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Removing some more references to SDL 1.3

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slouken committed Jan 22, 2012
1 parent 6d50c9c commit 1ece1da1b3ad325f59da8e28ad5ba0e50b18b2c9
Showing with 14 additions and 212 deletions.
  1. +1 −1 Makefile.ds
  2. +0 −172 NOTES
  3. +1 −1 README
  4. +1 −1 README.ds
  5. +1 −1 README.iOS
  6. +2 −2 README.pandora
  7. +1 −27 TODO
  8. +1 −1 include/SDL_audio.h
  9. +1 −1 include/doxyfile
  10. +1 −1 test/README
  11. +1 −1 test/testime.c
  12. +3 −3 test/testver.c
@@ -26,7 +26,7 @@ INCLUDES := include
#---------------------------------------------------------------------------------
ARCH := -mthumb -mthumb-interwork \
-D__NDS__ -DENABLE_NDS -DNO_SIGNAL_H -DDISABLE_THREADS -DPACKAGE=\"SDL\" \
-DVERSION=\"1.3\" -DHAVE_ALLOCA_H=1 -DHAVE_ALLOCA=1
-DVERSION=\"2.0\" -DHAVE_ALLOCA_H=1 -DHAVE_ALLOCA=1

CFLAGS := -g -Wall -O2\
-march=armv5te -mtune=arm946e-s \
172 NOTES

This file was deleted.

2 README
@@ -3,7 +3,7 @@

(SDL)

Version 1.3
Version 2.0

---
http://www.libsdl.org/
@@ -34,7 +34,7 @@ tests that you can run either on the DS or with desmume. For instance:
2 bytes per pixel. And there is only 256KB reserved for the textures. For instance,
testscale won't display sample.bmp, unless it's resized to a smaller picture.
* the screen size is 256 x 384. Anything else won't work.
* there is no 8 bits/pixel mode because SDL 1.3 doesn't support palettes.
* there is no 8 bits/pixel mode because SDL 2.0 doesn't support palettes.

-Joystick mapping-
The Joystick presented to SDL has 2 axes and 8 buttons
@@ -97,7 +97,7 @@ Windows:
Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS). Presently, landscape mode is not supported.

Video:
For real time frame-rates, you are advised to use strictly SDL 1.3 video calls. Using compatibility video calls uploads an OpenGL texture for each frame drawn, and this operation is excruciatingly slow.
For real time frame-rates, you are advised to use strictly SDL 2.0 video calls. Using compatibility video calls uploads an OpenGL texture for each frame drawn, and this operation is excruciatingly slow.

Textures:
SDL for iPhone Textures supports only SDL_PIXELFORMAT_ABGR8888 and SDL_PIXELFORMAT_RGB24 pixel formats. This is because texture support in SDL for iPhone is done through OpenGL ES, which supports fewer pixel formats than OpenGL, will not re-order pixel data for you, and has no support for color-paletted formats (without extensions).
@@ -1,7 +1,7 @@
SDL 1.3 with open pandora console support ( http://openpandora.org/ )
SDL 2.0 with open pandora console support ( http://openpandora.org/ )
=====================================================================

- A pandora specific video driver was writed to allow SDL 1.3 with OpenGL ES
- A pandora specific video driver was writed to allow SDL 2.0 with OpenGL ES
support to work on the pandora under the framebuffer. This driver do not have
input support for now, so if you use it you will have to add your own control code.
The video driver name is "pandora" so if you have problem running it from
28 TODO
@@ -1,35 +1,9 @@
Eli Gottlieb's checklist for the GSOC shaped windows project. Dated July 9, 2010.
1. Enable proper linking of the X11 implementation and test it.
--> Find the place in the build system for platform-specific linking flags. STATUS: DONE
--> Add a linker flag to bring in libXext.a. STATUS: DONE.
2. Build the Win32 implementation of shaped-windows functionality.
--> Add driver functions to the SDL_ShapeDriver in the Win32 driver's SDL_DisplayDevice at the proper point in the code. STATUS: CHECK.
--> Add a hook in the Windows resize-window code to call Win32_ResizeWindowShape(). STATUS: CHECK.
--> Get the Windows code to build and run properly. STATUS: IN PROGRESS.
3. Enable building the testeyes program.
--> Reprogram it to use the latest shaped-windows API. STATUS: CHECK.
--> Get it, along with the rest of the test suite in my branch, building successfully. STATUS: DONE.
--> Debug testeyes and the platform-specific shaped-window implementations in tandem. STATUS: IN PROGRESS.
4. Implement the SDL shaped-windows API for Mac OS X using Cocoa. STATUS: IN PROGRESS
--> Locate (once more) the API documentation for shaped windows under Cocoa. STATUS: NEARLY FINISHED.
--> Design and encode a version of SDL_ShapeData for Cocoa. STATUS: IN PROGRESS.
--> Write Cocoa_CreateShaper(). STATUS: MOSTLY DONE, AFAIK.
--> Write Cocoa_ResizeWindowShape(). STATUS: DONE, AFAIK.
--> Write Cocoa_SetWindowShape(). STATUS: IN PROGRESS.
--> If necessary, implement functionality adjunct to SDL_CalculateShapeBitmap() for Cocoa usage.
5. Use testeyes to debug all implementations. STATUS: SPRINT + 2.
--> Debug Cocoa implementation.
--> Debug Win32 implementation.
--> Debug X11 implementation (again).

1.3 release checklist:
2.0 release checklist:
* http://wiki.libsdl.org/moin.cgi/Roadmap

* See why windows are being rearranged. Is the shield window not up?
* Make sure you can create and show a fullscreen window in one step
* Figure out how to handle OpenGL context lost on Mac OS X (does it happen?)
* Write automated test case for multi-draw APIs
* Make sure you can build SDL without the renderer to slim it down a bunch
* Implement assertion code on iPhone
* Add __WINDOWS__ in addition to __WIN32__

@@ -61,7 +61,7 @@ extern "C" {
15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
\endverbatim
*
* There are macros in SDL 1.3 and later to query these bits.
* There are macros in SDL 2.0 and later to query these bits.
*/
typedef Uint16 SDL_AudioFormat;

@@ -31,7 +31,7 @@ PROJECT_NAME = SDL
# This could be handy for archiving the generated documentation or
# if some version control system is used.

PROJECT_NUMBER = 1.3.0
PROJECT_NUMBER = 2.0.0

# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute)
# base path where the generated documentation will be put.
@@ -15,7 +15,7 @@ These are test programs for the SDL library:
testfile Tests RWops layer
testgamma Tests video device gamma ramp
testgl A very simple example of using OpenGL with SDL
testgl2 An even simpler example using the SDL 1.3 API
testgl2 An even simpler example using the SDL 2.0 API
testhread Hacked up test of multi-threading
testiconv Tests international string conversion
testjoystick List joysticks and watch joystick events
@@ -9,7 +9,7 @@
including commercial applications, and to alter it and redistribute it
freely.
*/
/* A simple program to test the Input Method support in the SDL library (1.3+) */
/* A simple program to test the Input Method support in the SDL library (2.0+) */

#include <stdlib.h>
#include <stdio.h>
@@ -26,10 +26,10 @@ main(int argc, char *argv[])
SDL_version compiled;
SDL_version linked;

#if SDL_VERSION_ATLEAST(1, 3, 0)
printf("Compiled with SDL 1.3 or newer\n");
#if SDL_VERSION_ATLEAST(2, 0, 0)
printf("Compiled with SDL 2.0 or newer\n");
#else
printf("Compiled with SDL older than 1.3\n");
printf("Compiled with SDL older than 2.0\n");
#endif
SDL_VERSION(&compiled);
printf("Compiled version: %d.%d.%d.%d (%s)\n",

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