Commit 2f110628 authored by Sam Lantinga's avatar Sam Lantinga

Initial revision

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401
parents
Makefile.in
configure
aclocal.m4
config.log
config.cache
libtool
config.status
Makefile
sdl-config
SDL.spec
All:
Audio rate conversion is only implemented by multiplying or dividing
by a power of two. This is a side-effect of the requirement that the
raw audio buffer size be a power of two, and can hopefully be fixed.
This means 8 KHz audio converted to 22 KHz ends up being 16 KHz. :-/
When the implementation is writing directly to video memory the mouse
cursor doesn't work properly. Applications which do this should use
their own mouse cursor and call SDL_ShowCursor(0) to hide the system
cursor.
Linux:
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
The AAlib, GGI, and SVGAlib video drivers are not heavily tested.
Win32:
The MCI driver can't tell if the CD-ROM drive is paused or stopped.
The SDL_INIT_EVENTTHREAD flag is not supported on Win32
(Idea: create a separate DirectInput polling thread)
The main purpose of this flag is for smooth cursor motion in
fullscreen environments.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
This requires the ToUnicode() API which is only implemented on
Windows NT/2000, not on Windows 95/98.
Latin-1 keyboard input works fine.
Joysticks are only supported under the Win32 MultiMedia API,
DirectInput support is not yet implemented.
BeOS:
BePPC is not supported, apparently not even by Be Inc.
SDL_WM_GrabInput() is not implemented.
Does anyone know how to do this? SDL_WM_GrabInput() is designed
to prevent the user from switching input and mouse focus away from
the SDL application.
Continuous relative mouse motion is not implemented.
The CD driver doesn't detect SCSI CD-ROMs yet.
Wide UNICODE character input (Kanji, etc.) has not been tested.
Latin-1 keyboard input works fine.
MacOS:
Palette handling isn't implemented in windowed mode yet.
Audio hasn't been extensively tested, in particular the locking
isn't implemented and mixer routines may not call malloc() or free()
because they are called at interrupt time.
SDL_WM_GrabInput() is not implemented.
Does anyone know how to do this? SDL_WM_GrabInput() is designed
to prevent the user from switching input and mouse focus away from
the SDL application.
Continuous relative mouse motion is not implemented.
SDL_AddTimer() and SDL_RemoveTimer() haven't been implemented yet.
Not all of the keys are properly recognized on the keyboard.
MacOS X:
Fullscreen mode doesn't work - it requires the QuickTime framework
and that the new SDL window gets raised to the top of the Z order.
Palette handling isn't implemented in windowed mode yet.
Native sound and video routines are not finished, though Carbon
seems to work fairly well.
Joysticks and CD-ROM functions are not implemented yet.
SDL_WM_GrabInput() is not implemented.
Does anyone know how to do this? SDL_WM_GrabInput() is designed
to prevent the user from switching input and mouse focus away from
the SDL application.
Continuous relative mouse motion is not implemented.
Not all of the keys are properly recognized on the keyboard.
MacOS X seems to have a broken pthread_cancel() implementation.
FreeBSD:
pthread_cancel() isn't supported by FreeBSD 3.X, so threads don't
work on versions of FreeBSD earlier than 4.0.
The CD-ROM handling doesn't work completely.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
Solaris:
The joystick functions are not implemented yet.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
IRIX:
The CD-ROM handling doesn't work completely.
The joystick functions are not implemented yet.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
OpenBSD: -= NOT YET SUPPORTED =-
This is reported to work, but I haven't verified this.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
OSF/Tru64: -= NOT YET SUPPORTED =-
The audio functions are not implemented yet.
Joysticks and CD-ROM functions are not implemented yet.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
AIX: -= NOT YET SUPPORTED =-
This port has only been tested with AIX 4.3.3
The OpenGL support doesn't work yet.
The joystick subsystem isn't implemented yet.
Endian detection doesn't work yet - needs a unique CPP symbol.
Wide UNICODE character input (Kanji, etc.) is not yet supported.
It requires handling of keyboard mapping events and using the XIM
input translation extension. I will implement it as requested.
Latin-1 keyboard input works fine.
The AIX port was done by Carsten.Griwodz@KOM.tu-darmstadt.de
More information on this port is available at:
http://www.kom.e-technik.tu-darmstadt.de/~griff/SDL/
QNX: -= NOT YET SUPPORTED =-
Configuration doesn't work right, Makefiles still need to be
tweaked (need to add libraries to any apps that use sdl_config
to figure out what libs they need).
Only static libraries are being made, no shared ones.
The only hardware surface is the primary view surface.
Mouse events don't seem to be working right.
Fullscreen doesn't display correctly.
The software surfaces could use some speed up.
Many of the test apps segment violate on exit, and I'm not sure
they're all working either
It doesn't look like the OpenGL stuff is there. (did a grep for
PdCreateOpenGLContext, nothing found).
The mouse cursor doesn't look right.
AmigaOS: -= NOT YET SUPPORTED =-
The OpenGL support isn't implemented yet.
SDL_WM_GrabInput() is not implemented.
Does anyone know how to do this? SDL_WM_GrabInput() is designed
to prevent the user from switching input and mouse focus away from
the SDL application.
Continuous relative mouse motion is not implemented.
Audio can work, but isn't completely integrated in the CVS
version of SDL.
The joystick subsystem isn't implemented yet.
There's some confusion about the multi-threaded synchronization
primitives on AmigaOS, so mutexes and semaphores aren't correctly
implemented yet.
The AmigaOS port was done by Gabriele.Greco@galactica.it
This diff is collapsed.
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*
* Scott Call, for making a home for SDL on the 'Net, Thanks! :)
* Michael Samuel and Loki Entertainment Software, for the SDL mailing list
* Patrick Trainor and Jim Boucher, for the QNX Neutrino port
* Gabriele Greco, for the Amiga port
* Stan Shebs, for the initial MacOS X port
* Carsten Griwodz for the AIX port
* Mattias Engdegerd, for help with the Solaris port and lots of other code
* Kent B Mein, for a place to do the IRIX port
* Ash, for a place to do the OSF/1 Alpha port
* David Sowsy, for help with the BeOS port
* Max Watson, Matt Slot, and Kyle for help with the MacOS port
* Jon Taylor for the GGI front-end
* Paulus Esterhazy, for the Visual C++ testing and libraries
* Brenda Tantzen, for Metrowerks CodeWarrior on MacOS
* Chris Nentwich, for the Hermes assembly blitters
* Michael Vance and Jim Kutter for the X11 OpenGL support
* Peter Wiklund, for the 1998 winning SDL logo,
and Arto Hamara, Steven Wong, and Kent Mein for other logo entries.
* Stephane Peter, for the AAlib front-end and multi-threaded timer idea.
And a big hand to everyone else who gave me appreciation, advice,
and suggestions, especially the good folks on the SDL mailing list.
THANKS! :)
-- Sam Lantinga <slouken@libsdl.org>
To compile and install SDL:
1. Run './configure; make; make install'
If you are cross-compiling from Linux to Win32, you should read
the file README.Win32
If you are compiling using Visual C++ on Win32, you should read
the file VisualC.html
2. Look at the example programs in ./test, and check out the HTML
documentation in ./docs to see how to use the SDL library.
3. Join the SDL developer mailing list by sending E-mail to
majordomo@lokigames.com
and including the line "subscribe sdl" in the body.
That's it!
Sam Lantinga <slouken@libsdl.org>
File added
# The top-level input Makefile for SDL
# require automake 1.4
AUTOMAKE_OPTIONS = 1.4
## Any directories that you want built and installed should go here.
SUBDIRS = src include docs
## Any directories you want a part of the distribution should be listed
## here, as well as have a Makefile generated at the end of configure.in
##
## This only works for subdirectories one level deep.
DIST_SUBDIRS = $(SUBDIRS) docs
# SDL runtime configuration script
bin_SCRIPTS = sdl-config
# All the rest of the distributed files
EXTRA_DIST = \
BUGS \
TODO \
COPYING \
CREDITS \
INSTALL \
README \
README-SDL.txt \
README.Win32 \
README.WinCE \
README.MacOS \
README.MacOSX \
VisualC.html \
VisualC.zip \
MPWmake.sea.bin \
CWprojects.sea.bin \
WhatsNew \
docs.html \
sdl.m4 \
autogen.sh \
strip_fPIC.sh
# M4 macro file for inclusion with autoconf
m4datadir = $(datadir)/aclocal
m4data_DATA = sdl.m4
# Rule to build tar-gzipped distribution package
$(PACKAGE)-$(VERSION).tar.gz: dist
# Rule to build RPM distribution package
rpm: $(PACKAGE)-$(VERSION).tar.gz
cp $(PACKAGE)-$(VERSION).tar.gz /usr/src/redhat/SOURCES
rpm -ba SDL.spec
# Rule to rebuild the export lists for BeOS, MacOS and Win32.
exports:
(cd src/main/beos/exports; $(MAKE))
(cd src/main/macos/exports; $(MAKE))
(cd src/main/win32/exports; $(MAKE))
# Rule to force automake to rebuild the library
changed:
@echo "This build target is no longer necessary"
# Rule to install the libraries only - prevent rebuilding apps
install-lib:
cd src && $(MAKE) install-libLTLIBRARIES
# Run ldconfig after installing the library:
install-hook:
-ldconfig
# Grab the test programs for the distribution:
dist-hook:
if test -f test/Makefile; then (cd test; make distclean); fi
cp -rp test $(distdir)
rm -rf `find $(distdir) -type d -name CVS -print`
# Create a CVS snapshot that people can run update -d on
CVSROOT = :pserver:guest@cvs.lokigames.com:/cvs
snapshot:
cvs -d $(CVSROOT) login
cvs -d $(CVSROOT) checkout -r devel_1_1_0 SDL
(cd SDL && ./autogen.sh)
mv SDL SDL-1.2
tar zcvf $(HOME)/SDL-1.2.tar.gz SDL-1.2
rm -rf SDL-1.2
Simple DirectMedia Layer
(SDL)
Version 1.2
---
http://www.libsdl.org/
This is the Simple DirectMedia Layer, a generic 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, Eiffel, ML, Perl, and Python.
The current version supports Linux, Windows, BeOS, MacOS, MacOS X,
FreeBSD, Solaris, and IRIX. The code contains support for Windows CE,
OpenBSD, NetBSD, AIX, OSF/Tru64, and QNX, but these are not yet
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/faqs.html
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.html
Enjoy!
Sam Lantinga (slouken@libsdl.org)
Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platfrom 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 GNU LGPL license:
http://www.gnu.org/copyleft/lesser.html
The latest development version of SDL is available via CVS:
cvs -d :pserver:guest@cvs.lokigames.com:/cvs login
# use the password "guest"
cvs -d :pserver:guest@cvs.lokigames.com:/cvs checkout SDL
When you check a fresh copy of SDL out of CVS, you need to generate
the files used by make by running the "autogen.sh" script, which will
run aclocal, automake, autoconf and then run configure.
There is a web interface to cvs at http://cvs.lokigames.com/
==============================================================================
Using the Simple DirectMedia Layer with MacOS 7,8,9 on PPC
==============================================================================
These instructions are for people using the Apple MPW environment:
http://developer.apple.com/tools/mpw-tools/
CodeWarrior projects are available in the CWprojects directory.
==============================================================================
I. Building the Simple DirectMedia Layer libraries:
(This step isn't necessary if you have the SDL binary distribution)
First, unpack the MPWmake.sea.hqx archive and move SDL.make into the
SDL directory.
Start MPW
Set the current directory within MPW to the SDL toplevel directory.
Build "SDL" (Type Command-B and enter "SDL" in the dialog)
If everything compiles successfully, you now have the PPC libraries
"SDL" and "SDLmain.o" in the 'lib' subdirectory.
==============================================================================
II. Building the Simple DirectMedia Layer test programs:
First, unpack the MPWmake.sea.hqx archive, move the new rsrc directory to
the main SDL directory, and move the makefiles in the new test subdirectory
to the SDL 'test' subdirectory.
Start MPW
Set the current directory within MPW to the SDL 'test' subdirectory.
Build the programs that have an associated MPW makefile (file ending
with .make), including "testwin", "testalpha", and "graywin".
Copy the SDL library file into the test directory, and run!
==============================================================================
III. Building the Simple DirectMedia Layer demo programs:
Copy one of the test program Makefiles to the demo directory
and modify it to match the sources in the demo.
==============================================================================
IV. Enjoy! :)
If you have a project you'd like me to know about, or want to ask questions,
go ahead and join the SDL developer's mailing list by sending e-mail to:
majordomo@lokigames.com
and put the line "subscribe sdl" in the body of the message.
==============================================================================
==============================================================================
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 ProjectBuilder (PB).
To build using the command line, use the standard configure and make
process:
./configure
make
make install
(You may need to create the subdirs of /usr/local manually.)
For some reason, libtool doesn't run ranlib properly, so do this
manually:
ranlib /usr/local/lib/libSDL.a
To use the library once it's built, you need to use the "Carbon
framework", which is the port of the old Mac Toolbox to OS X.
To do this, use the -F and -framework arguments for compiling
and linking, respectively:
cc -c myprog.c -I/usr/local/include/SDL -F/System/Library/Frameworks/Carbon.framework
cc myprog.o -L/usr/local/lib -lSDL -framework Carbon
sdl-config knows about the linking path and -framework, so it's
recommended to use it to fill in your Makefile variables.
[Add instructions for how to build using PB]
As of this writing (Sep 2000), OS X is in public beta. This means
that while most of the APIs are frozen, things are still subject to
change, and many of the known problems will be resolved before the
final release comes out.
Known bugs are listed in the file "BUGS"
==============================================================================
Using the Simple DirectMedia Layer with Windows 95,NT
==============================================================================
These instructions are for people using the GNU free compilers.
If you want to use Microsoft VC++ with SDL, read "VisualC.html"
==============================================================================
I. Building the Simple DirectMedia Layer libraries:
(This step isn't necessary if you have the SDL binary distribution)
First, get gcc compiler for Win32, which can be found at:
http://www.libsdl.org/Xmingw32/index.html
Grab the cross configure and make scripts, and then run:
sh cross-configure.sh
sh cross-make.sh install
If you have already built SDL natively, you must do "make distclean"
before you build for Win32.
If everything compiles successfully, you now have SDL.dll and gcc archive
libraries libSDLmain.a and libSDL.a installed in /usr/local/cross-tools/
==============================================================================
II. Building the Simple DirectMedia Layer test programs:
This is easy once you have built the libraries:
cd test; sh ../cross-configure.sh; sh ../cross-make.sh
==============================================================================
III. Building the Simple DirectMedia Layer demo programs:
Go to the directory containing the demo you want to build and type:
sh cross-configure.sh; sh cross-make.sh
Be sure to rename the demo to use the .exe extension, or Windows will
not be able to execute it.
==============================================================================
IV. Enjoy! :)
If you have a project you'd like me to know about, or want to ask questions,
go ahead and join the SDL developer's mailing list by sending e-mail to:
majordomo@lokigames.com
and put the line "subscribe sdl" in the body of the message.
==============================================================================
NOTE:
SDL is NOT SUPPORTED on the WinCE platform! This is for experimental
purposes only.
There are several SDL features not available in the WinCE port of SDL.
- DirectX is not yet available
- Semaphores are not available
- Joystick support is not available
- CD-ROM control is not available
In addition, there are several features that run in "degraded" mode:
Preprocessor Symbol Effect
=================== =================================
SDL_systimer.c:
USE_GETTICKCOUNT Less accurate values for SDL time functions
USE_SETTIMER Use only a single marginally accurate timer
SDL_syswm.c:
DISABLE_ICON_SUPPORT Can't set the runtime window icon
SDL_sysmouse.c:
USE_STATIC_CURSOR Only the arrow cursor is available
SDL_sysevents.c:
NO_GETKEYBOARDSTATE Can't get modifier state on keyboard focus
SDL_dibevents.c:
NO_GETKEYBOARDSTATE Very limited keycode translation
SDL_dibvideo.c:
NO_GETDIBITS Can't distinguish between 15 bpp and 16 bpp
NO_CHANGEDISPLAYSETTINGS No fullscreen support
NO_GAMMA_SUPPORT Gamma correction not available
%define name @PACKAGE@
%define version @VERSION@
%define release 1
Summary: Simple DirectMedia Layer
Name: %{name}
Version: %{version}
Release: %{release}
Source0: %{name}-%{version}.tar.gz
URL: http://www.libsdl.org/
Copyright: LGPL
Group: System Environment/Libraries
BuildRoot: /var/tmp/%{name}-buildroot
Prefix: %{_prefix}
%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}
%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
rm -rf ${RPM_BUILD_ROOT}
%setup -q
%build
CFLAGS="$RPM_OPT_FLAGS" ./configure --prefix=%{prefix} --disable-video-svga --disable-video-ggi --disable-video-aalib --disable-debug --enable-xfree86-glidehack
make
%install
rm -rf $RPM_BUILD_ROOT
make install prefix=$RPM_BUILD_ROOT/%{prefix}
%clean
rm -rf $RPM_BUILD_ROOT
%files
%defattr(-,root,root)
%doc README-SDL.txt COPYING CREDITS BUGS
%{prefix}/lib/lib*.so.*
%files devel
%defattr(-,root,root)
%doc README README-SDL.txt COPYING CREDITS BUGS WhatsNew docs.html
%doc docs/index.html docs/html
%{prefix}/bin/*-config
%{prefix}/lib/lib*.a
%{prefix}/lib/lib*.so
%{prefix}/include/SDL/
%{prefix}/man/man3/*
%{prefix}/share/aclocal/*
%changelog
* 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
TODO list for the 1.2 release:
* Use /etc/fb.modes, if available, like GGI does
Wish list for the 1.3 development branch:
* Add mousewheel events (new unified event architecture?)
* DirectInput joystick support needs to be implemented
* Be able to enumerate and select available audio and video drivers
* Fullscreen video mode support for MacOS X
* Explicit vertical retrace wait (maybe separate from SDL_Flip?)
* Shaped windows, windows without borders
* Multiple windows, multiple display support
* SDL_INIT_EVENTTHREAD on Windows and MacOS?
* Add a timestamp to events
* Use RDTSC for timer resolution on x86 hardware
* Add audio input API
In the jump from 1.2 to 1.3, we should change the SDL_Rect members to
int and evaluate all the rest of the datatypes. This is the only place
we should do it though, since the 1.2 series should not break binary
compatibility in this way.
<HTML>
<HEAD>
<TITLE> Using SDL with Microsoft Visual C++ 5 and 6 </TITLE>
</HEAD>
<BODY>
<H1> Using SDL with Microsoft Visual C++ 5 and 6 </H1>
<H3>
by <A HREF="mailto:snowlion@sprynet.com"> Lion Kimbro </A>
</H3>
<p>
You can either use the precompiled libraries from
<A HREF="http://www.libsdl.org/download.html">
the SDL Download web site </A>,
or you can build SDL yourself.
</p>
<H3> Building SDL </H3>
<P>
Unzip the <CODE>VisualC.zip</CODE> file into the directory
that contains this file (<CODE>VisualC.html</CODE>).
</P>
<P>
Be certain that you unzip <CODE> VisualC.zip </CODE>
into <strong>this</strong> directory and not any other
directory. If you are using WinZip, be careful to
make sure that it extracts to <strong>this</strong>
folder, because it's convenient feature of
unzipping to a folder with the name of the
file currently being unzipped will get you in
trouble if you use it right now. And that's all
I have to say about that.
</P>
<P>
Now that it's unzipped, go into the VisualC directory
that is created, and double-click on the VC++
workspace file &quot;<CODE>SDL.dsw</CODE>&quot;.
This should open up VisualC.
</P>
<P>
You may be prompted at this point to upgrade the
workspace, should you be using a more recent version
of Visual C++. If so, allow the workspace to be
upgraded.
</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 &quot;Build&quot;.
</P>
<P>
You may get a few warnings, but you should not get
any errors. You do have to have at least the DirectX
5 SDK installed, however. (I believe...) The latest
version of DirectX can be downloaded or purchased
on a cheap CD (my recommendation) 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>
<list>
<li> SDL.dll
<li> SDL.lib
<li> SDLmain.lib
</list>
<P>
Search for these using the Windows Find (Windows-F)
utility, if you don't already know where they should be.
For those of you with a clue, look inside the Debug
or Release directories of the subdirectories of the
VisualC folder. (It might be easier to just use
Windows Find if this sounds confusing. And don't worry
about needing a clue; we all need visits from the
clue fairy frequently.)
</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>.
</P>
<P>
The &quot;include directory&quot; 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>
<list>
<li> SDL.dll </li>
</list>
<P>
Copy the following files into your Project directory,
and <em>add them to your Project</em> as well:
</P>
<list>
<li> SDL.lib </li>
<li> SDLmain.lib </li>
</list>
<P>
(To add them to your project, right click on your
project, and select &quot;Add files to project&quot;)
</P>
<P>
(I believe that it's not necessary to actually
copy the .lib files into your directory; you only
have to be certain that you add them to your Project.
If someone is so inclined, correct this document, or
<A HREF="mailto:snowlion@sprynet.com">
e-mail me </A>,
and I'll fix this document.)
</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 &quot;SDL.h&quot;
int main( int argc, char* argv[] )
{
// Body of the program goes here.
return 0;
}
</PRE>
</CODE>
</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 &quot;VisualC.txt&quot;,
and was written by
<A HREF="mailto:slouken@libsdl.org">Sam Lantinga</A>.
</P>
<P>
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>.
</P>
</BODY>
</HTML>
File added
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#!/bin/sh
#
echo "Generating build information using aclocal, automake and autoconf"
echo "This may take a while ..."
# Touch the timestamps on all the files since CVS messes them up
directory=`dirname $0`
touch $directory/configure.in
# Regenerate configuration files
aclocal
automake --foreign --include-deps
autoconf
(cd test; aclocal; automake --foreign --include-deps; autoconf)
# Run configure for this platform
#./configure $*
echo "Now you are ready to run ./configure"
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Makefile.in
Makefile
SUBDIRS = html man3
EXTRA_DIST = index.html
Makefile.in
Makefile
EXTRA_DIST = \
audio.html \
cdrom.html \
event.html \
eventfunctions.html \
eventstructures.html \
general.html \
guide.html \
guideaboutsdldoc.html \
guideaudioexamples.html \
guidebasicsinit.html \
guidecdromexamples.html \
guidecredits.html \
guideeventexamples.html \
guideexamples.html \
guideinput.html \
guideinputkeyboard.html \
guidepreface.html \
guidethebasics.html \
guidetimeexamples.html \
guidevideo.html \
guidevideoexamples.html \
index.html \
joystick.html \
reference.html \
sdlactiveevent.html \
sdladdtimer.html \
sdlaudiocvt.html \
sdlaudiospec.html \
sdlblitsurface.html \
sdlbuildaudiocvt.html \
sdlcd.html \
sdlcdclose.html \
sdlcdeject.html \
sdlcdname.html \
sdlcdnumdrives.html \
sdlcdopen.html \
sdlcdpause.html \
sdlcdplay.html \
sdlcdplaytracks.html \
sdlcdresume.html \
sdlcdstatus.html \
sdlcdstop.html \
sdlcdtrack.html \
sdlcloseaudio.html \
sdlcolor.html \
sdlcondbroadcast.html \
sdlcondsignal.html \
sdlcondwait.html \
sdlcondwaittimeout.html \
sdlconvertaudio.html \
sdlconvertsurface.html \
sdlcreatecond.html \
sdlcreatecursor.html \
sdlcreatemutex.html \
sdlcreatergbsurface.html \
sdlcreatergbsurfacefrom.html \
sdlcreatesemaphore.html \
sdlcreatethread.html \
sdlcreateyuvoverlay.html \
sdldelay.html \
sdldestroycond.html \
sdldestroymutex.html \
sdldestroysemaphore.html \
sdldisplayformat.html \
sdldisplayformatalpha.html \
sdldisplayyuvoverlay.html \
sdlenablekeyrepeat.html \
sdlenableunicode.html \
sdlevent.html \
sdleventstate.html \
sdlfillrect.html \
sdlflip.html \
sdlfreecursor.html \
sdlfreesurface.html \
sdlfreewav.html \
sdlfreeyuvoverlay.html \
sdlgetappstate.html \
sdlgetaudiostatus.html \
sdlgetcliprect.html \
sdlgetcursor.html \
sdlgeteventfilter.html \
sdlgetgammaramp.html \
sdlgetkeyname.html \
sdlgetkeystate.html \
sdlgetmodstate.html \
sdlgetmousestate.html \
sdlgetrelativemousestate.html \
sdlgetrgb.html \
sdlgetrgba.html \
sdlgetthreadid.html \
sdlgetticks.html \
sdlgetvideoinfo.html \
sdlgetvideosurface.html \
sdlglattr.html \
sdlglgetattribute.html \
sdlglgetprocaddress.html \
sdlglloadlibrary.html \
sdlglsetattribute.html \
sdlglswapbuffers.html \
sdlinit.html \
sdlinitsubsystem.html \
sdljoyaxisevent.html \
sdljoyballevent.html \
sdljoybuttonevent.html \
sdljoyhatevent.html \
sdljoystickclose.html \
sdljoystickeventstate.html \
sdljoystickgetaxis.html \
sdljoystickgetball.html \
sdljoystickgetbutton.html \
sdljoystickgethat.html \
sdljoystickindex.html \
sdljoystickname.html \
sdljoysticknumaxes.html \
sdljoysticknumballs.html \
sdljoysticknumbuttons.html \
sdljoysticknumhats.html \
sdljoystickopen.html \
sdljoystickopened.html \
sdljoystickupdate.html \
sdlkey.html \
sdlkeyboardevent.html \
sdlkeysym.html \
sdlkillthread.html \
sdllistmodes.html \
sdlloadbmp.html \
sdlloadwav.html \
sdllockaudio.html \
sdllocksurface.html \
sdllockyuvoverlay.html \
sdlmaprgb.html \
sdlmaprgba.html \
sdlmixaudio.html \
sdlmousebuttonevent.html \
sdlmousemotionevent.html \
sdlmutexp.html \
sdlmutexv.html \
sdlnumjoysticks.html \
sdlopenaudio.html \
sdloverlay.html \
sdlpalette.html \
sdlpauseaudio.html \
sdlpeepevents.html \
sdlpixelformat.html \
sdlpollevent.html \
sdlpumpevents.html \
sdlpushevent.html \
sdlquit.html \
sdlquitevent.html \
sdlquitsubsystem.html \
sdlrect.html \
sdlremovetimer.html \
sdlresizeevent.html \
sdlsavebmp.html \
sdlsempost.html \
sdlsemtrywait.html \
sdlsemvalue.html \
sdlsemwait.html \
sdlsemwaittimeout.html \
sdlsetalpha.html \
sdlsetcliprect.html \
sdlsetcolorkey.html \
sdlsetcolors.html \
sdlsetcursor.html \
sdlseteventfilter.html \
sdlsetgamma.html \
sdlsetgammaramp.html \
sdlsetmodstate.html \
sdlsetpalette.html \
sdlsettimer.html \
sdlsetvideomode.html \
sdlshowcursor.html \
sdlsurface.html \
sdlsyswmevent.html \
sdlthreadid.html \
sdlunlockaudio.html \
sdlunlocksurface.html \
sdlunlockyuvoverlay.html \
sdlupdaterect.html \
sdlupdaterects.html \
sdluserevent.html \
sdlvideodrivername.html \
sdlvideoinfo.html \
sdlvideomodeok.html \
sdlwaitevent.html \
sdlwaitthread.html \
sdlwarpmouse.html \
sdlwasinit.html \
sdlwmgetcaption.html \
sdlwmgrabinput.html \
sdlwmiconifywindow.html \
sdlwmsetcaption.html \
sdlwmseticon.html \
sdlwmtogglefullscreen.html \
thread.html \
time.html \
video.html \
wm.html
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<HTML
><HEAD
><TITLE
>SDL Guide</TITLE
><META
NAME="GENERATOR"
CONTENT="Modular DocBook HTML Stylesheet Version 1.61
"><LINK
REL="HOME"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="PREVIOUS"
TITLE="SDL Library Documentation"
HREF="index.html"><LINK
REL="NEXT"
TITLE="Preface"
HREF="guidepreface.html"></HEAD
><BODY
CLASS="PART"
BGCOLOR="#FFF8DC"
TEXT="#000000"
LINK="#0000ee"
VLINK="#551a8b"
ALINK="#ff0000"
><DIV
CLASS="NAVHEADER"
><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TH
COLSPAN="3"
ALIGN="center"
>SDL Library Documentation</TH
></TR
><TR
><TD
WIDTH="10%"
ALIGN="left"
VALIGN="bottom"
><A
HREF="index.html"
>Prev</A
></TD
><TD
WIDTH="80%"
ALIGN="center"
VALIGN="bottom"
></TD
><TD
WIDTH="10%"
ALIGN="right"
VALIGN="bottom"
><A
HREF="guidepreface.html"
>Next</A
></TD
></TR
></TABLE
><HR
ALIGN="LEFT"
WIDTH="100%"></DIV
><DIV
CLASS="PART"
><A
NAME="GUIDE"
></A
><DIV
CLASS="TITLEPAGE"
><H1
CLASS="TITLE"
>I. SDL Guide</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="guidepreface.html"
>Preface</A
></DT
><DT
>1. <A
HREF="guidethebasics.html"
>The Basics</A
></DT
><DT
>2. <A
HREF="guidevideo.html"
>Graphics and Video</A
></DT
><DT
>3. <A
HREF="guideinput.html"
>Input handling</A
></DT
><DT
>4. <A
HREF="guideexamples.html"
>Examples</A
></DT
></DL
></DIV
></DIV
></DIV
><DIV
CLASS="NAVFOOTER"
><HR
ALIGN="LEFT"
WIDTH="100%"><TABLE
WIDTH="100%"
BORDER="0"
CELLPADDING="0"
CELLSPACING="0"
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
><A
HREF="index.html"
>Prev</A
></TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
><A
HREF="index.html"
>Home</A
></TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
><A
HREF="guidepreface.html"
>Next</A
></TD
></TR
><TR
><TD
WIDTH="33%"
ALIGN="left"
VALIGN="top"
>SDL Library Documentation</TD
><TD
WIDTH="34%"
ALIGN="center"
VALIGN="top"
>&nbsp;</TD
><TD
WIDTH="33%"
ALIGN="right"
VALIGN="top"
>Preface</TD
></TR
></TABLE
></DIV
></BODY
></HTML
>
\ No newline at end of file
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