mirror of
https://github.com/yawut/SDL.git
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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")
From the autoconf obsolete macros documentation:
Macro: AC_CANONICAL_SYSTEM
Determine the system type and set output variables to the names of the canonical system types. See section Getting the Canonical System Type, for details about the variables this macro sets.
The user is encouraged to use either AC_CANONICAL_BUILD, or AC_CANONICAL_HOST, or AC_CANONICAL_TARGET, depending on the needs. Using AC_CANONICAL_TARGET is enough to run the two other macros.
From the documentation for the canonical environments:
case $target in
i386-*-mach* | i386-*-gnu*)
obj_format=aout emulation=mach bfd_gas=yes ;;
i960-*-bout) obj_format=bout ;;
esac
Note that the above example uses $target because it's taken from a tool which can be built on some architecture ($build), run on another ($host), but yet handle data for a third architecture ($target). Such tools are usually part of a compiler suite, they generate code for a specific $target.
However $target should be meaningless for most packages. If you want to base a decision on the system where your program will be run, make sure you use the $host variable.
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| build-scripts | ||
| docs | ||
| include | ||
| src | ||
| test | ||
| .cvsignore | ||
| acinclude.m4 | ||
| autogen.sh | ||
| Borland.html | ||
| Borland.zip | ||
| BUGS | ||
| configure.in | ||
| COPYING | ||
| CREDITS | ||
| CWprojects.sea.bin | ||
| docs.html | ||
| EpocBuildFiles.zip | ||
| INSTALL | ||
| Makefile.dc | ||
| Makefile.in | ||
| Makefile.minimal | ||
| MPWmake.sea.bin | ||
| PBProjects.tar.gz | ||
| README | ||
| README-SDL.txt | ||
| README.AmigaOS | ||
| README.BeOS | ||
| README.CVS | ||
| README.DC | ||
| README.Epoc | ||
| README.MacOS | ||
| README.MacOSX | ||
| README.MiNT | ||
| README.NanoX | ||
| README.OS2 | ||
| README.PicoGUI | ||
| README.Porting | ||
| README.QNX | ||
| README.Qtopia | ||
| README.RISCOS | ||
| README.WinCE | ||
| README.wscons | ||
| sdl-config.in | ||
| sdl.m4 | ||
| SDL.qpg.in | ||
| SDL.spec.in | ||
| TODO | ||
| VisualC.html | ||
| VisualC.zip | ||
| VisualCE.zip | ||
| Watcom-OS2.zip | ||
| WhatsNew | ||
Simple DirectMedia Layer
(SDL)
Version 1.2
---
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.
SDL is written in C, but works with C++ natively, and has bindings to
several other languages, including Ada, C#, Eiffel, Java, Lua, ML,
Objective C, Pascal, Perl, PHP, Pike, Python, and Ruby.
The current version supports Linux, Windows, BeOS, MacOS, MacOS X,
FreeBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains
support for Windows CE, AmigaOS, Dreamcast, Atari, NetBSD, AIX, OSF/Tru64,
RISC OS, SymbianOS, and OS/2, but these are not officially supported.
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"
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)