIO_S32SYS => SDL_AUDIO_S32SYS
|
||||
* AUDIO_F32 => SDL_AUDIO_F32LE
|
||||
* AUDIO_F32LSB => SDL_AUDIO_F32LE
|
||||
* AUDIO_F32MSB => SDL_AUDIO_F32BE
|
||||
* AUDIO_F32SYS => SDL_AUDIO_F32
|
||||
* AUDIO_S16 => SDL_AUDIO_S16LE
|
||||
* AUDIO_S16LSB => SDL_AUDIO_S16LE
|
||||
* AUDIO_S16MSB => SDL_AUDIO_S16BE
|
||||
* AUDIO_S16SYS => SDL_AUDIO_S16
|
||||
* AUDIO_S32 => SDL_AUDIO_S32LE
|
||||
* AUDIO_S32LSB => SDL_AUDIO_S32LE
|
||||
* AUDIO_S32MSB => SDL_AUDIO_S32BE
|
||||
* AUDIO_S32SYS => SDL_AUDIO_S32
|
||||
* AUDIO_S8 => SDL_AUDIO_S8
|
||||
* AUDIO_U8 => SDL_AUDIO_U8
|
||||
|
||||
@ -378,8 +374,6 @@ The SDL_EVENT_GAMEPAD_ADDED event now provides the joystick instance ID in the w
|
||||
|
||||
The functions SDL_GetGamepads(), SDL_GetGamepadInstanceName(), SDL_GetGamepadInstancePath(), SDL_GetGamepadInstancePlayerIndex(), SDL_GetGamepadInstanceGUID(), SDL_GetGamepadInstanceVendor(), SDL_GetGamepadInstanceProduct(), SDL_GetGamepadInstanceProductVersion(), and SDL_GetGamepadInstanceType() have been added to directly query the list of available gamepads.
|
||||
|
||||
The gamepad binding structure has been removed in favor of exchanging bindings in text format.
|
||||
|
||||
SDL_GameControllerGetSensorDataWithTimestamp() has been removed. If you want timestamps for the sensor data, you should use the sensor_timestamp member of SDL_EVENT_GAMEPAD_SENSOR_UPDATE events.
|
||||
|
||||
SDL_CONTROLLER_TYPE_VIRTUAL has been removed, so virtual controllers can emulate other gamepad types. If you need to know whether a controller is virtual, you can use SDL_IsJoystickVirtual().
|
||||
@ -417,7 +411,6 @@ The following enums have been renamed:
|
||||
|
||||
The following structures have been renamed:
|
||||
* SDL_GameController => SDL_Gamepad
|
||||
* SDL_GameControllerButtonBind => SDL_GamepadBinding
|
||||
|
||||
The following functions have been renamed:
|
||||
* SDL_GameControllerAddMapping() => SDL_AddGamepadMapping()
|
||||
@ -431,8 +424,6 @@ The following functions have been renamed:
|
||||
* SDL_GameControllerGetAttached() => SDL_GamepadConnected()
|
||||
* SDL_GameControllerGetAxis() => SDL_GetGamepadAxis()
|
||||
* SDL_GameControllerGetAxisFromString() => SDL_GetGamepadAxisFromString()
|
||||
* SDL_GameControllerGetBindForAxis() => SDL_GetGamepadBindForAxis()
|
||||
* SDL_GameControllerGetBindForButton() => SDL_GetGamepadBindForButton()
|
||||
* SDL_GameControllerGetButton() => SDL_GetGamepadButton()
|
||||
* SDL_GameControllerGetButtonFromString() => SDL_GetGamepadButtonFromString()
|
||||
* SDL_GameControllerGetFirmwareVersion() => SDL_GetGamepadFirmwareVersion()
|
||||
@ -475,8 +466,8 @@ The following functions have been renamed:
|
||||
|
||||
The following functions have been removed:
|
||||
* SDL_GameControllerEventState() - replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled()
|
||||
* SDL_GameControllerGetBindForAxis()
|
||||
* SDL_GameControllerGetBindForButton()
|
||||
* SDL_GameControllerGetBindForAxis() - replaced with SDL_GetGamepadBindings()
|
||||
* SDL_GameControllerGetBindForButton() - replaced with SDL_GetGamepadBindings()
|
||||
* SDL_GameControllerMappingForDeviceIndex() - replaced with SDL_GetGamepadInstanceMapping()
|
||||
* SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName()
|
||||
* SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath()
|
||||
@ -699,27 +690,6 @@ Instead SDL_main.h is now a header-only library **and not included by SDL.h anym
|
||||
Using it is really simple: Just `#include <SDL3/SDL_main.h>` in the source file with your standard
|
||||
`int main(int argc, char* argv[])` function.
|
||||
|
||||
The rest happens automatically: If your target platform needs the SDL_main functionality,
|
||||
your main function will be renamed to SDL_main (with a macro, just like in SDL2),
|
||||
and the real main-function will be implemented by inline code from SDL_main.h - and if your target
|
||||
platform doesn't need it, nothing happens.
|
||||
Like in SDL2, if you want to handle the platform-specific main yourself instead of using the SDL_main magic,
|
||||
you can `#define SDL_MAIN_HANDLED` before `#include <SDL3/SDL_main.h>` - don't forget to call SDL_SetMainReady()
|
||||
|
||||
If you need SDL_main.h in another source file (that doesn't implement main()), you also need to
|
||||
`#define SDL_MAIN_HANDLED` there, to avoid that multiple main functions are generated by SDL_main.h
|
||||
|
||||
There is currently one platform where this approach doesn't always work: WinRT.
|
||||
It requires WinMain to be implemented in a C++ source file that's compiled with `/ZW`. If your main
|
||||
is implemented in plain C, or you can't use `/ZW` on that file, you can add another .cpp
|
||||
source file that just contains `#include <SDL3/SDL_main.h>` and compile that with `/ZW` - but keep
|
||||
in mind that the source file with your standard main also needs that include!
|
||||
See [README-winrt.md](./README-winrt.md) for more details.
|
||||
|
||||
Furthermore, the different SDL_*RunApp() functions (SDL_WinRtRunApp, SDL_GDKRunApp, SDL_UIKitRunApp)
|
||||
have been unified into just `int SDL_RunApp(int argc, char* argv[], void * reserved)` (which is also
|
||||
used by additional platforms that didn't have a SDL_RunApp-like function before).
|
||||
|
||||
## SDL_metal.h
|
||||
|
||||
SDL_Metal_GetDrawableSize() has been removed. SDL_GetWindowSizeInPixels() can be used in its place.
|
||||
|
9
external/sdl/SDL/docs/README-wayland.md
vendored
9
external/sdl/SDL/docs/README-wayland.md
vendored
@ -34,3 +34,12 @@ encounter limitations or behavior that is different from other windowing systems
|
||||
### Warping the global mouse cursor position via ```SDL_WarpMouseGlobal()``` doesn't work
|
||||
|
||||
- For security reasons, Wayland does not allow warping the global mouse cursor position.
|
||||
|
||||
### The application icon can't be set via ```SDL_SetWindowIcon()```
|
||||
|
||||
- Wayland doesn't support programmatically setting the application icon. To provide a custom icon for your application,
|
||||
you must create an associated desktop entry file, aka a `.desktop` file, that points to the icon image. Please see the
|
||||
[Desktop Entry Specification](https://specifications.freedesktop.org/desktop-entry-spec/latest/) for more information
|
||||
on the format of this file. Note that if your application manually sets the application ID via the `SDL_APP_ID` hint
|
||||
string, the desktop entry file name should match the application ID. For example, if your application ID is set
|
||||
to `org.my_org.sdl_app`, the desktop entry file should be named `org.my_org.sdl_app.desktop`.
|
||||
|
8
external/sdl/SDL/docs/README-windows.md
vendored
8
external/sdl/SDL/docs/README-windows.md
vendored
@ -56,3 +56,11 @@ it change the value of `SDL_VIDEO_VULKAN` to 0 in `SDL_config_windows.h`. You
|
||||
must install the [Vulkan SDK](https://www.lunarg.com/vulkan-sdk/) in order to
|
||||
use Vulkan graphics in your application.
|
||||
|
||||
## Transparent Window Support
|
||||
|
||||
SDL uses the Desktop Window Manager (DWM) to create transparent windows. DWM is
|
||||
always enabled from Windows 8 and above. Windows 7 only enables DWM with Aero Glass
|
||||
theme.
|
||||
|
||||
However, it cannot be guaranteed to work on all hardware configurations (an example
|
||||
is hybrid GPU systems, such as NVIDIA Optimus laptops).
|
||||
|
Reference in New Issue
Block a user