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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")
Gabriel Jacobo 2011-12-23 12:55:11 PST The attached files provide some improvement over the current handling of pause/resume in Android. - I disabled the exit(status) instruction in SDL_main as that makes the entire app instead of the SDL thread exit (while not needed for pause/resume it is needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate bug). - Added nativePause and nativeResume which basically just mark the window as visible/hidden, something that the end user needs to take into consideration (ideally pausing the event loop). Also, this arrangement creates a new GL context when needed, which at least in my test system is every time you go away from the app and come back to it. So, this means that the textures need to be generated again after resuming (a problem the end user didn't have before because the app exited completely when it should've been pausing). I'd like to know if there's a standard way of letting the user know that the GL context has changed and that he needs to refresh his textures, or if this is out of the scope of the library and each user handles it in their own way (I don't know how/if this same thing is handled in the iPhone backend, but it would be wise to try to imitate that). Gabriel Jacobo 2011-12-23 12:57:10 PST Also, in the SDLActivity the EGL handling code is moved up to the Activity from the Surface code, as I think it is possible (in theory) that the surface is destroyed temporarily while the context remains alive (though in practice in my test system this is not the case) |
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| build-scripts | ||
| include | ||
| src | ||
| test | ||
| VisualC | ||
| Xcode | ||
| Xcode-iOS | ||
| .DISABLED-hgeol | ||
| .hgignore | ||
| .hgtags | ||
| .indent.pro | ||
| aclocal.m4 | ||
| Android.mk | ||
| autogen.sh | ||
| Borland.html | ||
| Borland.zip | ||
| BUGS | ||
| configure | ||
| configure.in | ||
| COPYING | ||
| CREDITS | ||
| INSTALL | ||
| Makefile.ds | ||
| Makefile.in | ||
| Makefile.minimal | ||
| Makefile.pandora | ||
| Makefile.wiz | ||
| NOTES | ||
| README | ||
| README-SDL.txt | ||
| README.android | ||
| README.BeOS | ||
| README.DirectFB | ||
| README.ds | ||
| README.gesture | ||
| README.HG | ||
| README.iOS | ||
| README.MacOSX | ||
| README.pandora | ||
| README.Platforms | ||
| README.Porting | ||
| README.touch | ||
| README.Watcom | ||
| README.WinCE | ||
| sdl-config.in | ||
| sdl.m4 | ||
| sdl.pc.in | ||
| SDL.spec.in | ||
| TODO | ||
| UNDER_CONSTRUCTION.txt | ||
| VisualC.html | ||
| Watcom-Win32.zip | ||
| WhatsNew | ||
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 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 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)