annotate README.Porting @ 2268:4baee598306d

Date: Thu, 05 Jul 2007 14:02:33 -0700 From: Sam Lantinga Subject: SDL 1.3 keyboard plan After lots of discussion with Christian, this is what we came up with: > So, to sum up... > SDLK_* become the physical keys, starting at > (1<<21) > We create a macro SDLK_INDEX(X) > We have two functions SDL_GetLayoutKey(SDLKey) and SDL_GetKeyName() > SDL_GetLayoutKey maps to UCS4 for printable characters, and SDLK* for non-printable characters > and does so based on the OS's current keyboard layout > SDL_GetKeyName() handles both SDLK_* and UCS4, converting UCS4 to UTF-8 and converting SDLK_* into our names, which are UTF-8 for printable characters. > WASD folks use SDLK_*, and 'I' folks use SDL_GetLayoutKey(SDLK_*) Here is the patch he came up with, and his e-mail about it: Date: Fri, 17 Aug 2007 19:50:28 +0200 From: Christian Walther Subject: Re: SDL 1.3 keyboard plan > Sounds great, go ahead and send me a patch. Here goes! Thanks for having a look. Don't hesitate to comment if anything does not conform to your ideas. One caveat: Committing this now may break compilability of some video drivers - specifically, if they use any of the SDLK_* codes that were obsoleted and moved into SDL_compat.h. I only tried Cocoa (which did break, but is already fixed) and X11 (which didn't, but then its key handling is #iffed out). If that's a problem, it may need to go into a branch. -Christian
author Sam Lantinga <slouken@libsdl.org>
date Sun, 19 Aug 2007 14:52:52 +0000
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1
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2 * Porting To A New Platform
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4 The first thing you have to do when porting to a new platform, is look at
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5 include/SDL_platform.h and create an entry there for your operating system.
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6 The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
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7 Ideally SDL_platform.h will be able to auto-detect the system it's building
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8 on based on C preprocessor symbols.
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10 There are two basic ways of building SDL at the moment:
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12 1. The "UNIX" way: ./configure; make; make install
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14 If you have a GNUish system, then you might try this. Edit configure.in,
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15 take a look at the large section labelled:
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16 "Set up the configuration based on the target platform!"
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17 Add a section for your platform, and then re-run autogen.sh and build!
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19 2. Using an IDE:
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21 If you're using an IDE or other non-configure build system, you'll probably
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22 want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
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23 add a section for your platform, and create a custom SDL_config_{platform}.h,
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24 based on SDL_config.h.minimal and SDL_config.h.in
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26 Add the top level include directory to the header search path, and then add
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27 the following sources to the project:
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28 src/*.c
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29 src/audio/*.c
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30 src/cdrom/*.c
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31 src/cpuinfo/*.c
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32 src/events/*.c
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33 src/file/*.c
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34 src/joystick/*.c
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35 src/stdlib/*.c
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36 src/thread/*.c
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37 src/timer/*.c
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38 src/video/*.c
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39 src/audio/disk/*.c
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40 src/audio/dummy/*.c
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41 src/video/dummy/*.c
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42 src/joystick/dummy/*.c
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43 src/cdrom/dummy/*.c
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44 src/thread/generic/*.c
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45 src/timer/dummy/*.c
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46 src/loadso/dummy/*.c
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49 Once you have a working library without any drivers, you can go back to each
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50 of the major subsystems and start implementing drivers for your platform.
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52 If you have any questions, don't hesitate to ask on the SDL mailing list:
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53 http://www.libsdl.org/mailing-list.php
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55 Enjoy!
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56 Sam Lantinga (slouken@libsdl.org)
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