Updated readme
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readme.txt
20
readme.txt
@@ -153,21 +153,19 @@ It will output the exact line in your source where the application crashed.
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Known bugs
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==========
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0. Revert to widely-used SDL 1.2, backport changes that enable hardware acceleration from SDL 1.3
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Ideally ChangeAppSettings.sh should ask you what SDL version you want to use.
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1. Application will crash on exit or when you're pressing "Home" button - the correct behavior for Android apps
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is to stay in memory and go to foreground when you're launching app again, that's not working yet because
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0. Application will crash when you're pressing "Home" button or open/close keyboard
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- the correct behavior for Android apps is to stay in memory and go to foreground
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when you're launching app again, that's not working yet because
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app will lose OpenGL context (there are rumors that it won't lose GL context in 2.1 SDK).
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Anyway, SDL should sleep inside SDL_Flip() and re-create all HW textures when it gains back video.
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2. Multitouch support - it is available since 2.0 SDK, but not on 1.6 - I'll have to follow
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http://devtcg.blogspot.com/2009/12/gracefully-supporting-multiple-android.html to make it compile.
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1. Merge all config screens into single big config screen, make option to rerun config.
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3. In the future I'm planning to use accelerometer as a SDL joystick.
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2. Fix on-screen keyboard, add more keys and more options, make possible for application to control it.
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4. Many SDL games require keyboard, and newer phones have only touchscreen - there should be configuration screen
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where you can toggle on-screen keyboard, bind existing keys like volume up/down to PgUp/PgDown for example,
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and configure other actions like accelerometer tilt as keypresses.
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3. Add full QWERTY on-screen keyboard.
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4. Add trackball sensitivity and accelerometer sensitivity config.
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5. Export phone vibrator to SDL - interface is available in SDL 1.3
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