Fixed bug 1748 - Patch for errors and mistakes in SDL 2 README files.

Philipp Wiesemann

SDL's README files seem to contain multiple errors and mistakes. I attached a patch with changes and updates.

README:
 * removed Windows CE because no more supported

README-SDL.txt:
 * corrected spelling mistake

README.DirectFB:
 * corrected spelling mistakes

README.MacOSX:
 * corrected spelling mistakes

README.Platforms:
 * changed Android version to match AndroidManifest.xml

README.Porting:
 * added missing directories from list
 * removed cdrom directories from list

README.android:
 * updated required NDK revision
 * add project.properties to list
 * changed lower limit for to android-10 and removed upper
 * added a statement why older devices not supported
 * added correct dates to statements about OpenGL ES
 * added info about Google's device numbers and date
 * corrected spelling mistakes

README.gesture:
 * corrected spelling mistakes

README.pandora:
 * corrected spelling mistake

README.touch:
 * changed that values are no in range 0..1
 * updated the names of some functions
 * updated the notes about usage
 * corrected spelling mistakes
 * added info that API changed near original author contact
This commit is contained in:
Sam Lantinga 2013-03-10 09:03:38 -07:00
parent 7ce1b4475f
commit 1bb2a06fc7
10 changed files with 68 additions and 76 deletions

View file

@ -7,10 +7,10 @@ Requirements:
Android SDK (version 10 or later)
http://developer.android.com/sdk/index.html
Android NDK r4 or later
Android NDK r7 or later
http://developer.android.com/sdk/ndk/index.html
Minimum API Level supported by SDL: 10 (Android 2.3.3)
Minimum API level supported by SDL: 10 (Android 2.3.3)
================================================================================
How the port works
@ -19,7 +19,7 @@ Minimum API Level supported by SDL: 10 (Android 2.3.3)
- Android applications are Java-based, optionally with parts written in C
- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
the SDL library
- This means that your application C code must be placed inside an android
- This means that your application C code must be placed inside an Android
Java project, along with some C support code that communicates with Java
- This eventually produces a standard Android .apk package
@ -60,8 +60,8 @@ android-project/
build.properties - empty
build.xml - build description file, used by ant. The actual application name
is specified here.
default.properties - holds the target ABI for the application, can range between
android-5 and android-16
default.properties - holds the target ABI for the application, android-10 and up
project.properties - holds the target ABI for the application, android-10 and up
local.properties - holds the SDK path, you should change this to the path to your SDK
jni/ - directory holding native code
jni/Android.mk - Android makefile that can call recursively the Android.mk files
@ -172,10 +172,10 @@ manually or quit the app (which is actually the kind of behaviour you'll see
under iOS, if the OS can not restore your GL context it will just kill your app)
================================================================================
Threads and the JAVA VM
Threads and the Java VM
================================================================================
For a quick tour on how Linux native threads interoperate with the JAVA VM, take
For a quick tour on how Linux native threads interoperate with the Java VM, take
a look here: http://developer.android.com/guide/practices/jni.html
If you want to use threads in your SDL app, it's strongly recommended that you
do so by creating them using SDL functions. This way, the required attach/detach
@ -347,11 +347,16 @@ When you're done instrumenting with valgrind, you can disable the wrapper:
Why is API level 10 the minimum required?
================================================================================
Support for OpenGL ES/ES2 applications was introduced in the NDK for API level 9,
which has since then been obsoleted, with the recommendation to developers to
bump the required level to 10.
API level 10 is required because SDL requires some functionality for running not
available on older devices and some for building which is not in older NDK/SDKs.
Support for native OpenGL ES and ES2 applications was introduced in the NDK for
API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
has since then been obsoleted, with the recommendation to developers to bump the
required API level to 10.
As of this writing, according to http://developer.android.com/about/dashboards/index.html
about 90% of the existing Android devices support an API level 10 or higher.
about 90% of the Android devices accessing Google Play support API level 10 or
higher (March 2013).
================================================================================
A note regarding the use of the "dirty rectangles" rendering technique