Updated readme

This commit is contained in:
pelya
2010-08-20 13:06:54 +03:00
parent 2c6c933575
commit e6fb666bec

View File

@@ -153,21 +153,19 @@ It will output the exact line in your source where the application crashed.
Known bugs
==========
0. Revert to widely-used SDL 1.2, backport changes that enable hardware acceleration from SDL 1.3
Ideally ChangeAppSettings.sh should ask you what SDL version you want to use.
1. Application will crash on exit or when you're pressing "Home" button - the correct behavior for Android apps
is to stay in memory and go to foreground when you're launching app again, that's not working yet because
0. Application will crash when you're pressing "Home" button or open/close keyboard
- the correct behavior for Android apps is to stay in memory and go to foreground
when you're launching app again, that's not working yet because
app will lose OpenGL context (there are rumors that it won't lose GL context in 2.1 SDK).
Anyway, SDL should sleep inside SDL_Flip() and re-create all HW textures when it gains back video.
2. Multitouch support - it is available since 2.0 SDK, but not on 1.6 - I'll have to follow
http://devtcg.blogspot.com/2009/12/gracefully-supporting-multiple-android.html to make it compile.
1. Merge all config screens into single big config screen, make option to rerun config.
3. In the future I'm planning to use accelerometer as a SDL joystick.
2. Fix on-screen keyboard, add more keys and more options, make possible for application to control it.
4. Many SDL games require keyboard, and newer phones have only touchscreen - there should be configuration screen
where you can toggle on-screen keyboard, bind existing keys like volume up/down to PgUp/PgDown for example,
and configure other actions like accelerometer tilt as keypresses.
3. Add full QWERTY on-screen keyboard.
4. Add trackball sensitivity and accelerometer sensitivity config.
5. Export phone vibrator to SDL - interface is available in SDL 1.3