diff --git a/docs/README-git.md b/docs/README-git.md new file mode 100644 index 0000000000..aa0aa40547 --- /dev/null +++ b/docs/README-git.md @@ -0,0 +1,16 @@ +git +========= + +The latest development version of SDL is available via git. +Git allows you to get up-to-the-minute fixes and enhancements; +as a developer works on a source tree, you can use "git" to mirror that +source tree instead of waiting for an official release. Please look +at the Git website ( https://git-scm.com/ ) for more +information on using git, where you can also download software for +macOS, Windows, and Unix systems. + + git clone https://github.com/libsdl-org/SDL + +There is a web interface to the Git repository at: + http://github.com/libsdl-org/SDL/ + diff --git a/docs/README-raspberrypi.md b/docs/README-raspberrypi.md new file mode 100644 index 0000000000..ba34f47b1f --- /dev/null +++ b/docs/README-raspberrypi.md @@ -0,0 +1,188 @@ +Raspberry Pi +============ + +Requirements: + +Raspberry Pi OS (other Linux distros may work as well). + +In modern times, the Raspberry Pi works mostly like any other Linux device: +for video, you can use X11, Wayland, or KMSDRM. For audio, you can use ALSA, +PulseAudio, or PipeWire, etc. OpenGL, OpenGL ES, and Vulkan are known to work. + +There is a video backend in SDL called "rpi" that uses a deprecated Broadcom +interface (named "dispmanx") to draw directly to the console without X11. +Newer Raspberry Pi OS releases don't support this (and work fine with our +"kmsdrm" backend for the same purposes, a standard Linux interface). Don't +panic if you can't use this backend, or CMake says it can't find libraries it +needs for this. + +SDL has, in past times, worked on the original Raspberry Pi and the RPi 2, but +these devices are no longer targets we actively test; if they broke, please +report bugs or send patches! + +The Raspberry Pi 3 and later (in 32-bit and 64-bit mode) are still known to +work well at the time of this writing. The Raspberry Pi Zero and Zero 2 are +also known to work well. + + +## Documentation Out Of Date + +The rest of this document is likely out of date; a lot has changed in recent +years in both SDL and the Raspberry Pi universe, and this document has not +been updated to reflect those details. Take the rest of this information with +a grain of salt! + + + +NEON +---- + +If your Pi has NEON support, make sure you add -mfpu=neon to your CFLAGS so +that SDL will select some otherwise-disabled highly-optimized code. The +original Pi and Pi Zero units don't have NEON; everything from the Pi2/PiZero2 +and later do. + + +Cross compiling from x86 Linux +------------------------------ + +To cross compile SDL for Raspbian from your desktop machine, you'll need a +Raspbian system root and the cross compilation tools. We'll assume these tools +will be placed in /opt/rpi-tools + + sudo git clone --depth 1 https://github.com/raspberrypi/tools /opt/rpi-tools + +You'll also need a Raspbian binary image. +Get it from: http://downloads.raspberrypi.org/raspbian_latest +After unzipping, you'll get file with a name like: "-wheezy-raspbian.img" +Let's assume the sysroot will be built in /opt/rpi-sysroot. + + export SYSROOT=/opt/rpi-sysroot + sudo kpartx -a -v .img + sudo mount -o loop /dev/mapper/loop0p2 /mnt + sudo cp -r /mnt $SYSROOT + sudo apt-get install qemu binfmt-support qemu-user-static + sudo cp /usr/bin/qemu-arm-static $SYSROOT/usr/bin + sudo mount --bind /dev $SYSROOT/dev + sudo mount --bind /proc $SYSROOT/proc + sudo mount --bind /sys $SYSROOT/sys + +Now, before chrooting into the ARM sysroot, you'll need to apply a workaround, +edit $SYSROOT/etc/ld.so.preload and comment out all lines in it. + + sudo chroot $SYSROOT + apt-get install libudev-dev libasound2-dev libdbus-1-dev libraspberrypi0 libraspberrypi-bin libraspberrypi-dev libx11-dev libxext-dev libxrandr-dev libxcursor-dev libxi-dev libxss-dev + exit + sudo umount $SYSROOT/dev + sudo umount $SYSROOT/proc + sudo umount $SYSROOT/sys + sudo umount /mnt + +There's one more fix required, as the libdl.so symlink uses an absolute path +which doesn't quite work in our setup. + + sudo rm -rf $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so + sudo ln -s ../../../lib/arm-linux-gnueabihf/libdl.so.2 $SYSROOT/usr/lib/arm-linux-gnueabihf/libdl.so + +The final step is compiling SDL itself. + + export CC="/opt/rpi-tools/arm-bcm2708/gcc-linaro-arm-linux-gnueabihf-raspbian/bin/arm-linux-gnueabihf-gcc --sysroot=$SYSROOT -I$SYSROOT/opt/vc/include -I$SYSROOT/usr/include -I$SYSROOT/opt/vc/include/interface/vcos/pthreads -I$SYSROOT/opt/vc/include/interface/vmcs_host/linux" + cd + mkdir -p build;cd build + LDFLAGS="-L$SYSROOT/opt/vc/lib" ../configure --with-sysroot=$SYSROOT --host=arm-raspberry-linux-gnueabihf --prefix=$PWD/rpi-sdl3-installed --disable-pulseaudio --disable-esd + make + make install + +To be able to deploy this to /usr/local in the Raspbian system you need to fix up a few paths: + + perl -w -pi -e "s#$PWD/rpi-sdl3-installed#/usr/local#g;" ./rpi-sdl3-installed/lib/libSDL3.la ./rpi-sdl3-installed/lib/pkgconfig/sdl3.pc + +Apps don't work or poor video/audio performance +----------------------------------------------- + +If you get sound problems, buffer underruns, etc, run "sudo rpi-update" to +update the RPi's firmware. Note that doing so will fix these problems, but it +will also render the CMA - Dynamic Memory Split functionality useless. + +Also, by default the Raspbian distro configures the GPU RAM at 64MB, this is too +low in general, specially if a 1080p TV is hooked up. + +See here how to configure this setting: http://elinux.org/RPiconfig + +Using a fixed gpu_mem=128 is the best option (specially if you updated the +firmware, using CMA probably won't work, at least it's the current case). + +No input +-------- + +Make sure you belong to the "input" group. + + sudo usermod -aG input `whoami` + +No HDMI Audio +------------- + +If you notice that ALSA works but there's no audio over HDMI, try adding: + + hdmi_drive=2 + +to your config.txt file and reboot. + +Reference: http://www.raspberrypi.org/phpBB3/viewtopic.php?t=5062 + +Text Input API support +---------------------- + +The Text Input API is supported, with translation of scan codes done via the +kernel symbol tables. For this to work, SDL needs access to a valid console. +If you notice there's no SDL_EVENT_TEXT_INPUT message being emitted, double check that +your app has read access to one of the following: + +* /proc/self/fd/0 +* /dev/tty +* /dev/tty[0...6] +* /dev/vc/0 +* /dev/console + +This is usually not a problem if you run from the physical terminal (as opposed +to running from a pseudo terminal, such as via SSH). If running from a PTS, a +quick workaround is to run your app as root or add yourself to the tty group, +then re-login to the system. + + sudo usermod -aG tty `whoami` + +The keyboard layout used by SDL is the same as the one the kernel uses. +To configure the layout on Raspbian: + + sudo dpkg-reconfigure keyboard-configuration + +To configure the locale, which controls which keys are interpreted as letters, +this determining the CAPS LOCK behavior: + + sudo dpkg-reconfigure locales + + +OpenGL problems +--------------- + +If you have desktop OpenGL headers installed at build time in your RPi or cross +compilation environment, support for it will be built in. However, the chipset +does not actually have support for it, which causes issues in certain SDL apps +since the presence of OpenGL support supersedes the ES/ES2 variants. +The workaround is to disable OpenGL at configuration time: + + ./configure --disable-video-opengl + +Or if the application uses the Render functions, you can use the SDL_RENDER_DRIVER +environment variable: + + export SDL_RENDER_DRIVER=opengles2 + +Notes +----- + +* When launching apps remotely (via SSH), SDL can prevent local keystrokes from + leaking into the console only if it has root privileges. Launching apps locally + does not suffer from this issue. + + diff --git a/docs/README-visualc.md b/docs/README-visualc.md new file mode 100644 index 0000000000..4849da4fc1 --- /dev/null +++ b/docs/README-visualc.md @@ -0,0 +1,113 @@ +Using SDL with Microsoft Visual C++ +=================================== + +#### by Lion Kimbro with additions by James Turk + +You can either use the precompiled libraries from the [SDL](https://www.libsdl.org/download.php) web site, or you can build SDL +yourself. + +### Building SDL + +0. To build SDL, your machine must, at a minimum, have the DirectX9.0c SDK installed. It may or may not be retrievable from +the [Microsoft](https://www.microsoft.com) website, so you might need to locate it [online](https://duckduckgo.com/?q=directx9.0c+sdk+download&t=h_&ia=web). +_Editor's note: I've been able to successfully build SDL using Visual Studio 2019 **without** the DX9.0c SDK_ + +1. Open the Visual Studio solution file at `./VisualC/SDL.sln`. + +2. Your IDE will likely prompt you to upgrade this solution file to whatever later version of the IDE you're using. In the `Retarget Projects` dialog, +all of the affected project files should be checked allowing you to use the latest `Windows SDK Version` you have installed, along with +the `Platform Toolset`. + +If you choose *NOT* to upgrade to use the latest `Windows SDK Version` or `Platform Toolset`, then you'll need the `Visual Studio 2010 Platform Toolset`. + +3. Build the `.dll` and `.lib` files by right clicking on each project in turn (Projects are listed in the _Workspace_ +panel in the _FileView_ tab), and selecting `Build`. + +You may get a few warnings, but you should not get any errors. + +Later, we will refer to the following `.lib` and `.dll` files that have just been generated: + +- `./VisualC/Win32/Debug/SDL3.dll` or `./VisualC/Win32/Release/SDL3.dll` +- `./VisualC/Win32/Debug/SDL3.lib` or `./VisualC/Win32/Release/SDL3.lib` + +_Note for the `x64` versions, just replace `Win32` in the path with `x64`_ + +### Creating a Project with SDL + +- Create a project as a `Win32 Application`. + +- Create a C++ file for your project. + +- Set the C runtime to `Multi-threaded DLL` in the menu: + `Project|Settings|C/C++ tab|Code Generation|Runtime Library `. + +- Add the SDL `include` directory to your list of includes in the menu: + `Project|Settings|C/C++ tab|Preprocessor|Additional include directories ` + +*VC7 Specific: Instead of doing this, I find it easier to add the +include and library directories to the list that VC7 keeps. Do this by +selecting Tools|Options|Projects|VC++ Directories and under the "Show +Directories For:" dropbox select "Include Files", and click the "New +Directory Icon" and add the [SDLROOT]\\include directory (e.g. If you +installed to c:\\SDL\\ add c:\\SDL\\include). Proceed to change the +dropbox selection to "Library Files" and add [SDLROOT]\\lib.* + +The "include directory" I am referring to is the `./include` folder. + +Now we're going to use the files that we had created earlier in the *Build SDL* step. + +Copy the following file into your Project directory: + +- `SDL3.dll` + +Add the following file to your project (It is not necessary to copy it to your project directory): + +- `SDL3.lib` + +To add them to your project, right click on your project, and select +`Add files to project`. + +**Instead of adding the files to your project, it is more desirable to add them to the linker options: Project|Properties|Linker|Command Line +and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration +(e.g. Release,Debug).** + +### Hello SDL + +Here's a sample SDL snippet to verify everything is setup in your IDE: + +```c +#include +#include // only include this one in the source file with main()! + +int main( int argc, char* argv[] ) +{ + const int WIDTH = 640; + const int HEIGHT = 480; + SDL_Window* window = NULL; + SDL_Renderer* renderer = NULL; + + SDL_Init(SDL_INIT_VIDEO); + window = SDL_CreateWindow("Hello SDL", WIDTH, HEIGHT, 0); + renderer = SDL_CreateRenderer(window, NULL); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + return 0; +} +``` + +### That's it! + +I hope that this document has helped you get through the most difficult part of using the SDL: installing it. +Suggestions for improvements should be posted to the [Github Issues](https://github.com/libsdl-org/SDL/issues). + +### Credits + +Thanks to [Paulus Esterhazy](mailto:pesterhazy@gmx.net), for the work on VC++ port. + +This document was originally called "VisualC.txt", and was written by [Sam Lantinga](mailto:slouken@libsdl.org). + +Later, it was converted to HTML and expanded into the document that you see today by [Lion Kimbro](mailto:snowlion@sprynet.com). + +Minor Fixes and Visual C++ 7 Information (in italic) was added by [James Turk](mailto:james@conceptofzero.net)