Updated SDL 1.3 to the latest libsdl.org - it's now named SDL2

This commit is contained in:
pelya
2012-05-23 17:23:57 +03:00
parent ed8724c8bb
commit 0c1ee22ffa
454 changed files with 4837 additions and 6631 deletions

View File

@@ -6,11 +6,8 @@ Simple DirectMedia Layer for Nintendo DS
* The devkitpro SDK available at http://devkitpro.org.
Read the information at http://devkitpro.org/wiki/Getting_Started/devkitARM
The necessary packages are devkitARM, libnds, libfat and default arm7.
* The hardware renderer is using the libgl2d abstraction library that can be found at:
http://rel.phatcode.net/junk.php?id=117
Build it, and install the library and the header where SDL can find them (ie. in
the libnds/lib and libnds/include directories).
* Optionally, use a DS emulator, such as desmume (http://desmume.org/)
to program and debug.
-Building SDL-
@@ -18,23 +15,31 @@ After setting the devkitpro environment, cd into your SDL directory and type:
make -f Makefile.ds
This will compile and install the library and headers into the
devkitpro's portlibs directory. Additionnaly it will compile several
tests that you can run either on the DS or with desmume. For instance:
devkitpro's portlibs directory (../portlibs/arm/lib/ and
../portlibs/arm/include/). Additionally it will compile several tests
that you can run either on the DS or with desmume. For instance:
desmume --cflash-path=test/ test/nds-test-progs/testsprite2/testsprite2.nds
desmume --cflash-path=test/ test/nds-test-progs/testspriteminimal/testspriteminimal.nds
desmume --cflash-path=test/ test/nds-test-progs/testscale/testscale.nds
desmume test/nds-test-progs/general/general.nds
-Notes-
* The renderer code is based on the gl like engine. It's not using the sprite engine.
* The hardware renderer is using the parts of the libgl2d abstraction library that can be found at:
http://rel.phatcode.net/junk.php?id=117
Used with the author's permission.
* The port is very basic and incomplete:
- SDL currently has to be compiled for either framebuffer mode or render mode.
- SDL currently has to be compiled for either framebuffer mode or renderer mode.
See USE_HW_RENDERER in Makefile.ds.
- some optional renderer functions are not implemented.
- no sound
-Limitations-
* in hardware renderer mode, don't load too many textures. The internal format is
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