annotate README.iphoneos @ 5067:61d53410eb41

Fixed bug #859 CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser. ALWAYS_DETAILED_SEC makes sure everything has at least the automatic documentation like function prototype and source references. STRIP_FROM_PATH allows you to include only the relevant portions of the files' paths, cleaning up both the file list and directory tree, though you need to change the path listed here to match wherever you put SDL. ALIASES avoids some warnings generated by C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h. It seems Apple uses a few commands which are not normally supported by Doxygen. BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the standard template library. There isn't a lot of C++ in SDL (some in bwindow at least), but this still seems like a good idea. TYPEDEF_HIDES_STRUCT means that for code like this: typedef struct A {int B;} C; C is documented as a structure containing B instead of a typedef mapped to A. EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS, EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is documented. CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on case insensitive file systems like NTFS and FAT32. WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of the parameters of a function. This is useful when you're working on adding such documentation since it makes partially documented functions easier to spot. WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with stdout. When not running in quiet mode, these warnings can be hard to spot without this flag. I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for config.h.in and config.h.default. RECURSIVE tells doxygen to look not only in the input directory, but also in subfolders. EXCLUDE avoids documenting things like test programs, examples and templates which need to be documented separately. I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find their way into source folders (such as obj or .svn). EXAMPLE_PATH lists directories doxygen will search to find included example code. So far, SDL doesn't really use this feature, but I've listed some likely locations. SOURCE_BROWSER adds syntax highlighted source code to the HTML output. USE_HTAGS is nice, but not available on Windows. INLINE_SOURCES adds the body of a function to it's documentation so you can quickly see exactly what it does. ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions, etc., which makes it much easier to find what you're looking for. IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an item on so you don't have everything show up under "S". HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and adds JavaScript to allow the user to show and hide them by clicking a link. ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on it's own line. GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the left. I have LaTeX and man pages turned off to speed up doxygen, you may want to turn them back on yourself. I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to Win32 builds of SDL. Normally, doxygen gets confused since there are multiple definitions for various structures and formats that vary by platform. Without this doxygen can produce broken documentation or, if you're lucky, output documentation only for the dummy drivers, which isn't very useful. You need to pick a platform. GENERATE_TAGFILE produces a file which can be used to link other doxygen documentation to the SDL documentation. CLASS_DIAGRAMS turns on class diagrams even when dot is not available. HAVE_DOT tells doxygen to try to use dot to generate diagrams. TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the documentation. DOT_MULTI_TARGETS speeds up dot. OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is intended to process src as well as include and is being run from a separate subdirectory. Doxygen produces several temporary files while it's running and if interrupted, can leave those files behind. It's easier to clean up if there aren't a hundred or so files in the same folder. I typically run doxygen in SDL/doxy and set the output directory to '.'. Since doxygen puts it's output in subfolders by type, this keeps things pretty well organised. You could use '../doc' instead and get the same results.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 21 Jan 2011 12:57:01 -0800
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1 ==============================================================================
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2 Building the Simple DirectMedia Layer for iPhone OS 2.0
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3 ==============================================================================
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5 Requirements: Mac OS X v10.5 or later and the iPhone SDK.
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6
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7 Instructions:
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8 1. Open SDLiPhoneOS.xcodeproj (located in Xcode-iPhoneOS/SDL) in XCode.
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9 2. Set Project->Set Active SDK to "Use Project Settings"
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10 3. Select your desired target, and hit build.
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11
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12 There are three build targets:
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13 - StaticLibiPhoneOS:
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14 Build SDL as a statically linked (armv6) library for iPhone OS 2.0.
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15 - StaticLibSimulator:
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16 Build SDL as a statically linked (x86) library for the iPhone Simulator
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17 - Template:
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18 Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers. The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
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20 ==============================================================================
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21 Using the Simple DirectMedia Layer for iPhone OS 2.0
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22 ==============================================================================
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23
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24 Here is the easiest method:
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25 1. Build the SDL libraries (libSDLiPhoneOS.a and libSDLSimulator.a) and the iPhone SDL Application template.
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26 1. Install the iPhone SDL Application template by copying it to one of XCode's template directories. I recommend creating a directory called "SDL" in "/Developer/Platforms/iPhoneOS.platform/Developer/Library/XCode/Project Templates/" and placing it there.
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27 2. Start a new project using the template. The project should be immediately ready for use with SDL.
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28
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29 Here is a more manual method:
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30 1. Create a new iPhone view based application.
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31 2. Build the SDL static libraries (libSDLiPhoneOS.a and libSDLSimulator.a) for iPhone and include them in your project. XCode will ignore the library that is not currently of the correct architecture, hence your app will work both on iPhone and in the iPhone Simulator.
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32 3. Include the SDL header files in your project.
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33 4. Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iPhone provides its own UIApplicationDelegate. Remove MainWindow.xib -- SDL for iPhone produces its user interface programmatically.
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34 5. Delete the contents of main.m and program your app as a regular SDL program instead. You may replace main.m with your own main.c, but you must tell XCode not to use the project prefix file, as it includes Objective-C code.
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36 ==============================================================================
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37 Notes -- Accelerometer as Joystick
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38 ==============================================================================
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40 SDL for iPhone supports polling the built in accelerometer as a joystick device. For an example on how to do this, see the accelerometer.c in the demos directory.
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42 The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis reports joystick values as signed integers. Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver. To convert SDL_JoystickGetAxis reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
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44 ==============================================================================
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45 Notes -- OpenGL ES
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46 ==============================================================================
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48 Your SDL application for iPhone uses OpenGL ES for video by default.
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49
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50 OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute.
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52 If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
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54 Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1.
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56 ==============================================================================
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57 Notes -- Keyboard
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58 ==============================================================================
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59
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60 SDL for iPhone contains several additional functions related to keyboard visibility. These functions are not part of the SDL standard API, but are necessary for revealing and hiding the iPhone's virtual onscreen keyboard. You can use them in your own applications by including a copy of the SDL_uikitkeyboard.h header (located in src/video/uikit) in your project.
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61
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62 int SDL_iPhoneKeyboardShow(SDL_Window * window)
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63 -- reveals the onscreen keyboard. Returns 0 on success and -1 on error.
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64 int SDL_iPhoneKeyboardHide(SDL_Window * window)
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65 -- hides the onscreen keyboard. Returns 0 on success and -1 on error.
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66 SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window)
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67 -- returns whether or not the onscreen keyboard is currently visible.
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68 int SDL_iPhoneKeyboardToggle(SDL_Window * window)
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69 -- toggles the visibility of the onscreen keyboard. Returns 0 on success and -1 on error.
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71 ==============================================================================
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72 Notes -- Reading and Writing files
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73 ==============================================================================
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74
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75 Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory.
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76
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77 Once your application is installed its directory tree looks like:
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79 MySDLApp Home/
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80 MySDLApp.app
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81 Documents/
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82 Library/
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83 Preferences/
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84 tmp/
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86 When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored. You cannot write to this directory. Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".
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87
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88 More information on this subject is available here:
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89 http://developer.apple.com/iphone/library/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/ApplicationEnvironment/chapter_6_section_3.html#//apple_ref/doc/uid/TP40007072-CH7-SW21
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91 ==============================================================================
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92 Notes -- iPhone SDL limitations
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93 ==============================================================================
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95 Windows:
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96 Full-size, single window applications only. You cannot create multi-window SDL applications for iPhone OS. The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow the flag SDL_WINDOW_BORDERLESS). Presently, landscape mode is not supported.
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97
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98 Video:
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99 For real time frame-rates, you are advised to use strictly SDL 1.3 video calls. Using compatibility video calls uploads an OpenGL texture for each frame drawn, and this operation is excruciatingly slow.
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100
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101 Textures:
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102 SDL for iPhone Textures supports only SDL_PIXELFORMAT_ABGR8888 and SDL_PIXELFORMAT_RGB24 pixel formats. This is because texture support in SDL for iPhone is done through OpenGL ES, which supports fewer pixel formats than OpenGL, will not re-order pixel data for you, and has no support for color-paletted formats (without extensions).
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103
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104 Audio:
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105 SDL for iPhone does not yet support audio input.
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106
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107 Loading Shared Objects:
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108 This is disabled by default since it seems to break the terms of the iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h.
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