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removed SDL2 sources

Wei Mingzhi 10 年之前
父节点
当前提交
507b07e991
共有 100 个文件被更改,包括 1 次插入21134 次删除
  1. 0 69
      ios/SDL2/Android.mk
  2. 0 16
      ios/SDL2/BUGS.txt
  3. 0 1309
      ios/SDL2/CMakeLists.txt
  4. 0 20
      ios/SDL2/COPYING.txt
  5. 0 53
      ios/SDL2/CREDITS.txt
  6. 0 40
      ios/SDL2/INSTALL.txt
  7. 0 219
      ios/SDL2/Makefile.in
  8. 0 42
      ios/SDL2/Makefile.minimal
  9. 0 37
      ios/SDL2/Makefile.pandora
  10. 0 92
      ios/SDL2/Makefile.psp
  11. 0 61
      ios/SDL2/Makefile.wiz
  12. 1 0
      ios/SDL2/README
  13. 0 13
      ios/SDL2/README-SDL.txt
  14. 0 438
      ios/SDL2/README-android.txt
  15. 0 31
      ios/SDL2/README-cmake.txt
  16. 0 106
      ios/SDL2/README-directfb.txt
  17. 0 130
      ios/SDL2/README-dynapi.txt
  18. 0 72
      ios/SDL2/README-gesture.txt
  19. 0 23
      ios/SDL2/README-hg.txt
  20. 0 222
      ios/SDL2/README-ios.txt
  21. 0 80
      ios/SDL2/README-linux.txt
  22. 0 226
      ios/SDL2/README-macosx.txt
  23. 0 16
      ios/SDL2/README-pandora.txt
  24. 0 30
      ios/SDL2/README-platforms.txt
  25. 0 61
      ios/SDL2/README-porting.txt
  26. 0 17
      ios/SDL2/README-psp.txt
  27. 0 161
      ios/SDL2/README-raspberrypi.txt
  28. 0 84
      ios/SDL2/README-touch.txt
  29. 0 8
      ios/SDL2/README-wince.txt
  30. 0 42
      ios/SDL2/README-windows.txt
  31. 0 42
      ios/SDL2/README.txt
  32. 0 112
      ios/SDL2/SDL2.spec
  33. 0 112
      ios/SDL2/SDL2.spec.in
  34. 0 10
      ios/SDL2/TODO.txt
  35. 0 148
      ios/SDL2/VisualC.html
  36. 0 1394
      ios/SDL2/VisualC/SDL/SDL_VS2008.vcproj
  37. 0 693
      ios/SDL2/VisualC/SDL/SDL_VS2010.vcxproj
  38. 0 484
      ios/SDL2/VisualC/SDL/SDL_VS2012.vcxproj
  39. 0 486
      ios/SDL2/VisualC/SDL/SDL_VS2013.vcxproj
  40. 0 237
      ios/SDL2/VisualC/SDL_VS2008.sln
  41. 0 416
      ios/SDL2/VisualC/SDL_VS2010.sln
  42. 0 218
      ios/SDL2/VisualC/SDL_VS2010EE.sln
  43. 0 313
      ios/SDL2/VisualC/SDL_VS2012.sln
  44. 0 257
      ios/SDL2/VisualC/SDL_VS2012EE.sln
  45. 0 323
      ios/SDL2/VisualC/SDL_VS2013.sln
  46. 0 424
      ios/SDL2/VisualC/SDLmain/SDLmain_VS2008.vcproj
  47. 0 163
      ios/SDL2/VisualC/SDLmain/SDLmain_VS2010.vcxproj
  48. 0 168
      ios/SDL2/VisualC/SDLmain/SDLmain_VS2012.vcxproj
  49. 0 168
      ios/SDL2/VisualC/SDLmain/SDLmain_VS2013.vcxproj
  50. 0 480
      ios/SDL2/VisualC/SDLtest/SDLtest_VS2008.vcproj
  51. 0 191
      ios/SDL2/VisualC/SDLtest/SDLtest_VS2010.vcxproj
  52. 0 196
      ios/SDL2/VisualC/SDLtest/SDLtest_VS2012.vcxproj
  53. 0 196
      ios/SDL2/VisualC/SDLtest/SDLtest_VS2013.vcxproj
  54. 0 5
      ios/SDL2/VisualC/clean.sh
  55. 0 205
      ios/SDL2/VisualC/tests/checkkeys/checkkeys_VS2008.vcproj
  56. 0 231
      ios/SDL2/VisualC/tests/checkkeys/checkkeys_VS2010.vcxproj
  57. 0 231
      ios/SDL2/VisualC/tests/checkkeys/checkkeys_VS2012.vcxproj
  58. 0 231
      ios/SDL2/VisualC/tests/checkkeys/checkkeys_VS2013.vcxproj
  59. 0 205
      ios/SDL2/VisualC/tests/loopwave/loopwave_VS2008.vcproj
  60. 0 235
      ios/SDL2/VisualC/tests/loopwave/loopwave_VS2010.vcxproj
  61. 0 235
      ios/SDL2/VisualC/tests/loopwave/loopwave_VS2012.vcxproj
  62. 0 235
      ios/SDL2/VisualC/tests/loopwave/loopwave_VS2013.vcxproj
  63. 0 205
      ios/SDL2/VisualC/tests/testatomic/testatomic_VS2008.vcproj
  64. 0 231
      ios/SDL2/VisualC/tests/testatomic/testatomic_VS2010.vcxproj
  65. 0 235
      ios/SDL2/VisualC/tests/testatomic/testatomic_VS2012.vcxproj
  66. 0 235
      ios/SDL2/VisualC/tests/testatomic/testatomic_VS2013.vcxproj
  67. 0 277
      ios/SDL2/VisualC/tests/testautomation/testautomation_VS2008.vcproj
  68. 0 215
      ios/SDL2/VisualC/tests/testautomation/testautomation_vs2010.vcxproj
  69. 0 213
      ios/SDL2/VisualC/tests/testautomation/testautomation_vs2012.vcxproj
  70. 0 213
      ios/SDL2/VisualC/tests/testautomation/testautomation_vs2013.vcxproj
  71. 0 205
      ios/SDL2/VisualC/tests/testdraw2/testdraw2_VS2008.vcproj
  72. 0 234
      ios/SDL2/VisualC/tests/testdraw2/testdraw2_VS2010.vcxproj
  73. 0 232
      ios/SDL2/VisualC/tests/testdraw2/testdraw2_VS2012.vcxproj
  74. 0 232
      ios/SDL2/VisualC/tests/testdraw2/testdraw2_VS2013.vcxproj
  75. 0 205
      ios/SDL2/VisualC/tests/testfile/testfile_VS2008.vcproj
  76. 0 231
      ios/SDL2/VisualC/tests/testfile/testfile_VS2010.vcxproj
  77. 0 231
      ios/SDL2/VisualC/tests/testfile/testfile_VS2012.vcxproj
  78. 0 231
      ios/SDL2/VisualC/tests/testfile/testfile_VS2013.vcxproj
  79. 0 227
      ios/SDL2/VisualC/tests/testgamecontroller/testgamecontroller_VS2010.vcxproj
  80. 0 231
      ios/SDL2/VisualC/tests/testgamecontroller/testgamecontroller_VS2012.vcxproj
  81. 0 231
      ios/SDL2/VisualC/tests/testgamecontroller/testgamecontroller_VS2013.vcxproj
  82. 0 205
      ios/SDL2/VisualC/tests/testgesture/testgesture_VS2008.vcproj
  83. 0 227
      ios/SDL2/VisualC/tests/testgesture/testgesture_VS2010.vcxproj
  84. 0 231
      ios/SDL2/VisualC/tests/testgesture/testgesture_VS2012.vcxproj
  85. 0 231
      ios/SDL2/VisualC/tests/testgesture/testgesture_VS2013.vcxproj
  86. 0 207
      ios/SDL2/VisualC/tests/testgl2/testgl2_VS2008.vcproj
  87. 0 238
      ios/SDL2/VisualC/tests/testgl2/testgl2_VS2010.vcxproj
  88. 0 236
      ios/SDL2/VisualC/tests/testgl2/testgl2_VS2012.vcxproj
  89. 0 236
      ios/SDL2/VisualC/tests/testgl2/testgl2_VS2013.vcxproj
  90. 0 207
      ios/SDL2/VisualC/tests/testgles2/testgles2_VS2008.vcproj
  91. 0 238
      ios/SDL2/VisualC/tests/testgles2/testgles2_VS2010.vcxproj
  92. 0 236
      ios/SDL2/VisualC/tests/testgles2/testgles2_VS2012.vcxproj
  93. 0 236
      ios/SDL2/VisualC/tests/testgles2/testgles2_VS2013.vcxproj
  94. 0 205
      ios/SDL2/VisualC/tests/testjoystick/testjoystick_VS2008.vcproj
  95. 0 227
      ios/SDL2/VisualC/tests/testjoystick/testjoystick_VS2010.vcxproj
  96. 0 231
      ios/SDL2/VisualC/tests/testjoystick/testjoystick_VS2012.vcxproj
  97. 0 231
      ios/SDL2/VisualC/tests/testjoystick/testjoystick_VS2013.vcxproj
  98. 0 205
      ios/SDL2/VisualC/tests/testoverlay2/testoverlay2_VS2008.vcproj
  99. 0 231
      ios/SDL2/VisualC/tests/testoverlay2/testoverlay2_VS2010.vcxproj
  100. 0 0
      ios/SDL2/VisualC/tests/testoverlay2/testoverlay2_VS2012.vcxproj

+ 0 - 69
ios/SDL2/Android.mk

@@ -1,69 +0,0 @@
-LOCAL_PATH := $(call my-dir)
-
-###########################
-#
-# SDL shared library
-#
-###########################
-
-include $(CLEAR_VARS)
-
-LOCAL_MODULE := SDL2
-
-LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
-
-LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES)
-
-LOCAL_SRC_FILES := \
-	$(subst $(LOCAL_PATH)/,, \
-	$(wildcard $(LOCAL_PATH)/src/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
-	$(LOCAL_PATH)/src/atomic/SDL_atomic.c \
-	$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
-	$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/events/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/file/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/power/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/filesystem/dummy/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/render/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/video/*.c) \
-	$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
-    $(wildcard $(LOCAL_PATH)/src/test/*.c))
-
-LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
-LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
-
-include $(BUILD_SHARED_LIBRARY)
-
-###########################
-#
-# SDL static library
-#
-###########################
-
-LOCAL_MODULE := SDL2_static
-
-LOCAL_MODULE_FILENAME := libSDL2
-
-LOCAL_SRC_FILES += $(LOCAL_PATH)/src/main/android/SDL_android_main.c
-
-LOCAL_LDLIBS := 
-LOCAL_EXPORT_LDLIBS := -Wl,--undefined=Java_org_libsdl_app_SDLActivity_nativeInit -ldl -lGLESv1_CM -lGLESv2 -llog -landroid
-
-include $(BUILD_STATIC_LIBRARY)

+ 0 - 16
ios/SDL2/BUGS.txt

@@ -1,16 +0,0 @@
-
-Bugs are now managed in the SDL bug tracker, here:
-
-    http://bugzilla.libsdl.org/
-
-You may report bugs there, and search to see if a given issue has already
- been reported, discussed, and maybe even fixed.
-
-
-You may also find help on the SDL mailing list. Subscription information:
-
-    http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
-
-Bug reports are welcome here, but we really appreciate if you use Bugzilla, as
- bugs discussed on the mailing list may be forgotten or missed.
-

文件差异内容过多而无法显示
+ 0 - 1309
ios/SDL2/CMakeLists.txt


+ 0 - 20
ios/SDL2/COPYING.txt

@@ -1,20 +0,0 @@
-
-Simple DirectMedia Layer
-Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
-  
-This software is provided 'as-is', without any express or implied
-warranty.  In no event will the authors be held liable for any damages
-arising from the use of this software.
-
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it
-freely, subject to the following restrictions:
-  
-1. The origin of this software must not be misrepresented; you must not
-   claim that you wrote the original software. If you use this software
-   in a product, an acknowledgment in the product documentation would be
-   appreciated but is not required. 
-2. Altered source versions must be plainly marked as such, and must not be
-   misrepresented as being the original software.
-3. This notice may not be removed or altered from any source distribution.
-

+ 0 - 53
ios/SDL2/CREDITS.txt

@@ -1,53 +0,0 @@
-
-Simple DirectMedia Layer CREDITS
-Thanks to everyone who made this possible, including:
-
-* Cliff Matthews, for giving me a reason to start this project. :)
- -- Executor rocks!  *grin*
-
-* Ryan Gordon for helping everybody out and keeping the dream alive. :)
-
-* Gabriel Jacobo for his work on the Android port and generally helping out all around.
- 
-* Philipp Wiesemann for his attention to detail reviewing the entire SDL code base and proposes patches.
-
-* Andreas Schiffler for his dedication to unit tests, Visual Studio projects, and managing the Google Summer of Code.
-
-* Mike Sartain for incorporating SDL into Team Fortress 2 and cheering me on at Valve.
-
-* Alfred Reynolds for the game controller API and general (in)sanity
-
-* Jørgen Tjernø for numerous magical Mac OS X fixes.
-
-* Pierre-Loup Griffais for his deep knowledge of OpenGL drivers.
- 
-* Julian Winter for the SDL 2.0 website.
-
-* Sheena Smith for many months of great work on the SDL wiki creating the API documentation and style guides.
-
-* Paul Hunkin for his port of SDL to Android during the Google Summer of Code 2010.
-
-* Eli Gottlieb for his work on shaped windows during the Google Summer of Code 2010.
-
-* Jim Grandpre for his work on multi-touch and gesture recognition during
-  the Google Summer of Code 2010.
-
-* Edgar "bobbens" Simo for his force feedback API development during the
-  Google Summer of Code 2008.
-
-* Aaron Wishnick for his work on audio resampling and pitch shifting during
-  the Google Summer of Code 2008.
-
-* Holmes Futrell for his port of SDL to the iPhone and iPod Touch during the
-  Google Summer of Code 2008.
-
-* Jon Atkins for SDL_image, SDL_mixer and SDL_net documentation.
-
-* Everybody at Loki Software, Inc. for their great contributions!
-
- And a big hand to everyone else who has contributed over the years.
-
-THANKS! :)
-
-  -- Sam Lantinga			<slouken@libsdl.org>
-

+ 0 - 40
ios/SDL2/INSTALL.txt

@@ -1,40 +0,0 @@
-
-To compile and install SDL:
-
-    1.  Windows with Visual Studio:
-        * Read VisualC.html
-
-        Windows with gcc, either native or cross-compiling:
-        * Read the FAQ at http://wiki.libsdl.org/moin.fcg/FAQWindows
-        * Run './configure; make; make install'
-
-        Mac OS X with Xcode:
-        * Read README-macosx.txt
-
-        Mac OS X from the command line:
-        * Run './configure; make; make install'
-
-        Linux and other UNIX systems:
-        * Run './configure; make; make install'
-
-        Android:
-        * Read README-android.txt
-
-        iOS:
-        * Read README-ios.txt
-
-        Using Cmake:
-        * Read README-cmake.txt
-
-    2.  Look at the example programs in ./test, and check out the online
-        documentation at http://wiki.libsdl.org/
-
-    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>

+ 0 - 219
ios/SDL2/Makefile.in

@@ -1,219 +0,0 @@
-# Makefile to build and install the SDL library
-
-top_builddir = .
-srcdir  = @srcdir@
-objects = build
-prefix = @prefix@
-exec_prefix = @exec_prefix@
-bindir	= @bindir@
-libdir  = @libdir@
-includedir = @includedir@
-datarootdir = @datarootdir@
-datadir	= @datadir@
-auxdir	= @ac_aux_dir@
-distpath = $(srcdir)/..
-distdir = SDL2-@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@
-AR	= @AR@
-RANLIB	= @RANLIB@
-WINDRES	= @WINDRES@
-
-TARGET  = libSDL2.la
-OBJECTS = @OBJECTS@
-VERSION_OBJECTS = @VERSION_OBJECTS@
-
-SDLMAIN_TARGET = libSDL2main.a
-SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
-
-SDLTEST_TARGET = libSDL2_test.a
-SDLTEST_OBJECTS = @SDLTEST_OBJECTS@
-
-SRC_DIST = *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake configure configure.in debian include Makefile.* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test VisualC.html VisualC Xcode Xcode-iOS
-GEN_DIST = SDL2.spec
-
-HDRS = \
-	SDL.h \
-	SDL_assert.h \
-	SDL_atomic.h \
-	SDL_audio.h \
-    SDL_bits.h \
-	SDL_blendmode.h \
-	SDL_clipboard.h \
-	SDL_cpuinfo.h \
-	SDL_endian.h \
-	SDL_error.h \
-	SDL_events.h \
-	SDL_filesystem.h \
-	SDL_gamecontroller.h \
-	SDL_gesture.h \
-	SDL_haptic.h \
-	SDL_hints.h \
-	SDL_joystick.h \
-	SDL_keyboard.h \
-	SDL_keycode.h \
-	SDL_loadso.h \
-	SDL_log.h \
-	SDL_main.h \
-	SDL_messagebox.h \
-	SDL_mouse.h \
-	SDL_mutex.h \
-	SDL_name.h \
-	SDL_opengl.h \
-	SDL_opengles.h \
-	SDL_opengles2.h \
-	SDL_pixels.h \
-	SDL_platform.h \
-	SDL_power.h \
-	SDL_quit.h \
-	SDL_rect.h \
-	SDL_render.h \
-	SDL_rwops.h \
-	SDL_scancode.h \
-	SDL_shape.h \
-	SDL_stdinc.h \
-	SDL_surface.h \
-	SDL_system.h \
-	SDL_syswm.h \
-	SDL_thread.h \
-	SDL_timer.h \
-	SDL_touch.h \
-	SDL_types.h \
-	SDL_version.h \
-	SDL_video.h \
-	begin_code.h \
-	close_code.h
-
-SDLTEST_HDRS = $(shell ls $(srcdir)/include | fgrep SDL_test)
-
-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) $(objects)/$(SDLTEST_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 $@
-
-Makefile.in:;
-
-$(objects):
-	$(SHELL) $(auxdir)/mkinstalldirs $@
-
-update-revision:
-	$(SHELL) $(auxdir)/updaterev.sh
-
-.PHONY: all update-revision install install-bin install-hdrs install-lib install-data uninstall uninstall-bin uninstall-hdrs uninstall-lib uninstall-data clean distclean dist $(OBJECTS:.lo=.d)
-
-$(objects)/$(TARGET): $(OBJECTS) $(VERSION_OBJECTS)
-	$(LIBTOOL) --mode=link $(CC) -o $@ $(OBJECTS) $(VERSION_OBJECTS) $(LDFLAGS) $(EXTRA_LDFLAGS) $(LT_LDFLAGS)
-
-$(objects)/$(SDLMAIN_TARGET): $(SDLMAIN_OBJECTS)
-	$(AR) cru $@ $(SDLMAIN_OBJECTS)
-	$(RANLIB) $@
-
-$(objects)/$(SDLTEST_TARGET): $(SDLTEST_OBJECTS)
-	$(AR) cru $@ $(SDLTEST_OBJECTS)
-	$(RANLIB) $@
-
-install: all install-bin install-hdrs install-lib install-data
-install-bin:
-	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(bindir)
-	$(INSTALL) -m 755 sdl2-config $(DESTDIR)$(bindir)/sdl2-config
-install-hdrs: update-revision
-	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(includedir)/SDL2
-	for file in $(HDRS) $(SDLTEST_HDRS); do \
-	    $(INSTALL) -m 644 $(srcdir)/include/$$file $(DESTDIR)$(includedir)/SDL2/$$file; \
-	done
-	$(INSTALL) -m 644 include/SDL_config.h $(DESTDIR)$(includedir)/SDL2/SDL_config.h
-	if test -f include/SDL_revision.h; then \
-	    $(INSTALL) -m 644 include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
-	else \
-	    $(INSTALL) -m 644 $(srcdir)/include/SDL_revision.h $(DESTDIR)$(includedir)/SDL2/SDL_revision.h; \
-	fi
-
-install-lib: $(objects) $(objects)/$(TARGET) $(objects)/$(SDLMAIN_TARGET) $(objects)/$(SDLTEST_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) -m 644 $(objects)/$(SDLTEST_TARGET) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
-	$(RANLIB) $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
-install-data:
-	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(datadir)/aclocal
-	$(INSTALL) -m 644 $(srcdir)/sdl2.m4 $(DESTDIR)$(datadir)/aclocal/sdl2.m4
-	$(SHELL) $(auxdir)/mkinstalldirs $(DESTDIR)$(libdir)/pkgconfig
-	$(INSTALL) -m 644 sdl2.pc $(DESTDIR)$(libdir)/pkgconfig
-
-uninstall: uninstall-bin uninstall-hdrs uninstall-lib uninstall-data
-uninstall-bin:
-	rm -f $(DESTDIR)$(bindir)/sdl2-config
-uninstall-hdrs:
-	for file in $(HDRS) $(SDLTEST_HDRS); do \
-	    rm -f $(DESTDIR)$(includedir)/SDL2/$$file; \
-	done
-	rm -f $(DESTDIR)$(includedir)/SDL2/SDL_config.h
-	rm -f $(DESTDIR)$(includedir)/SDL2/SDL_revision.h
-	-rmdir $(DESTDIR)$(includedir)/SDL2
-uninstall-lib:
-	$(LIBTOOL) --mode=uninstall rm -f $(DESTDIR)$(libdir)/$(TARGET)
-	rm -f $(DESTDIR)$(libdir)/$(SDLMAIN_TARGET)
-	rm -f $(DESTDIR)$(libdir)/$(SDLTEST_TARGET)
-uninstall-data:
-	rm -f $(DESTDIR)$(datadir)/aclocal/sdl2.m4
-	rm -f $(DESTDIR)$(libdir)/pkgconfig/sdl2.pc
-
-clean:
-	rm -rf $(objects)
-	if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
-
-distclean: clean
-	rm -f Makefile Makefile.rules sdl2-config
-	rm -f config.status config.cache config.log libtool
-	rm -rf $(srcdir)/autom4te*
-	find $(srcdir) \( \
-	    -name '*~' -o \
-	    -name '*.bak' -o \
-	    -name '*.old' -o \
-	    -name '*.rej' -o \
-	    -name '*.orig' -o \
-	    -name '.#*' \) \
-	    -exec rm -f {} \;
-	if test -f test/Makefile; then (cd test; $(MAKE) $@); fi
-
-dist $(distfile):
-	$(SHELL) $(auxdir)/mkinstalldirs $(distdir)
-	(cd $(srcdir); tar cf - $(SRC_DIST)) | (cd $(distdir); tar xf -)
-	tar cf - $(GEN_DIST) | (cd $(distdir); tar xf -)
-	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
-	(cd $(distdir); build-scripts/updaterev.sh)
-	tar cvf - $(distdir) | gzip --best >$(distfile)
-	rm -rf $(distdir)
-
-rpm: $(distfile)
-	rpmbuild -ta $?

+ 0 - 42
ios/SDL2/Makefile.minimal

@@ -1,42 +0,0 @@
-# Makefile to build the SDL library
-
-INCLUDE = -I./include
-CFLAGS  = -g -O2 $(INCLUDE)
-AR	= ar
-RANLIB	= ranlib
-
-TARGET  = libSDL.a
-SOURCES = \
-	src/*.c \
-	src/audio/*.c \
-	src/audio/dummy/*.c \
-	src/cpuinfo/*.c \
-	src/events/*.c \
-	src/file/*.c \
-	src/haptic/*.c \
-	src/haptic/dummy/*.c \
-	src/joystick/*.c \
-	src/joystick/dummy/*.c \
-	src/loadso/dummy/*.c \
-	src/power/*.c \
-	src/filesystem/dummy/*.c \
-	src/render/*.c \
-	src/render/software/*.c \
-	src/stdlib/*.c \
-	src/thread/*.c \
-	src/thread/generic/*.c \
-	src/timer/*.c \
-	src/timer/dummy/*.c \
-	src/video/*.c \
-	src/video/dummy/*.c \
-
-OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
-
-all: $(TARGET)
-
-$(TARGET): $(OBJECTS)
-	$(AR) crv $@ $^
-	$(RANLIB) $@
-
-clean:
-	rm -f $(TARGET) $(OBJECTS)

+ 0 - 37
ios/SDL2/Makefile.pandora

@@ -1,37 +0,0 @@
-# Makefile to build the pandora SDL library
-
-AR	= arm-none-linux-gnueabi-ar
-RANLIB	= arm-none-linux-gnueabi-ranlib
-CC = arm-none-linux-gnueabi-gcc
-CXX = arm-none-linux-gnueabi-g++
-STRIP = arm-none-linux-gnueabi-strip
-
-CFLAGS  = -O3 -march=armv7-a -mcpu=cortex-a8 -mtune=cortex-a8 -mfloat-abi=softfp \
-	-mfpu=neon -ftree-vectorize -ffast-math -fomit-frame-pointer -fno-strict-aliasing -fsingle-precision-constant \
-	-I./include -I$(PNDSDK)/usr/include -DSDL_REVISION=0
-
-TARGET  = libSDL.a
-
-SOURCES = ./src/*.c ./src/audio/*.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/haptic/*.c ./src/power/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \
-	./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c \
-	./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \
-	./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \
-	./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c \
-	./src/atomic/linux/*.c ./src/filesystem/unix/*.c \
-	./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o ./src/video/x11/*.c 
-	
-
-OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
-
-CONFIG_H = $(shell cp include/SDL_config_pandora.h include/SDL_config.h && touch include/SDL_revision.h)
-
-all: $(TARGET)
-
-$(TARGET): $(CONFIG_H) $(OBJECTS)
-	$(AR) crv $@ $^
-	$(RANLIB) $@
-
-clean:
-	rm -f $(TARGET) $(OBJECTS)

+ 0 - 92
ios/SDL2/Makefile.psp

@@ -1,92 +0,0 @@
-TARGET_LIB = libSDL2.a
-OBJS= src/SDL.o \
-      src/SDL_assert.o \
-      src/SDL_error.o \
-      src/SDL_hints.o \
-      src/SDL_log.o \
-      src/atomic/SDL_atomic.o \
-      src/atomic/SDL_spinlock.o \
-      src/audio/SDL_audio.o \
-      src/audio/SDL_audiocvt.o \
-      src/audio/SDL_audiodev.o \
-      src/audio/SDL_audiotypecvt.o \
-      src/audio/SDL_mixer.o \
-      src/audio/SDL_wave.o \
-      src/audio/psp/SDL_pspaudio.o \
-      src/cpuinfo/SDL_cpuinfo.o \
-      src/events/SDL_clipboardevents.o \
-      src/events/SDL_dropevents.o \
-      src/events/SDL_events.o \
-      src/events/SDL_gesture.o \
-      src/events/SDL_keyboard.o \
-      src/events/SDL_mouse.o \
-      src/events/SDL_quit.o \
-      src/events/SDL_touch.o \
-      src/events/SDL_windowevents.o \
-      src/file/SDL_rwops.o \
-      src/haptic/SDL_haptic.o \
-      src/haptic/dummy/SDL_syshaptic.o \
-      src/joystick/SDL_joystick.o \
-      src/joystick/SDL_gamecontroller.o \
-      src/joystick/psp/SDL_sysjoystick.o \
-      src/power/SDL_power.o \
-      src/power/psp/SDL_syspower.o \
-      src/filesystem/dummy/SDL_sysfilesystem.o \
-      src/render/SDL_render.o \
-      src/render/SDL_yuv_sw.o \
-      src/render/psp/SDL_render_psp.o \
-      src/render/software/SDL_blendfillrect.o \
-      src/render/software/SDL_blendline.o \
-      src/render/software/SDL_blendpoint.o \
-      src/render/software/SDL_drawline.o \
-      src/render/software/SDL_drawpoint.o \
-      src/render/software/SDL_render_sw.o \
-      src/render/software/SDL_rotate.o \
-      src/stdlib/SDL_getenv.o \
-      src/stdlib/SDL_iconv.o \
-      src/stdlib/SDL_malloc.o \
-      src/stdlib/SDL_qsort.o \
-      src/stdlib/SDL_stdlib.o \
-      src/stdlib/SDL_string.o \
-      src/thread/SDL_thread.o \
-      src/thread/psp/SDL_syssem.o \
-      src/thread/psp/SDL_systhread.o \
-      src/thread/psp/SDL_sysmutex.o \
-      src/thread/psp/SDL_syscond.o \
-      src/timer/SDL_timer.o \
-      src/timer/psp/SDL_systimer.o \
-      src/video/SDL_RLEaccel.o \
-      src/video/SDL_blit.o \
-      src/video/SDL_blit_0.o \
-      src/video/SDL_blit_1.o \
-      src/video/SDL_blit_A.o \
-      src/video/SDL_blit_N.o \
-      src/video/SDL_blit_auto.o \
-      src/video/SDL_blit_copy.o \
-      src/video/SDL_blit_slow.o \
-      src/video/SDL_bmp.o \
-      src/video/SDL_clipboard.o \
-      src/video/SDL_fillrect.o \
-      src/video/SDL_pixels.o \
-      src/video/SDL_rect.o \
-      src/video/SDL_stretch.o \
-      src/video/SDL_surface.o \
-      src/video/SDL_video.o \
-      src/video/psp/SDL_pspevents.o \
-      src/video/psp/SDL_pspvideo.o \
-      src/video/psp/SDL_pspgl.o \
-      src/video/psp/SDL_pspmouse.o \
-
-INCDIR = ./include
-CFLAGS = -g -O2 -G0 -Wall -D__PSP__ -DHAVE_OPENGL
-CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
-ASFLAGS = $(CFLAGS)
-
-LIBDIR  =
-LIBS = -lGL -lGLU -lglut -lz \
-         -lpspvfpu -lpsphprm -lpspsdk -lpspctrl -lpspumd -lpsprtc -lpsppower -lpspgum -lpspgu -lpspaudiolib -lpspaudio -lpsphttp -lpspssl -lpspwlan \
-         -lpspnet_adhocmatching -lpspnet_adhoc -lpspnet_adhocctl -lm -lpspvram
-
-PSPSDK=$(shell psp-config --pspsdk-path)
-include $(PSPSDK)/lib/build.mak
-

+ 0 - 61
ios/SDL2/Makefile.wiz

@@ -1,61 +0,0 @@
-# Makefile to build the pandora SDL library
-WIZSDK = /mythtv/media/devel/toolchains/openwiz/arm-openwiz-linux-gnu
-
-AR	= $(WIZSDK)/bin/arm-openwiz-linux-gnu-ar
-RANLIB	= $(WIZSDK)/bin/arm-openwiz-linux-gnu-ranlib
-CC = $(WIZSDK)/bin/arm-openwiz-linux-gnu-gcc
-CXX = $(WIZSDK)/bin/arm-openwiz-linux-gnu-g++
-STRIP = $(WIZSDK)/bin/arm-openwiz-linux-gnu-strip
-
-CFLAGS  = -Wall -fPIC -I./include -I$(WIZSDK)/include -DWIZ_GLES_LITE
-
-TARGET_STATIC  = libSDL13.a
-TARGET_SHARED  = libSDL13.so
-
-SOURCES = ./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/haptic/*.c ./src/video/dummy/*.c ./src/audio/disk/*.c \
-	./src/audio/dummy/*.c ./src/loadso/dlopen/*.c ./src/audio/dsp/*.c \
-	./src/thread/pthread/SDL_systhread.c ./src/thread/pthread/SDL_syssem.c \
-	./src/thread/pthread/SDL_sysmutex.c ./src/thread/pthread/SDL_syscond.c \
-	./src/joystick/linux/*.c ./src/haptic/linux/*.c ./src/timer/unix/*.c ./src/cdrom/dummy/*.c \
-	./src/video/pandora/SDL_pandora.o ./src/video/pandora/SDL_pandora_events.o
-	
-
-OBJECTS = $(shell echo $(SOURCES) | sed -e 's,\.c,\.o,g')
-
-all: config_copy $(TARGET_STATIC) $(TARGET_SHARED)
-
-$(TARGET_STATIC): $(OBJECTS)
-	$(AR) crv $@ $^
-	$(RANLIB) $@
-
-$(TARGET_SHARED):
-	$(CC) -shared -Wl,-soname,$(TARGET_SHARED).0 -o $(TARGET_SHARED).0.0.1  $(OBJECTS)
-	ln -s $(TARGET_SHARED).0.0.1 $(TARGET_SHARED).0
-	ln -s $(TARGET_SHARED).0 $(TARGET_SHARED)
-
-config_copy:
-	cp include/SDL_config_wiz.h include/SDL_config.h
-
-clean:
-	rm -f $(TARGET_STATIC) $(TARGET_SHARED)* $(OBJECTS)
-
-install:
-	mkdir -p $(WIZSDK)/lib
-	mkdir -p $(WIZSDK)/include/SDL13
-	cp -f $(TARGET_STATIC) $(WIZSDK)/lib
-	cp -f $(TARGET_SHARED).0.0.1 $(WIZSDK)/lib
-	rm -f $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
-	ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0.0.1 $(WIZSDK)/lib/$(TARGET_SHARED).0
-	ln -s $(WIZSDK)/lib/$(TARGET_SHARED).0 $(WIZSDK)/lib/$(TARGET_SHARED)
-
-	cp $(TARGET_STATIC) ../../toolchain/libs
-	cp $(TARGET_SHARED).0.0.1 ../../toolchain/libs
-	rm -f ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
-	ln -s ../../toolchain/libs/$(TARGET_SHARED).0.0.1 ../../toolchain/libs/$(TARGET_SHARED).0
-	ln -s ../../toolchain/libs/$(TARGET_SHARED).0 ../../toolchain/libs/$(TARGET_SHARED)
-
-	cp $(TARGET_SHARED).0.0.1 ../nehe_demos/build/$(TARGET_SHARED).0
-	cp -f include/*.h $(WIZSDK)/include/SDL13/
-	cp -f include/*.h ../../toolchain/include/SDL13/

+ 1 - 0
ios/SDL2/README

@@ -0,0 +1 @@
+Download SDL 2.0 from http://libsdl.org/ and extract to here.

+ 0 - 13
ios/SDL2/README-SDL.txt

@@ -1,13 +0,0 @@
-
-Please distribute this file with the SDL runtime environment:
-
-The Simple DirectMedia Layer (SDL for short) is a cross-platform library
-designed to make it easy to write multi-media software, such as games and
-emulators.
-
-The Simple DirectMedia Layer library source code is available from:
-http://www.libsdl.org/
-
-This library is distributed under the terms of the zlib license:
-http://www.zlib.net/zlib_license.html
-

+ 0 - 438
ios/SDL2/README-android.txt

@@ -1,438 +0,0 @@
-================================================================================
-Simple DirectMedia Layer for Android
-================================================================================
-
-Requirements:
-
-Android SDK (version 12 or later)
-http://developer.android.com/sdk/index.html
-
-Android NDK r7 or later
-http://developer.android.com/tools/sdk/ndk/index.html
-
-Minimum API level supported by SDL: 10 (Android 2.3.3)
-Joystick support is available for API level >=12 devices.
-
-================================================================================
- How the port works
-================================================================================
-
-- Android applications are Java-based, optionally with parts written in C
-- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
-the SDL library
-- This means that your application C code must be placed inside an Android 
-Java project, along with some C support code that communicates with Java
-- This eventually produces a standard Android .apk package
-
-The Android Java code implements an "Activity" and can be found in:
-android-project/src/org/libsdl/app/SDLActivity.java
-
-The Java code loads your game code, the SDL shared library, and
-dispatches to native functions implemented in the SDL library:
-src/core/android/SDL_android.c
-
-Your project must include some glue code that starts your main() routine:
-src/main/android/SDL_android_main.c
-
-
-================================================================================
- Building an app
-================================================================================
-
-For simple projects you can use the script located at build-scripts/androidbuild.sh
-
-There's two ways of using it:
-
-androidbuild.sh com.yourcompany.yourapp < sources.list
-androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
-
-sources.list should be a text file with a source file name in each line
-Filenames should be specified relative to the current directory, for example if
-you are in the build-scripts directory and want to create the testgles.c test, you'll
-run:
-    
-./androidbuild.sh org.libsdl.testgles ../test/testgles.c
-
-One limitation of this script is that all sources provided will be aggregated into
-a single directory, thus all your source files should have a unique name.
-
-Once the project is complete the script will tell you where the debug APK is located.
-If you want to create a signed release APK, you can use the project created by this
-utility to generate it.
-
-Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
-done in the build directory for the app!
-
-
-For more complex projects, follow these instructions:
-    
-1. Copy the android-project directory wherever you want to keep your projects
-   and rename it to the name of your project.
-2. Move or symlink this SDL directory into the <project>/jni directory
-3. Edit <project>/jni/src/Android.mk to include your source files
-4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
-
-If you want to use the Eclipse IDE, skip to the Eclipse section below.
-
-5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
-sdk.dir=PATH_TO_ANDROID_SDK
-6. Run 'ant debug' in android/project. This compiles the .java and eventually 
-   creates a .apk with the native code embedded
-7. 'ant debug install' will push the apk to the device or emulator (if connected)
-
-Here's an explanation of the files in the Android project, so you can customize them:
-
-android-project/
-	AndroidManifest.xml	- package manifest. Among others, it contains the class name
-				  of the main Activity and the package name of the application.
-	build.properties	- empty
-	build.xml		- build description file, used by ant. The actual application name
-				  is specified here.
-	default.properties	- holds the target ABI for the application, android-10 and up
-	project.properties	- holds the target ABI for the application, android-10 and up
-	local.properties	- holds the SDK path, you should change this to the path to your SDK
-	jni/			- directory holding native code
-	jni/Android.mk		- Android makefile that can call recursively the Android.mk files
-				  in all subdirectories
-	jni/SDL/		- (symlink to) directory holding the SDL library files
-	jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
-	jni/src/		- directory holding your C/C++ source
-	jni/src/Android.mk	- Android makefile that you should customize to include your 
-                                  source code and any library references
-	res/			- directory holding resources for your application
-	res/drawable-*		- directories holding icons for different phone hardware. Could be
-				  one dir called "drawable".
-	res/layout/main.xml	- Usually contains a file main.xml, which declares the screen layout.
-				  We don't need it because we use the SDL video output.
-	res/values/strings.xml	- strings used in your application, including the application name
-				  shown on the phone.
-	src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
-				  to SDL.  Be very careful changing this, as the SDL library relies
-				  on this implementation.
-
-
-================================================================================
- Build an app with static linking of libSDL
-================================================================================
-
-This build uses the Android NDK module system.
-
-Instructions:
-1. Copy the android-project directory wherever you want to keep your projects
-   and rename it to the name of your project.
-2. Rename <project>/jni/src/Android_static.mk to <project>/jni/src/Android.mk
-   (overwrite the existing one)
-3. Edit <project>/jni/src/Android.mk to include your source files
-4. create and export an environment variable named NDK_MODULE_PATH that points
-   to the parent directory of this SDL directory. e.g.:
-
-   export NDK_MODULE_PATH="$PWD"/..
-
-5. Edit <project>/src/org/libsdl/app/SDLActivity.java and remove the call to
-   System.loadLibrary("SDL2") line 42.
-6. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
-
-
-================================================================================
- Customizing your application name
-================================================================================
-
-To customize your application name, edit AndroidManifest.xml and replace
-"org.libsdl.app" with an identifier for your product package.
-
-Then create a Java class extending SDLActivity and place it in a directory
-under src matching your package, e.g.
-	src/com/gamemaker/game/MyGame.java
-
-Here's an example of a minimal class file:
---- MyGame.java --------------------------
-package com.gamemaker.game;
-
-import org.libsdl.app.SDLActivity; 
-
-/* 
- * A sample wrapper class that just calls SDLActivity 
- */ 
-
-public class MyGame extends SDLActivity { }
-
-------------------------------------------
-
-Then replace "SDLActivity" in AndroidManifest.xml with the name of your
-class, .e.g. "MyGame"
-
-================================================================================
- Customizing your application icon
-================================================================================
-
-Conceptually changing your icon is just replacing the "ic_launcher.png" files in
-the drawable directories under the res directory. There are four directories for
-different screen sizes. These can be replaced with one dir called "drawable",
-containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
-
-You may need to change the name of your icon in AndroidManifest.xml to match
-this icon filename.
-
-================================================================================
- Loading assets
-================================================================================
-
-Any files you put in the "assets" directory of your android-project directory
-will get bundled into the application package and you can load them using the
-standard functions in SDL_rwops.h.
-
-There are also a few Android specific functions that allow you to get other
-useful paths for saving and loading data:
-SDL_AndroidGetInternalStoragePath()
-SDL_AndroidGetExternalStorageState()
-SDL_AndroidGetExternalStoragePath()
-
-See SDL_system.h for more details on these functions.
-
-The asset packaging system will, by default, compress certain file extensions.
-SDL includes two asset file access mechanisms, the preferred one is the so
-called "File Descriptor" method, which is faster and doesn't involve the Dalvik
-GC, but given this method does not work on compressed assets, there is also the
-"Input Stream" method, which is automatically used as a fall back by SDL. You
-may want to keep this fact in mind when building your APK, specially when large
-files are involved.
-For more information on which extensions get compressed by default and how to
-disable this behaviour, see for example:
-    
-http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
-
-================================================================================
- Pause / Resume behaviour
-================================================================================
-
-If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
-the event loop will block itself when the app is paused (ie, when the user
-returns to the main Android dashboard). Blocking is better in terms of battery
-use, and it allows your app to spring back to life instantaneously after resume
-(versus polling for a resume message).
-
-Upon resume, SDL will attempt to restore the GL context automatically.
-In modern devices (Android 3.0 and up) this will most likely succeed and your
-app can continue to operate as it was.
-
-However, there's a chance (on older hardware, or on systems under heavy load),
-where the GL context can not be restored. In that case you have to listen for
-a specific message, (which is not yet implemented!) and restore your textures
-manually or quit the app (which is actually the kind of behaviour you'll see
-under iOS, if the OS can not restore your GL context it will just kill your app)
-
-================================================================================
- Threads and the Java VM
-================================================================================
-
-For a quick tour on how Linux native threads interoperate with the Java VM, take
-a look here: http://developer.android.com/guide/practices/jni.html
-If you want to use threads in your SDL app, it's strongly recommended that you
-do so by creating them using SDL functions. This way, the required attach/detach
-handling is managed by SDL automagically. If you have threads created by other
-means and they make calls to SDL functions, make sure that you call
-Android_JNI_SetupThread before doing anything else otherwise SDL will attach
-your thread automatically anyway (when you make an SDL call), but it'll never
-detach it.
-
-================================================================================
- Using STL
-================================================================================
-
-You can use STL in your project by creating an Application.mk file in the jni
-folder and adding the following line:
-APP_STL := stlport_static
-
-For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
-
-================================================================================
- Additional documentation
-================================================================================
-
-The documentation in the NDK docs directory is very helpful in understanding the
-build process and how to work with native code on the Android platform.
-
-The best place to start is with docs/OVERVIEW.TXT
-
-
-================================================================================
- Using Eclipse
-================================================================================
-
-First make sure that you've installed Eclipse and the Android extensions as described here:
-	http://developer.android.com/tools/sdk/eclipse-adt.html
-
-Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
- * File -> New -> Other
- * Select the Android -> Android Project wizard and click Next
- * Enter the name you'd like your project to have
- * Select "Create project from existing source" and browse for your project directory
- * Make sure the Build Target is set to Android 2.0
- * Click Finish
-
-
-================================================================================
- Using the emulator
-================================================================================
-
-There are some good tips and tricks for getting the most out of the
-emulator here: http://developer.android.com/tools/devices/emulator.html
-
-Especially useful is the info on setting up OpenGL ES 2.0 emulation.
-
-Notice that this software emulator is incredibly slow and needs a lot of disk space.
-Using a real device works better.
-
-================================================================================
- Troubleshooting
-================================================================================
-
-You can create and run an emulator from the Eclipse IDE:
- * Window -> Android SDK and AVD Manager
-
-You can see if adb can see any devices with the following command:
-	adb devices
-
-You can see the output of log messages on the default device with:
-	adb logcat
-
-You can push files to the device with:
-	adb push local_file remote_path_and_file
-
-You can push files to the SD Card at /sdcard, for example:
-	adb push moose.dat /sdcard/moose.dat
-
-You can see the files on the SD card with a shell command:
-	adb shell ls /sdcard/
-
-You can start a command shell on the default device with:
-	adb shell
-
-You can remove the library files of your project (and not the SDL lib files) with:
-	ndk-build clean
-
-You can do a build with the following command:
-	ndk-build
-
-You can see the complete command line that ndk-build is using by passing V=1 on the command line:
-	ndk-build V=1
-
-If your application crashes in native code, you can use addr2line to convert the
-addresses in the stack trace to lines in your code.
-
-For example, if your crash looks like this:
-I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
-I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
-I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
-I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
-I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
-I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
-I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
-I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
-I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
-
-You can see that there's a crash in the C library being called from the main code.
-I run addr2line with the debug version of my code:
-	arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
-and then paste in the number after "pc" in the call stack, from the line that I care about:
-000014bc
-
-I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
-
-You can add logging to your code to help show what's happening:
-
-#include <android/log.h>
-
-	__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
-
-If you need to build without optimization turned on, you can create a file called
-"Application.mk" in the jni directory, with the following line in it:
-APP_OPTIM := debug
-
-
-================================================================================
- Memory debugging
-================================================================================
-
-The best (and slowest) way to debug memory issues on Android is valgrind.
-Valgrind has support for Android out of the box, just grab code using:
-	svn co svn://svn.valgrind.org/valgrind/trunk valgrind
-... and follow the instructions in the file README.android to build it.
-
-One thing I needed to do on Mac OS X was change the path to the toolchain,
-and add ranlib to the environment variables:
-export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
-
-Once valgrind is built, you can create a wrapper script to launch your
-application with it, changing org.libsdl.app to your package identifier:
---- start_valgrind_app -------------------
-#!/system/bin/sh
-export TMPDIR=/data/data/org.libsdl.app
-exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
-------------------------------------------
-
-Then push it to the device:
-	adb push start_valgrind_app /data/local
-
-and make it executable:
-	adb shell chmod 755 /data/local/start_valgrind_app
-
-and tell Android to use the script to launch your application:
-	adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
-
-If the setprop command says "could not set property", it's likely that
-your package name is too long and you should make it shorter by changing
-AndroidManifest.xml and the path to your class file in android-project/src
-
-You can then launch your application normally and waaaaaaaiiittt for it.
-You can monitor the startup process with the logcat command above, and
-when it's done (or even while it's running) you can grab the valgrind
-output file:
-	adb pull /sdcard/valgrind.log
-
-When you're done instrumenting with valgrind, you can disable the wrapper:
-	adb shell setprop wrap.org.libsdl.app ""
-
-================================================================================
- Why is API level 10 the minimum required?
-================================================================================
-
-API level 10 is the minimum required level at runtime (that is, on the device) 
-because SDL requires some functionality for running not
-available on older devices. Since the incorporation of joystick support into SDL,
-the minimum SDK required to *build* SDL is version 12. Devices running API levels
-10-11 are still supported, only with the joystick functionality disabled.
-
-Support for native OpenGL ES and ES2 applications was introduced in the NDK for
-API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
-has since then been obsoleted, with the recommendation to developers to bump the
-required API level to 10.
-As of this writing, according to http://developer.android.com/about/dashboards/index.html
-about 90% of the Android devices accessing Google Play support API level 10 or
-higher (March 2013).
-
-================================================================================
- A note regarding the use of the "dirty rectangles" rendering technique
-================================================================================
-
-If your app uses a variation of the "dirty rectangles" rendering technique,
-where you only update a portion of the screen on each frame, you may notice a
-variety of visual glitches on Android, that are not present on other platforms.
-This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
-contexts, in particular the use of the eglSwapBuffers function. As stated in the
-documentation for the function "The contents of ancillary buffers are always 
-undefined after calling eglSwapBuffers".
-Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
-is not possible for SDL as it requires EGL 1.4, available only on the API level
-17+, so the only workaround available on this platform is to redraw the entire
-screen each frame.
-
-Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
-
-================================================================================
- Known issues
-================================================================================
-
-- The number of buttons reported for each joystick is hardcoded to be 36, which
-is the current maximum number of buttons Android can report.
-

+ 0 - 31
ios/SDL2/README-cmake.txt

@@ -1,31 +0,0 @@
-================================================================================
-CMake build system for SDL (www.cmake.org)
-================================================================================
-
-SDL's build system was traditionally based on autotools. Over time, this
-approach has suffered from several issues across the different supported 
-platforms.
-To solve these problems, a new build system based on CMake is under development.
-It works in parallel to the legacy system, so users can experiment with it
-without complication.
-While still experimental, the build system should be usable on the following
-platforms:
-    
-    * FreeBSD
-    * Linux
-    * VS.NET 2010
-    * MinGW and Msys
-    * OS X with support for XCode
-    
-================================================================================
-Usage
-================================================================================
-
-Assuming the source for SDL is located at ~/sdl
-
-cd ~
-mkdir build
-cd build
-cmake ../sdl
-
-This will build the static and dynamic versions of SDL in the ~/build directory.

+ 0 - 106
ios/SDL2/README-directfb.txt

@@ -1,106 +0,0 @@
-SDL on DirectFB
-
-Supports:
-
-- Hardware YUV overlays
-- OpenGL - software only
-- 2D/3D accelerations (depends on directfb driver)
-- multiple displays
-- windows
-
-What you need:
-
-DirectFB 1.0.1, 1.2.x, 1.3.0
-Kernel-Framebuffer support: required: vesafb, radeonfb .... 
-Mesa 7.0.x	   - optional for OpenGL
-
-/etc/directfbrc
-
-This file should contain the following lines to make
-your joystick work and avoid crashes:
-------------------------
-disable-module=joystick
-disable-module=cle266
-disable-module=cyber5k
-no-linux-input-grab
-------------------------
-
-To disable to use x11 backend when DISPLAY variable is found use
-
-export SDL_DIRECTFB_X11_CHECK=0
-
-To disable the use of linux input devices, i.e. multimice/multikeyboard support,
-use
-
-export SDL_DIRECTFB_LINUX_INPUT=0
-
-To use hardware accelerated YUV-overlays for YUV-textures, use:
-
-export SDL_DIRECTFB_YUV_DIRECT=1
-
-This is disabled by default. It will only support one 
-YUV texture, namely the first. Every other YUV texture will be
-rendered in software.
-
-In addition, you may use (directfb-1.2.x)
-
-export SDL_DIRECTFB_YUV_UNDERLAY=1
-
-to make the YUV texture an underlay. This will make the cursor to
-be shown.
-
-Simple Window Manager
-=====================
-
-The driver has support for a very, very basic window manager you may
-want to use when running with "wm=default". Use
-
-export SDL_DIRECTFB_WM=1
-
-to enable basic window borders. In order to have the window title rendered,
-you need to have the following font installed:
-
-/usr/share/fonts/truetype/freefont/FreeSans.ttf
-
-OpenGL Support
-==============
-
-The following instructions will give you *software* OpenGL. However this
-works at least on all directfb supported platforms.
-
-As of this writing 20100802 you need to pull Mesa from git and do the following:
-
-------------------------
-git clone git://anongit.freedesktop.org/git/mesa/mesa
-cd mesa 
-git checkout 2c9fdaf7292423c157fc79b5ce43f0f199dd753a
-------------------------
-
-Edit configs/linux-directfb so that the Directories-section looks like
-------------------------
-# Directories
-SRC_DIRS     = mesa glu 
-GLU_DIRS     = sgi
-DRIVER_DIRS  = directfb
-PROGRAM_DIRS = 
-------------------------
-
-make linux-directfb
-make
-
-echo Installing - please enter sudo pw.
-
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-cd src/mesa/drivers/directfb
-make
-sudo make install INSTALL_DIR=/usr/local/dfb_GL
-------------------------
-
-To run the SDL - testprograms:
-
-export SDL_VIDEODRIVER=directfb
-export LD_LIBRARY_PATH=/usr/local/dfb_GL/lib
-export LD_PRELOAD=/usr/local/dfb_GL/libGL.so.7
-
-./testgl
-

+ 0 - 130
ios/SDL2/README-dynapi.txt

@@ -1,130 +0,0 @@
-================================================================================
-Dynamic API
-================================================================================
-Originally posted by Ryan at https://plus.google.com/103391075724026391227/posts/TB8UfnDYu4U
-
-Background:
-
-- The Steam Runtime has (at least in theory) a really kick-ass build of SDL2, 
-  but developers are shipping their own SDL2 with individual Steam games. 
-  These games might stop getting updates, but a newer SDL2 might be needed later. 
-  Certainly we'll always be fixing bugs in SDL, even if a new video target isn't 
-  ever needed, and these fixes won't make it to a game shipping its own SDL.
-- Even if we replace the SDL2 in those games with a compatible one, that is to 
-  say, edit a developer's Steam depot (yuck!), there are developers that are 
-  statically linking SDL2 that we can't do this for. We can't even force the 
-  dynamic loader to ignore their SDL2 in this case, of course.
-- If you don't ship an SDL2 with the game in some form, people that disabled the
-  Steam Runtime, or just tried to run the game from the command line instead of 
-  Steam might find themselves unable to run the game, due to a missing dependency.
-- If you want to ship on non-Steam platforms like GOG or Humble Bundle, or target
-  generic Linux boxes that may or may not have SDL2 installed, you have to ship 
-  the library or risk a total failure to launch. So now, you might have to have 
-  a non-Steam build plus a Steam build (that is, one with and one without SDL2 
-  included), which is inconvenient if you could have had one universal build 
-  that works everywhere.
-- We like the zlib license, but the biggest complaint from the open source 
-  community about the license change is the static linking. The LGPL forced this 
-  as a legal, not technical issue, but zlib doesn't care. Even those that aren't
-  concerned about the GNU freedoms found themselves solving the same problems: 
-  swapping in a newer SDL to an older game often times can save the day. 
-  Static linking stops this dead.
-
-So here's what we did:
-
-SDL now has, internally, a table of function pointers. So, this is what SDL_Init
-now looks like:
-
-    UInt32 SDL_Init(Uint32 flags)
-    {
-        return jump_table.SDL_Init(flags);
-    }
-
-Except that is all done with a bunch of macro magic so we don't have to maintain
-every one of these.
-
-What is jump_table.SDL_init()? Eventually, that's a function pointer of the real
-SDL_Init() that you've been calling all this time. But at startup, it looks more 
-like this:
-
-    Uint32 SDL_Init_DEFAULT(Uint32 flags)
-    {
-        SDL_InitDynamicAPI();
-        return jump_table.SDL_Init(flags);
-    }
-
-SDL_InitDynamicAPI() fills in jump_table with all the actual SDL function 
-pointers, which means that this _DEFAULT function never gets called again. 
-First call to any SDL function sets the whole thing up.
-
-So you might be asking, what was the value in that? Isn't this what the operating
-system's dynamic loader was supposed to do for us? Yes, but now we've got this 
-level of indirection, we can do things like this:
-
-    export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
-    ./MyGameThatIsStaticallyLinkedToSDL2
-
-And now, this game that is staticallly linked to SDL, can still be overridden 
-with a newer, or better, SDL. The statically linked one will only be used as 
-far as calling into the jump table in this case. But in cases where no override
-is desired, the statically linked version will provide its own jump table, 
-and everyone is happy.
-
-So now:
-- Developers can statically link SDL, and users can still replace it. 
-  (We'd still rather you ship a shared library, though!)
-- Developers can ship an SDL with their game, Valve can override it for, say, 
-  new features on SteamOS, or distros can override it for their own needs, 
-  but it'll also just work in the default case.
-- Developers can ship the same package to everyone (Humble Bundle, GOG, etc), 
-  and it'll do the right thing.
-- End users (and Valve) can update a game's SDL in almost any case, 
-  to keep abandoned games running on newer platforms.
-- Everyone develops with SDL exactly as they have been doing all along. 
-  Same headers, same ABI. Just get the latest version to enable this magic.
-
-
-A little more about SDL_InitDynamicAPI():
-
-Internally, InitAPI does some locking to make sure everything waits until a 
-single thread initializes everything (although even SDL_CreateThread() goes 
-through here before spinning a thread, too), and then decides if it should use
-an external SDL library. If not, it sets up the jump table using the current 
-SDL's function pointers (which might be statically linked into a program, or in
-a shared library of its own). If so, it loads that library and looks for and 
-calls a single function:
-
-    SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
-
-That function takes a version number (more on that in a moment), the address of
-the jump table, and the size, in bytes, of the table. 
-Now, we've got policy here: this table's layout never changes; new stuff gets 
-added to the end. Therefore SDL_DYNAPI_entry() knows that it can provide all 
-the needed functions if tablesize <= sizeof its own jump table. If tablesize is
-bigger (say, SDL 2.0.4 is trying to load SDL 2.0.3), then we know to abort, but
-if it's smaller, we know we can provide the entire API that the caller needs.
-
-The version variable is a failsafe switch. 
-Right now it's always 1. This number changes when there are major API changes 
-(so we know if the tablesize might be smaller, or entries in it have changed). 
-Right now SDL_DYNAPI_entry gives up if the version doesn't match, but it's not 
-inconceivable to have a small dispatch library that only supplies this one 
-function and loads different, otherwise-incompatible SDL libraries and has the
-right one initialize the jump table based on the version. For something that 
-must generically catch lots of different versions of SDL over time, like the 
-Steam Client, this isn't a bad option.
-
-Finally, I'm sure some people are reading this and thinking 
-"I don't want that overhead in my project!"  
-To which I would point out that the extra function call through the jump table 
-probably wouldn't even show up in a profile, but lucky you: this can all be 
-disabled. You can build SDL without this if you absolutely must, but we would 
-encourage you not to do that. However, on heavily locked down platforms like 
-iOS, or maybe when debugging,  it makes sense to disable it. The way this is 
-designed in SDL, you just have to change one #define, and the entire system 
-vaporizes out, and SDL functions exactly like it always did. Most of it is 
-macro magic, so the system is contained to one C file and a few headers. 
-However, this is on by default and you have to edit a header file to turn it 
-off. Our hopes is that if we make it easy to disable, but not too easy, 
-everyone will ultimately be able to get what they want, but we've gently 
-nudged everyone towards what we think is the best solution.

+ 0 - 72
ios/SDL2/README-gesture.txt

@@ -1,72 +0,0 @@
-===========================================================================
-Dollar Gestures
-===========================================================================
-SDL Provides an implementation of the $1 gesture recognition system. This allows for recording, saving, loading, and performing single stroke gestures.
-
-Gestures can be performed with any number of fingers (the centroid of the fingers must follow the path of the gesture), but the number of fingers must be constant (a finger cannot go down in the middle of a gesture). The path of a gesture is considered the path from the time when the final finger went down, to the first time any finger comes up. 
-
-Dollar gestures are assigned an Id based on a hash function. This is guaranteed to remain constant for a given gesture. There is a (small) chance that two different gestures will be assigned the same ID. In this case, simply re-recording one of the gestures should result in a different ID.
-
-Recording:
-----------
-To begin recording on a touch device call:
-SDL_RecordGesture(SDL_TouchID touchId), where touchId is the id of the touch device you wish to record on, or -1 to record on all connected devices.
-
-Recording terminates as soon as a finger comes up. Recording is acknowledged by an SDL_DOLLARRECORD event.
-A SDL_DOLLARRECORD event is a dgesture with the following fields:
-
-event.dgesture.touchId   - the Id of the touch used to record the gesture.
-event.dgesture.gestureId - the unique id of the recorded gesture.
-
-
-Performing:
------------
-As long as there is a dollar gesture assigned to a touch, every finger-up event will also cause an SDL_DOLLARGESTURE event with the following fields:
-
-event.dgesture.touchId    - the Id of the touch which performed the gesture.
-event.dgesture.gestureId  - the unique id of the closest gesture to the performed stroke.
-event.dgesture.error      - the difference between the gesture template and the actual performed gesture. Lower error is a better match.
-event.dgesture.numFingers - the number of fingers used to draw the stroke.
-
-Most programs will want to define an appropriate error threshold and check to be sure that the error of a gesture is not abnormally high (an indicator that no gesture was performed).
-
-
-
-Saving:
--------
-To save a template, call SDL_SaveDollarTemplate(gestureId, dst) where gestureId is the id of the gesture you want to save, and dst is an SDL_RWops pointer to the file where the gesture will be stored.
-
-To save all currently loaded templates, call SDL_SaveAllDollarTemplates(dst) where dst is an SDL_RWops pointer to the file where the gesture will be stored.
-
-Both functions return the number of gestures successfully saved.
-
-
-Loading:
---------
-To load templates from a file, call SDL_LoadDollarTemplates(touchId,src) where touchId is the id of the touch to load to (or -1 to load to all touch devices), and src is an SDL_RWops pointer to a gesture save file. 
-
-SDL_LoadDollarTemplates returns the number of templates successfully loaded.
-
-
-
-===========================================================================
-Multi Gestures
-===========================================================================
-SDL provides simple support for pinch/rotate/swipe gestures. 
-Every time a finger is moved an SDL_MULTIGESTURE event is sent with the following fields:
-
-event.mgesture.touchId - the Id of the touch on which the gesture was performed.
-event.mgesture.x       - the normalized x coordinate of the gesture. (0..1)
-event.mgesture.y       - the normalized y coordinate of the gesture. (0..1)
-event.mgesture.dTheta  - the amount that the fingers rotated during this motion.
-event.mgesture.dDist   - the amount that the fingers pinched during this motion.
-event.mgesture.numFingers - the number of fingers used in the gesture.
-
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
-   jim.tla+sdl_touch@gmail.com

+ 0 - 23
ios/SDL2/README-hg.txt

@@ -1,23 +0,0 @@
-The latest development version of SDL is available via Mercurial.
-Mercurial allows you to get up-to-the-minute fixes and enhancements;
-as a developer works on a source tree, you can use "hg" to mirror that
-source tree instead of waiting for an official release. Please look
-at the Mercurial website ( http://mercurial.selenic.com/ ) for more
-information on using hg, where you can also download software for
-Mac OS X, Windows, and Unix systems.
-
-  hg clone http://hg.libsdl.org/SDL
-
-If you are building SDL with an IDE, you will need to copy the file
-include/SDL_config.h.default to include/SDL_config.h before building.
-
-If you are building SDL via configure, you will need to run autogen.sh
-before running configure.
-
-There is a web interface to the subversion repository at:
-
-	http://hg.libsdl.org/SDL/
-
-There is an RSS feed available at that URL, for those that want to
-track commits in real time.
-

+ 0 - 222
ios/SDL2/README-ios.txt

@@ -1,222 +0,0 @@
-==============================================================================
-Building the Simple DirectMedia Layer for iPhone OS 2.0
-==============================================================================
-
-Requirements: Mac OS X v10.5 or later and the iPhone SDK.
-
-Instructions:
-1.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in XCode.
-2.  Select your desired target, and hit build.
-
-There are three build targets:
-- libSDL.a:
-	Build SDL as a statically linked library
-- testsdl
-	Build a test program (there are known test failures which are fine)
-- Template:
-	Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers.  The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
-
-==============================================================================
-Build SDL for iOS from the command line
-==============================================================================
-
-1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
-2. ./iosbuild.sh
-
-If everything goes fine, you should see a build/ios directory, inside there's
-two directories "lib" and "include". 
-"include" contains a copy of the SDL headers that you'll need for your project,
-make sure to configure XCode to look for headers there.
-"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both 
-to your XCode project. These libraries contain three architectures in them,
-armv6 for legacy devices, armv7, and i386 (for the simulator).
-By default, iosbuild.sh will autodetect the SDK version you have installed using 
-xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 
-by setting the MIN_OS_VERSION variable, ie:
-
-MIN_OS_VERSION=4.2 ./iosbuild.sh
-
-==============================================================================
-Using the Simple DirectMedia Layer for iOS
-==============================================================================
-
-FIXME: This needs to be updated for the latest methods
-
-Here is the easiest method:
-1.  Build the SDL libraries (libSDL.a and libSDLSimulator.a) and the iPhone SDL Application template.
-1.  Install the iPhone SDL Application template by copying it to one of XCode's template directories.  I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/XCode/Project Templates/" and placing it there.
-2.  Start a new project using the template.  The project should be immediately ready for use with SDL.
-
-Here is a more manual method:
-1.  Create a new iPhone view based application.
-2.  Build the SDL static libraries (libSDL.a and libSDLSimulator.a) for iPhone and include them in your project.  XCode will ignore the library that is not currently of the correct architecture, hence your app will work both on iPhone and in the iPhone Simulator.
-3.  Include the SDL header files in your project.
-4.  Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate.  Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
-5.  Delete the contents of main.m and program your app as a regular SDL program instead.  You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
-
-==============================================================================
-Notes -- Application events
-==============================================================================
-
-On iOS the application goes through a fixed life cycle and you will get
-notifications of state changes via application events. When these events
-are delivered you must handle them in an event callback because the OS may
-not give you any processing time after the events are delivered.
-
-e.g.
-
-int HandleAppEvents(void *userdata, SDL_Event *event)
-{
-    switch (event->type)
-    {
-    case SDL_APP_TERMINATING:
-        /* Terminate the app.
-           Shut everything down before returning from this function.
-        */
-        return 0;
-    case SDL_APP_LOWMEMORY:
-        /* You will get this when your app is paused and iOS wants more memory.
-           Release as much memory as possible.
-        */
-        return 0;
-    case SDL_APP_WILLENTERBACKGROUND:
-        /* Prepare your app to go into the background.  Stop loops, etc.
-           This gets called when the user hits the home button, or gets a call.
-        */
-        return 0;
-    case SDL_APP_DIDENTERBACKGROUND:
-        /* This will get called if the user accepted whatever sent your app to the background.
-           If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
-           When you get this, you have 5 seconds to save all your state or the app will be terminated.
-           Your app is NOT active at this point.
-        */
-        return 0;
-    case SDL_APP_WILLENTERFOREGROUND:
-        /* This call happens when your app is coming back to the foreground.
-           Restore all your state here.
-        */
-        return 0;
-    case SDL_APP_DIDENTERFOREGROUND:
-        /* Restart your loops here.
-           Your app is interactive and getting CPU again.
-        */
-        return 0;
-    default:
-        /* No special processing, add it to the event queue */
-        return 1;
-    }
-}
-
-int main(int argc, char *argv[])
-{
-    SDL_SetEventFilter(HandleAppEvents, NULL);
-
-    ... run your main loop
-
-    return 0;
-}
-
-    
-==============================================================================
-Notes -- Accelerometer as Joystick
-==============================================================================
-
-SDL for iPhone supports polling the built in accelerometer as a joystick device.  For an example on how to do this, see the accelerometer.c in the demos directory.
-
-The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers.  Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver.  To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
-
-==============================================================================
-Notes -- OpenGL ES
-==============================================================================
-
-Your SDL application for iPhone uses OpenGL ES for video by default.
-
-OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively.  By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
-
-If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
-
-Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
-
-==============================================================================
-Notes -- Keyboard
-==============================================================================
-
-The SDL keyboard API has been extended to support on-screen keyboards:
-
-void SDL_StartTextInput()
-	-- enables text events and reveals the onscreen keyboard.
-void SDL_StopTextInput()
-	-- disables text events and hides the onscreen keyboard.
-SDL_bool SDL_IsTextInputActive()
-	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
-
-==============================================================================
-Notes -- Reading and Writing files
-==============================================================================
-
-Each application installed on iPhone resides in a sandbox which includes its own Application Home directory.  Your application may not access files outside this directory.
-
-Once your application is installed its directory tree looks like:
-
-MySDLApp Home/
-	MySDLApp.app
-	Documents/
-	Library/
-		Preferences/
-	tmp/
-
-When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored.  You cannot write to this directory.  Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".  
-
-More information on this subject is available here:
-http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
-
-==============================================================================
-Notes -- iPhone SDL limitations
-==============================================================================
-
-Windows:
-	Full-size, single window applications only.  You cannot create multi-window SDL applications for iPhone OS.  The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS).
-
-Textures:
-	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
-
-Loading Shared Objects:
-	This is disabled by default since it seems to break the terms of the iPhone SDK agreement.  It can be re-enabled in SDL_config_iphoneos.h.
-
-==============================================================================
-Game Center 
-==============================================================================
-
-Game Center integration requires that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
-    
-int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
-
-This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
-
-e.g.
-
-extern "C"
-void ShowFrame(void*)
-{
-    ... do event handling, frame logic and rendering
-}
-
-int main(int argc, char *argv[])
-{
-   ... initialize game ...
-
-#if __IPHONEOS__
-        // Initialize the Game Center for scoring and matchmaking
-        InitGameCenter();
-
-        // Set up the game to run in the window animation callback on iOS
-        // so that Game Center and so forth works correctly.
-        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
-#else
-        while ( running ) {
-                ShowFrame(0);
-                DelayFrame();
-        }
-#endif
-        return 0;
-}

+ 0 - 80
ios/SDL2/README-linux.txt

@@ -1,80 +0,0 @@
-================================================================================
-Simple DirectMedia Layer for Linux
-================================================================================
-
-By default SDL will only link against glibc, the rest of the features will be
-enabled dynamically at runtime depending on the available features on the target
-system. So, for example if you built SDL with Xinerama support and the target
-system does not have the Xinerama libraries installed, it will be disabled
-at runtime, and you won't get a missing library error, at least with the 
-default configuration parameters.
-
-
-================================================================================
-Build Dependencies
-================================================================================
-    
-Ubuntu 13.04, all available features enabled:
-
-sudo apt-get install build-essential mercurial make cmake autoconf automake \
-libtool libasound2-dev libpulse-dev libaudio-dev libx11-dev libxext-dev \
-libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev \
-libxss-dev libgl1-mesa-dev libesd0-dev libdbus-1-dev libudev-dev \
-libgles1-mesa-dev libgles2-mesa-dev libegl1-mesa-dev
-
-NOTES:
-- This includes all the audio targets except arts, because Ubuntu pulled the 
-  artsc0-dev package, but in theory SDL still supports it.
-- DirectFB isn't included because the configure script (currently) fails to find
-  it at all. You can do "sudo apt-get install libdirectfb-dev" and fix the 
-  configure script to include DirectFB support. Send patches.  :)
-
-
-================================================================================
-Joystick does not work
-================================================================================
-
-If you compiled or are using a version of SDL with udev support (and you should!)
-there's a few issues that may cause SDL to fail to detect your joystick. To
-debug this, start by installing the evtest utility. On Ubuntu/Debian:
-
-    sudo apt-get install evtest
-    
-Then run:
-    
-    sudo evtest
-    
-You'll hopefully see your joystick listed along with a name like "/dev/input/eventXX"
-Now run:
-    
-    cat /dev/input/event/XX
-
-If you get a permission error, you need to set a udev rule to change the mode of
-your device (see below)    
-    
-Also, try:
-    
-    sudo udevadm info --query=all --name=input/eventXX
-    
-If you see a line stating ID_INPUT_JOYSTICK=1, great, if you don't see it,
-you need to set up an udev rule to force this variable.
-
-A combined rule for the Saitek Pro Flight Rudder Pedals to fix both issues looks 
-like:
-    
-   SUBSYSTEM=="input", ATTRS{idProduct}=="0763", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
-   SUBSYSTEM=="input", ATTRS{idProduct}=="0764", ATTRS{idVendor}=="06a3", MODE="0666", ENV{ID_INPUT_JOYSTICK}="1"
-   
-You can set up similar rules for your device by changing the values listed in
-idProduct and idVendor. To obtain these values, try:
-    
-    sudo udevadm info -a --name=input/eventXX | grep idVendor
-    sudo udevadm info -a --name=input/eventXX | grep idProduct
-    
-If multiple values come up for each of these, the one you want is the first one of each.    
-
-On other systems which ship with an older udev (such as CentOS), you may need
-to set up a rule such as:
-    
-    SUBSYSTEM=="input", ENV{ID_CLASS}=="joystick", ENV{ID_INPUT_JOYSTICK}="1"
-

+ 0 - 226
ios/SDL2/README-macosx.txt

@@ -1,226 +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
-32-bit and 64-bit Intel architectures), on Mac OS X 10.7 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 10.5 ABI compatibility on i386 and 10.6
-ABI compatibility on x86_64 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
-
-Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
-(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
-been officially dropped as of SDL 2.0.2.
-
-To use the library once it's built, you essential have two possibilities:
-use the traditional autoconf/automake/make method, or use Xcode.
-
-==============================================================================
-Caveats for using SDL with Mac OS X
-==============================================================================
-
-Some things you have to be aware of when using SDL on Mac OS X:
-
-- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
-  SDL will not register its own. This means that SDL will not terminate using
-  SDL_Quit if it receives a termination request, it will terminate like a 
-  normal app, and it will not send a SDL_DROPFILE when you request to open a
-  file with the app. To solve these issues, put the following code in your 
-  NSApplicationDelegate implementation:
-
-  - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
-  {
-      if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
-          SDL_Event event;
-          event.type = SDL_QUIT;
-          SDL_PushEvent(&event);
-      }
-
-      return NSTerminateCancel;
-  }
-
-  - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
-  {
-      if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
-          SDL_Event event;
-          event.type = SDL_DROPFILE;
-          event.drop.file = SDL_strdup([filename UTF8String]);
-          return (SDL_PushEvent(&event) > 0);
-      }
-
-      return NO;
-  }
-
-==============================================================================
-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 separate 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 your 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 linking 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 hierarchy of executable 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
-    "Executables" 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"

+ 0 - 16
ios/SDL2/README-pandora.txt

@@ -1,16 +0,0 @@
-SDL 2.0 with open pandora console support ( http://openpandora.org/ )
-=====================================================================
-
-- A pandora specific video driver was written to allow SDL 2.0 with OpenGL ES
-support to work on the pandora under the framebuffer. This driver do not have
-input support for now, so if you use it you will have to add your own control code.
-The video driver name is "pandora" so if you have problem running it from
-the framebuffer, try to set the following variable before starting your application :
-"export SDL_VIDEODRIVER=pandora"
-
-- OpenGL ES support was added to the x11 driver, so it's working like the normal
-x11 driver one with OpenGLX support, with SDL input event's etc..
-
-
-David Carré (Cpasjuste)
-cpasjuste@gmail.com

+ 0 - 30
ios/SDL2/README-platforms.txt

@@ -1,30 +0,0 @@
-
-This is a list of the platforms SDL supports, and who maintains them.
-
-Officially supported platforms
-==============================
-(code compiles, and thoroughly tested for release)
-==============================
-Windows XP/Vista/7/8
-Mac OS X 10.5+
-Linux 2.6+
-iOS 5.1.1+
-Android 2.3.3+
-
-Unofficially supported platforms
-================================
-(code compiles, but not thoroughly tested)
-================================
-FreeBSD
-NetBSD
-OpenBSD
-Solaris
-
-Platforms supported by volunteers
-=================================
-Haiku - maintained by Axel Dörfler <axeld@pinc-software.de>
-PSP - maintained by 527721088@qq.com
-Pandora - maintained by Scott Smith <pickle136@sbcglobal.net>
-
-Platforms that need maintainers
-===============================

+ 0 - 61
ios/SDL2/README-porting.txt

@@ -1,61 +0,0 @@
-
-* Porting To A New Platform
-
-  The first thing you have to do when porting to a new platform, is look at
-include/SDL_platform.h and create an entry there for your operating system.
-The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
-Ideally SDL_platform.h will be able to auto-detect the system it's building
-on based on C preprocessor symbols.
-
-There are two basic ways of building SDL at the moment:
-
-1. The "UNIX" way:  ./configure; make; make install
-
-   If you have a GNUish system, then you might try this.  Edit configure.in,
-   take a look at the large section labelled:
-	"Set up the configuration based on the target platform!"
-   Add a section for your platform, and then re-run autogen.sh and build!
-
-2. Using an IDE:
-
-   If you're using an IDE or other non-configure build system, you'll probably
-   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
-   add a section for your platform, and create a custom SDL_config_{platform}.h,
-   based on SDL_config.h.minimal and SDL_config.h.in
-
-   Add the top level include directory to the header search path, and then add
-   the following sources to the project:
-	src/*.c
-	src/atomic/*.c
-	src/audio/*.c
-	src/cpuinfo/*.c
-	src/events/*.c
-	src/file/*.c
-	src/haptic/*.c
-	src/joystick/*.c
-	src/power/*.c
-	src/render/*.c
-	src/stdlib/*.c
-	src/thread/*.c
-	src/timer/*.c
-	src/video/*.c
-	src/audio/disk/*.c
-	src/audio/dummy/*.c
-	src/video/dummy/*.c
-	src/haptic/dummy/*.c
-	src/joystick/dummy/*.c
-	src/main/dummy/*.c
-	src/thread/generic/*.c
-	src/timer/dummy/*.c
-	src/loadso/dummy/*.c
-
-
-Once you have a working library without any drivers, you can go back to each
-of the major subsystems and start implementing drivers for your platform.
-
-If you have any questions, don't hesitate to ask on the SDL mailing list:
-	http://www.libsdl.org/mailing-list.php
-
-Enjoy!
-	Sam Lantinga				(slouken@libsdl.org)
-

+ 0 - 17
ios/SDL2/README-psp.txt

@@ -1,17 +0,0 @@
-SDL port for the Sony PSP contributed by 
-   Captian Lex 
-
-Credit to
-   Marcus R.Brown,Jim Paris,Matthew H for the original SDL 1.2 for PSP
-   Geecko for his PSP GU lib "Glib2d"
-
-Building
---------
-To build for the PSP, make sure psp-config is in the path and run:
-   make -f Makefile.psp
-
-
-
-To Do
-------
-PSP Screen Keyboard

+ 0 - 161
ios/SDL2/README-raspberrypi.txt

@@ -1,161 +0,0 @@
-================================================================================
-SDL2 for Raspberry Pi
-================================================================================
-
-Requirements:
-
-Raspbian (other Linux distros may work as well).
-
-================================================================================
- Features
-================================================================================
-
-* Works without X11
-* Hardware accelerated OpenGL ES 2.x
-* Sound via ALSA
-* Input (mouse/keyboard/joystick) via EVDEV
-* Hotplugging of input devices via UDEV
-
-================================================================================
- Raspbian Build Dependencies
-================================================================================
-
-sudo apt-get install libudev-dev libasound2-dev libdbus-1-dev
-
-You also need the VideoCore binary stuff that ships in /opt/vc for EGL and 
-OpenGL ES 2.x, it usually comes pre installed, but in any case:
-    
-sudo apt-get install libraspberrypi0 libraspberrypi-bin libraspberrypi-dev
-
-================================================================================
- Cross compiling from x86 Linux
-================================================================================
-
-To cross compile SDL for Raspbian from your desktop machine, you'll need a
-Raspbian system root and the cross compilation tools. We'll assume these tools
-will be placed in /opt/rpi-tools
-
-    sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools
-
-You'll also need a Rasbian binary image.
-Get it from: http://downloads.raspberrypi.org/raspbian_latest 
-After unzipping, you'll get file with a name like: <date>-wheezy-raspbian.img
-Let's assume the sysroot will be built in /opt/rpi-sysroot.
-
-    export SYSROOT=/opt/rpi-sysroot
-    sudo kpartx -a -v <path_to_raspbian_image>.img
-    sudo mount -o loop /dev/mapper/loop0p2 /mnt
-    sudo cp -r /mnt $SYSROOT
-    sudo apt-get install qemu binfmt-support qemu-user-static
-    sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin
-    sudo mount --bind /dev $SYSROOT/dev
-    sudo mount --bind /proc $SYSROOT/proc
-    sudo mount --bind /sys $SYSROOT/sys
-
-Now, before chrooting into the ARM sysroot, you'll need to apply a workaround,
-edit $SYSROOT/etc/ld.so.preload and comment out all lines in it.
-
-    sudo chroot $SYSROOT
-    apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libxxf86vm-dev libxss-dev
-    exit
-    sudo umount $SYSROOT/dev
-    sudo umount $SYSROOT/proc
-    sudo umount $SYSROOT/sys
-    sudo umount /mnt
-    
-There's one more fix required, as the libdl.so symlink uses an absolute path 
-which doesn't quite work in our setup.
-
-    sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
-    sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so
-
-The final step is compiling SDL itself.
-
-    export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux"
-    cd <SDL SOURCE>
-    mkdir -p build;cd build
-    ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl2-installed --disable-pulseaudio --disable-esd
-    make
-    make install
-
-To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths:
-    
-    perl -w -pi -e "s#$PWD/rpi-sdl2-installed#/usr/local#g;" ./rpi-sdl2-installed/lib/libSDL2.la ./rpi-sdl2-installed/lib/pkgconfig/sdl2.pc ./rpi-sdl2-installed/bin/sdl2-config
-    
-================================================================================
- Apps don't work or poor video/audio performance
-================================================================================
-
-If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to 
-update the RPi's firmware. Note that doing so will fix these problems, but it
-will also render the CMA - Dynamic Memory Split functionality useless.
-
-Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too
-low in general, specially if a 1080p TV is hooked up.
-
-See here how to configure this setting: http://elinux.org/RPiconfig
-
-Using a fixed gpu_mem=128 is the best option (specially if you updated the 
-firmware, using CMA probably won't work, at least it's the current case).
-
-================================================================================
- No input
-================================================================================
-
-Make sure you belong to the "input" group.
-
-    sudo usermod -aG input `whoami`
-
-================================================================================
- No HDMI Audio
-================================================================================
-
-If you notice that ALSA works but there's no audio over HDMI, try adding:
-    
-    hdmi_drive=2
-    
-to your config.txt file and reboot.
-
-Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062
-
-================================================================================
- Text Input API support
-================================================================================
-
-The Text Input API is supported, with translation of scan codes done via the
-kernel symbol tables. For this to work, SDL needs access to a valid console.
-If you notice there's no SDL_TEXTINPUT message being emitted, double check that
-your app has read access to one of the following:
-    
-* /proc/self/fd/0
-* /dev/tty
-* /dev/tty[0...6]
-* /dev/vc/0
-* /dev/console
-
-This is usually not a problem if you run from the physical terminal (as opposed
-to running from a pseudo terminal, such as via SSH). If running from a PTS, a 
-quick workaround is to run your app as root or add yourself to the tty group,
-then re login to the system.
-
-   sudo usermod -aG tty `whoami`
-    
-The keyboard layout used by SDL is the same as the one the kernel uses.
-To configure the layout on Raspbian:
-    
-    sudo dpkg-reconfigure keyboard-configuration
-    
-To configure the locale, which controls which keys are interpreted as letters,
-this determining the CAPS LOCK behavior:
-
-    sudo dpkg-reconfigure locales
-
-================================================================================
- Notes
-================================================================================
-
-* When launching apps remotely (via SSH), SDL can prevent local keystrokes from
-  leaking into the console only if it has root privileges. Launching apps locally
-  does not suffer from this issue.
-  
-

+ 0 - 84
ios/SDL2/README-touch.txt

@@ -1,84 +0,0 @@
-===========================================================================
-System Specific Notes
-===========================================================================
-Linux:
-The linux touch system is currently based off event streams, and proc/bus/devices. The active user must be given permissions to read /dev/input/TOUCHDEVICE, where TOUCHDEVICE is the event stream for your device. Currently only Wacom tablets are supported. If you have an unsupported tablet contact me at jim.tla+sdl_touch@gmail.com and I will help you get support for it.
-
-Mac:
-The Mac and iPhone APIs are pretty. If your touch device supports them then you'll be fine. If it doesn't, then there isn't much we can do.
-
-iPhone: 
-Works out of box.
-
-Windows:
-Unfortunately there is no windows support as of yet. Support for Windows 7 is planned, but we currently have no way to test. If you have a Windows 7 WM_TOUCH supported device, and are willing to help test please contact me at jim.tla+sdl_touch@gmail.com
-
-===========================================================================
-Events
-===========================================================================
-SDL_FINGERDOWN:
-Sent when a finger (or stylus) is placed on a touch device.
-Fields:
-event.tfinger.touchId  - the Id of the touch device.
-event.tfinger.fingerId - the Id of the finger which just went down.
-event.tfinger.x        - the x coordinate of the touch (0..1)
-event.tfinger.y        - the y coordinate of the touch (0..1)
-event.tfinger.pressure - the pressure of the touch (0..1)
-
-SDL_FINGERMOTION:
-Sent when a finger (or stylus) is moved on the touch device.
-Fields:
-Same as SDL_FINGERDOWN but with additional:
-event.tfinger.dx       - change in x coordinate during this motion event.
-event.tfinger.dy       - change in y coordinate during this motion event.
-
-SDL_FINGERUP:
-Sent when a finger (or stylus) is lifted from the touch device.
-Fields:
-Same as SDL_FINGERDOWN.
-
-
-===========================================================================
-Functions
-===========================================================================
-SDL provides the ability to access the underlying Finger structures.
-These structures should _never_ be modified.
-
-The following functions are included from SDL_touch.h
-
-To get a SDL_TouchID call SDL_GetTouchDevice(index).
-This returns a SDL_TouchID.
-IMPORTANT: If the touch has been removed, or there is no touch with the given ID, SDL_GetTouchID will return 0. Be sure to check for this!
-
-The number of touch devices can be queried with SDL_GetNumTouchDevices().
-
-A SDL_TouchID may be used to get pointers to SDL_Finger.
-
-SDL_GetNumTouchFingers(touchID) may be used to get the number of fingers currently down on the device.
-
-The most common reason to access SDL_Finger is to query the fingers outside the event. In most cases accessing the fingers is using the event. This would be accomplished by code like the following:
-
-      float x = event.tfinger.x;
-      float y = event.tfinger.y;
-
-
-
-To get a SDL_Finger, call SDL_GetTouchFinger(touchID,index), where touchID is a SDL_TouchID, and index is the requested finger.
-This returns a SDL_Finger*, or NULL if the finger does not exist, or has been removed.
-A SDL_Finger is guaranteed to be persistent for the duration of a touch, but it will be de-allocated as soon as the finger is removed. This occurs when the SDL_FINGERUP event is _added_ to the event queue, and thus _before_ the SDL_FINGERUP event is polled.
-As a result, be very careful to check for NULL return values.
-
-A SDL_Finger has the following fields:
->x,y,pressure:
-	The current coordinates of the touch.
->pressure:
-	The pressure of the touch.
-
-===========================================================================
-Notes
-===========================================================================
-For a complete example see test/testgesture.c
-
-Please direct questions/comments to:
-   jim.tla+sdl_touch@gmail.com
-   (original author, API was changed since)

+ 0 - 8
ios/SDL2/README-wince.txt

@@ -1,8 +0,0 @@
-
-Windows CE is no longer supported by SDL.
-
-We have left the CE support in SDL 1.2 for those that must have it, and we
-have support for Windows Phone 8 and WinRT in SDL2, as of SDL 2.0.3.
-
---ryan.
-

+ 0 - 42
ios/SDL2/README-windows.txt

@@ -1,42 +0,0 @@
-================================================================================
-Simple DirectMedia Layer for Windows
-================================================================================
-
-================================================================================
-OpenGL ES 2.x support
-================================================================================
-
-SDL has support for OpenGL ES 2.x under Windows via two alternative 
-implementations. 
-The most straightforward method consists in running your app in a system with 
-a graphic card paired with a relatively recent (as of November of 2013) driver 
-which supports the WGL_EXT_create_context_es2_profile extension. Vendors known 
-to ship said extension on Windows currently include nVidia and Intel.
-
-The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
-If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
-extension is found, SDL will try to load the libEGL.dll library provided by
-ANGLE.
-To obtain the ANGLE binaries, you can either compile from source from
-https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
-a recent Chrome/Chromium install for Windows. The files you need are:
-    
-    * libEGL.dll
-    * libGLESv2.dll
-    * d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
-    or...
-    * d3dcompiler_43.dll (supports Windows XP or later)
-    
-If you compile ANGLE from source, you can configure it so it does not need the
-d3dcompiler_* DLL at all (for details on this, see their documentation). 
-However, by default SDL will try to preload the d3dcompiler_46.dll to
-comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
-support Windows XP) or to skip this step at all, you can use the 
-SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
-
-Known Bugs:
-    
-    * SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
-      that there's a bug in the library which prevents the window contents from
-      refreshing if this is set to anything other than the default value.
-      

+ 0 - 42
ios/SDL2/README.txt

@@ -1,42 +0,0 @@
-
-                         Simple DirectMedia Layer
-
-                                  (SDL)
-
-                                Version 2.0
-
----
-http://www.libsdl.org/
-
-Simple DirectMedia Layer is a cross-platform development library designed
-to provide low level access to audio, keyboard, mouse, joystick, and graphics
-hardware via OpenGL and Direct3D. It is used by video playback software,
-emulators, and popular games including Valve's award winning catalog
-and many Humble Bundle games.
-
-SDL officially supports Windows, Mac OS X, Linux, iOS, and Android.
-Support for other platforms may be found in the source code.
-
-SDL is written in C, works natively with C++, and there are bindings 
-available for several other languages, including C# and Python.
-
-This library is distributed under the zlib license, which can be found
-in the file "COPYING.txt".
-
-The best way to learn how to use SDL is to check out the header files in
-the "include" subdirectory and the programs in the "test" subdirectory.
-The header files and test programs are well commented and always up to date.
-More documentation and FAQs are available online at:
-	http://wiki.libsdl.org/
-
-If you need help with the library, or just want to discuss SDL related
-issues, you can join the developers mailing list:
-	http://www.libsdl.org/mailing-list.php
-
-If you want to report bugs or contribute patches, please submit them to
-bugzilla:
-    http://bugzilla.libsdl.org/
-
-Enjoy!
-	Sam Lantinga				(slouken@libsdl.org)
-

+ 0 - 112
ios/SDL2/SDL2.spec

@@ -1,112 +0,0 @@
-Summary: Simple DirectMedia Layer
-Name: SDL2
-Version: 2.0.3
-Release: 1
-Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
-URL: http://www.libsdl.org/
-License: zlib
-Group: System Environment/Libraries
-BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
-Prefix: %{_prefix}
-%ifos linux
-Provides: libSDL2-2.0.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-directfb
-%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}
-%else
-%makeinstall
-%endif
-
-%clean
-rm -rf $RPM_BUILD_ROOT
-
-%files
-%{__defattr}
-%doc README-SDL.txt COPYING.txt CREDITS.txt BUGS.txt
-%{_libdir}/lib*.%{__soext}.*
-
-%files devel
-%{__defattr}
-%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew
-%{_bindir}/*-config
-%{_libdir}/lib*.a
-%{_libdir}/lib*.la
-%{_libdir}/lib*.%{__soext}
-%{_includedir}/*/*.h
-%{_libdir}/pkgconfig/*
-%{_datadir}/aclocal/*
-
-%changelog
-* Sun Jan 22 2012 Sam Lantinga <slouken@libsdl.org>
-- Updated for SDL 2.0
-
-* 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

+ 0 - 112
ios/SDL2/SDL2.spec.in

@@ -1,112 +0,0 @@
-Summary: Simple DirectMedia Layer
-Name: SDL2
-Version: @SDL_VERSION@
-Release: 1
-Source: http://www.libsdl.org/release/%{name}-%{version}.tar.gz
-URL: http://www.libsdl.org/
-License: zlib
-Group: System Environment/Libraries
-BuildRoot: %{_tmppath}/%{name}-%{version}-buildroot
-Prefix: %{_prefix}
-%ifos linux
-Provides: libSDL2-2.0.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-directfb
-%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}
-%else
-%makeinstall
-%endif
-
-%clean
-rm -rf $RPM_BUILD_ROOT
-
-%files
-%{__defattr}
-%doc README-SDL.txt COPYING.txt CREDITS.txt BUGS.txt
-%{_libdir}/lib*.%{__soext}.*
-
-%files devel
-%{__defattr}
-%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew
-%{_bindir}/*-config
-%{_libdir}/lib*.a
-%{_libdir}/lib*.la
-%{_libdir}/lib*.%{__soext}
-%{_includedir}/*/*.h
-%{_libdir}/pkgconfig/*
-%{_datadir}/aclocal/*
-
-%changelog
-* Sun Jan 22 2012 Sam Lantinga <slouken@libsdl.org>
-- Updated for SDL 2.0
-
-* 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

+ 0 - 10
ios/SDL2/TODO.txt

@@ -1,10 +0,0 @@
-Future work roadmap:
- * http://wiki.libsdl.org/moin.cgi/Roadmap
-
- * Check 1.2 revisions:
-	3554 - Need to resolve semantics for locking keys on different platforms
-	4874 - Do we want screen rotation?  At what level?
-	4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
-	4865 - See if this is still needed (mouse coordinate clamping)
-	4866 - See if this is still needed (blocking window repositioning)
-

+ 0 - 148
ios/SDL2/VisualC.html

@@ -1,148 +0,0 @@
-<HTML>
-	<HEAD>
-		<TITLE>Using SDL with Microsoft Visual C++</TITLE>
-	</HEAD>
-	<BODY>
-		<H1>
-			Using SDL with Microsoft Visual C++
-		</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>
-			Go into the VisualC directory and double-click on the Visual Studio solution for your version of Visual Studio, e.g. <CODE>SDL_VS2008.sln</CODE> This should open up the IDE.
-		</P>
-		<P>
-			There are different solution files for the various
-			versions of the IDE. Please use the appropiate version
-			2008, 2010 or 2012; the 2010EE and 2012EE files
-			should be used with the "Express Edition" releases.
-		</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>
-			You may get a few warnings, but you should not get any errors. You do have to 
-			have at least the DirectX 9 SDK installed, however. The latest 
-			version of DirectX can be downloaded 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> SDL2.dll</li>
-    <li> SDL2.lib</li>
-    <li> SDL2main.lib</li>
-    </ul>
-		<P>
-			Search for these using the Windows Find (Windows-F) utility inside the VisualC directory.
-		</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 (e.g. If you installed to 
-					c:\SDL\ add c:\SDL\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> SDL2.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> SDL2.lib </li>
-     <li> SDL2main.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 (e.g. 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>
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-			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>.
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-</HTML>

文件差异内容过多而无法显示
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ios/SDL2/VisualC/SDL_VS2012EE.sln

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ios/SDL2/VisualC/tests/testoverlay2/testoverlay2_VS2012.vcxproj


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