Sam Lantinga 2a60f966cb a Nintendo ds update
Frank Zago to SDL

For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.

With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.

In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?

The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c.  Is that ok, or is there a better way ?

To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
2011-01-26 12:23:32 -08:00
2011-03-06 21:12:19 -08:00
2011-03-06 21:12:19 -08:00
2011-02-28 23:50:07 -08:00
2011-02-28 23:50:32 -08:00
2011-03-05 10:03:57 -08:00
2003-07-01 01:18:27 +00:00
2003-07-01 01:18:27 +00:00
2011-02-28 09:09:13 -08:00
2011-02-28 09:09:13 -08:00
2009-09-20 04:15:19 +00:00
2009-12-14 23:43:57 +00:00
2011-03-06 21:12:19 -08:00
2010-06-17 22:23:20 -07:00
2009-11-17 04:53:15 +00:00
2001-04-26 16:45:43 +00:00
2011-03-06 21:12:19 -08:00
2011-01-22 03:57:27 -05:00
2009-12-15 20:11:29 +00:00
2010-04-23 02:19:34 -07:00
2010-07-26 21:48:53 -04:00
2009-12-15 20:11:29 +00:00

                         Simple DirectMedia Layer

                                  (SDL)

                                Version 1.3

---
http://www.libsdl.org/

This is the Simple DirectMedia Layer, a general API that provides low
level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL,
and 2D framebuffer across multiple platforms.

The current version supports Windows, Windows CE, Mac OS X, Linux, FreeBSD,
NetBSD, OpenBSD, BSD/OS, Solaris, iOS, and Android. The code contains
support for other operating systems but those are not officially supported.

SDL is written in C, but works with C++ natively, and has bindings to
several other languages, including Ada, C#, Eiffel, Erlang, Euphoria,
Go, Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP,
Pike, Pliant, Python, Ruby, and Smalltalk.

This library is distributed under GNU LGPL version 2, which can be
found in the file  "COPYING".  This license allows you to use SDL
freely in commercial programs as long as you link with the dynamic
library.

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 is available in HTML format in "docs/index.html", and
a documentation wiki is available online at:
	http://www.libsdl.org/cgi/docwiki.cgi

The test programs in the "test" subdirectory are in the public domain.

Frequently asked questions are answered online:
	http://www.libsdl.org/faq.php

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

Enjoy!
	Sam Lantinga				(slouken@libsdl.org)

Description
SDL2 for the Nintendo Wii U (build with "cmake [SDL source path] -DCMAKE_TOOLCHAIN_FILE=$WUT_ROOT/share/wut.toolchain.cmake -DCMAKE_INSTALL_PREFIX=$DEVKITPRO/portlibs/wiiu")
Readme 157 MiB
Languages
C 86.7%
Objective-C 3.9%
C++ 2.8%
Shell 2.6%
Java 1.4%
Other 2.3%