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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")
Colin Barrett I see this manifest itself (VS2012 x86) as: "Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention." in the first call to SDL_GetTicks in my application. The disassembly at the problem line is: hires_now.QuadPart *= 1000; 00AD0792 push 0 00AD0794 push 3E8h 00AD0799 mov eax,dword ptr [ebp-10h] 00AD079C push eax 00AD079D mov ecx,dword ptr [hires_now] 00AD07A0 push ecx 00AD07A1 call _allmul (0AE7D40h) 00AD07A6 mov dword ptr [hires_now],eax 00AD07A9 mov dword ptr [ebp-10h],edx Apparently _allmul should be popping the stack but isn't (other similar functions in SDL_stdlib.c - _alldiv and whatnot - DO pop the stack). A 'ret 10h' at the end of _allmul appears to do the trick |
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| android-project | ||
| build-scripts | ||
| cmake | ||
| debian | ||
| include | ||
| src | ||
| test | ||
| VisualC | ||
| Xcode | ||
| Xcode-iOS | ||
| .DISABLED-hgeol | ||
| .hgignore | ||
| .hgtags | ||
| .indent.pro | ||
| aclocal.m4 | ||
| Android.mk | ||
| autogen.sh | ||
| BUGS | ||
| CMakeLists.txt | ||
| configure | ||
| configure.in | ||
| COPYING | ||
| CREDITS | ||
| INSTALL | ||
| Makefile.in | ||
| Makefile.minimal | ||
| Makefile.pandora | ||
| Makefile.psp | ||
| Makefile.wiz | ||
| README | ||
| README-SDL.txt | ||
| README.android | ||
| README.cmake | ||
| README.DirectFB | ||
| README.gesture | ||
| README.HG | ||
| README.iOS | ||
| README.MacOSX | ||
| README.pandora | ||
| README.Platforms | ||
| README.Porting | ||
| README.psp | ||
| README.touch | ||
| README.WinCE | ||
| sdl2-config.in | ||
| sdl2.m4 | ||
| sdl2.pc.in | ||
| SDL2.spec.in | ||
| TODO | ||
| VisualC.html | ||
| WhatsNew | ||
Simple DirectMedia Layer
(SDL)
Version 2.0
---
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, 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 the zlib license, which can be found
in the file "COPYING".
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
Enjoy!
Sam Lantinga (slouken@libsdl.org)