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WinRT: merged with latest, official, SDL 2.x code

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DavidLudwig committed Feb 24, 2013
2 parents 1da6940 + 1eb18a5 commit f1069faa21611ef268305095fad053dd86bc6f26
Showing 655 changed files with 25,947 additions and 13,175 deletions.
@@ -24,9 +24,13 @@ build
(^|/)build($|/)
.DS_Store
Xcode/SDL/SDL.xcodeproj/xcuserdata
Xcode/SDL/SDL.xcodeproj/project.xcworkspace/xcuserdata
Xcode/SDL/SDLTest.xcodeproj/xcuserdata
Xcode/SDL/SDLTest.xcodeproj/project.xcworkspace/xcuserdata
Xcode/SDL/SDL.xcodeproj/project.xcworkspace
Xcode/SDLTest/SDLTest.xcodeproj/xcuserdata
Xcode/SDLTest/SDLTest.xcodeproj/project.xcworkspace
Xcode-iOS/SDL/SDL.xcodeproj/xcuserdata
Xcode-iOS/SDL/SDL.xcodeproj/project.xcworkspace
Xcode-iOS/Demos/Demos.xcodeproj/xcuserdata
Xcode-iOS/Demos/Demos.xcodeproj/project.xcworkspace

# for Visual C++
Debug
@@ -35,6 +39,9 @@ Release
*.ncb
*.suo

# for Android
android-project/local.properties

sdl.pc
test/autom4te*
test/config.cache
@@ -650,6 +650,9 @@ if(UNIX AND NOT APPLE)
endif(SDL_HAPTIC AND HAVE_INPUT_EVENTS)

check_include_file("libudev.h" HAVE_LIBUDEV_H)

# !!! FIXME: this needs pkg-config to find the include path, I think.
check_include_file("dbus/dbus.h" HAVE_DBUS_DBUS_H)
endif(LINUX)

if(INPUT_TSLIB)
@@ -1,6 +1,6 @@

Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -17,3 +17,4 @@ freely, subject to the following restrictions:
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

@@ -13,8 +13,8 @@ To compile and install SDL:
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.
2. Look at the example programs in ./test, and check out the online
documentation at http://wiki.libsdl.org/

3. Join the SDL developer mailing list by sending E-mail to
sdl-request@libsdl.org
@@ -39,14 +39,15 @@ SDLMAIN_OBJECTS = @SDLMAIN_OBJECTS@
SDLTEST_TARGET = libSDL2_test.a
SDLTEST_OBJECTS = @SDLTEST_OBJECTS@

SRC_DIST = acinclude Android.mk autogen.sh BUGS build-scripts configure configure.in COPYING CREDITS include INSTALL Makefile.minimal Makefile.in README* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test TODO VisualC.html VisualC VisualCE WhatsNew Xcode Xcode-iOS
SRC_DIST = acinclude Android.mk autogen.sh BUGS build-scripts configure configure.in COPYING CREDITS debian include INSTALL Makefile.minimal Makefile.in README* sdl2-config.in sdl2.m4 sdl2.pc.in SDL2.spec.in src test TODO VisualC.html VisualC WhatsNew Xcode Xcode-iOS
GEN_DIST = SDL2.spec

HDRS = \
SDL.h \
SDL_assert.h \
SDL_atomic.h \
SDL_audio.h \
SDL_bits.h \
SDL_blendmode.h \
SDL_clipboard.h \
SDL_cpuinfo.h \
@@ -57,7 +58,6 @@ HDRS = \
SDL_gesture.h \
SDL_haptic.h \
SDL_hints.h \
SDL_input.h \
SDL_joystick.h \
SDL_keyboard.h \
SDL_keycode.h \
@@ -210,6 +210,7 @@ dist $(distfile):
-name '.#*' \) \
-exec rm -f {} \;
if test -f $(distdir)/test/Makefile; then (cd $(distdir)/test && make distclean); fi
(cd $(distdir); build-scripts/updaterev.sh)
tar cvf - $(distdir) | gzip --best >$(distfile)
rm -rf $(distdir)

10 README
@@ -27,14 +27,8 @@ 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
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:
@@ -138,6 +138,18 @@ SDL_AndroidGetExternalStoragePath()

See SDL_system.h for more details on these functions.

The asset packaging system will, by default, compress certain file extensions.
SDL includes two asset file access mechanisms, the preferred one is the so
called "File Descriptor" method, which is faster and doesn't involve the Dalvik
GC, but given this method does not work on compressed assets, there is also the
"Input Stream" method, which is automatically used as a fall back by SDL. You
may want to keep this fact in mind when building your APK, specially when large
files are involved.
For more information on which extensions get compressed by default and how to
disable this behaviour, see for example:

http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/

================================================================================
Pause / Resume behaviour
================================================================================

This file was deleted.

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