view README.Porting @ 5079:8c88cae7911e SDL-1.2

Michael Bicha to Sam I came across further issues with SDL 1.2.14 on win32 in combination with touch screens. When you touched the screen older SDLs reported SDL_MOUSEMOTION to the touch position SDL_MOUSEBUTTONDOWN at the touch position 1.2.14 reports SDL_MOUSEBUTTONDOWN at the last mouse position before the touch and then a SDL_MOUSEMOTION to the touch position I found that to fix it in the file SDL_sysevents.c i had to put back the following lines from 1.2.12 to get it working correctly again: if ( mouse_relative ) { /* RJR: March 28, 2000 report internal mouse position if in relative mode */ x = 0; y = 0; } else { x = (Sint16)LOWORD(lParam); y = (Sint16)HIWORD(lParam); #ifdef _WIN32_WCE if (SDL_VideoSurface) GapiTransform(this->hidden->userOrientation, this->hidden->hiresFix, &x, &y); #endif } posted = SDL_PrivateMouseButton( state, button, x, y); where there was only posted = SDL_PrivateMouseButton( state, button, 0, 0); in 1.2.14 (appx. line 484) please feel free to put that change into any SDL lib you like in any way you like and thanks for your great work !
author Sam Lantinga <slouken@libsdl.org>
date Sun, 23 Jan 2011 21:02:02 -0800
parents b2b476a4a73c
children 103760c3a5dc
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* Porting To A New Platform

  The first thing you have to do when porting to a new platform, is look at
include/SDL_platform.h and create an entry there for your operating system.
The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
Ideally SDL_platform.h will be able to auto-detect the system it's building
on based on C preprocessor symbols.

There are two basic ways of building SDL at the moment:

1. The "UNIX" way:  ./configure; make; make install

   If you have a GNUish system, then you might try this.  Edit configure.in,
   take a look at the large section labelled:
	"Set up the configuration based on the target platform!"
   Add a section for your platform, and then re-run autogen.sh and build!

2. Using an IDE:

   If you're using an IDE or other non-configure build system, you'll probably
   want to create a custom SDL_config.h for your platform.  Edit SDL_config.h,
   add a section for your platform, and create a custom SDL_config_{platform}.h,
   based on SDL_config.h.minimal and SDL_config.h.in

   Add the top level include directory to the header search path, and then add
   the following sources to the project:
	src/*.c
	src/audio/*.c
	src/cdrom/*.c
	src/cpuinfo/*.c
	src/events/*.c
	src/file/*.c
	src/joystick/*.c
	src/stdlib/*.c
	src/thread/*.c
	src/timer/*.c
	src/video/*.c
	src/audio/disk/*.c
	src/video/dummy/*.c
	src/joystick/dummy/*.c
	src/cdrom/dummy/*.c
	src/thread/generic/*.c
	src/timer/dummy/*.c
	src/loadso/dummy/*.c


Once you have a working library without any drivers, you can go back to each
of the major subsystems and start implementing drivers for your platform.

If you have any questions, don't hesitate to ask on the SDL mailing list:
	http://www.libsdl.org/mailing-list.php

Enjoy!
	Sam Lantinga				(slouken@libsdl.org)