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
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10 changed files with 68 additions and 76 deletions
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@ -7,10 +7,10 @@ Requirements:
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Android SDK (version 10 or later)
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http://developer.android.com/sdk/index.html
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Android NDK r4 or later
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Android NDK r7 or later
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http://developer.android.com/sdk/ndk/index.html
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Minimum API Level supported by SDL: 10 (Android 2.3.3)
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Minimum API level supported by SDL: 10 (Android 2.3.3)
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================================================================================
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How the port works
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@ -19,7 +19,7 @@ Minimum API Level supported by SDL: 10 (Android 2.3.3)
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- Android applications are Java-based, optionally with parts written in C
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- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
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the SDL library
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- This means that your application C code must be placed inside an android
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- This means that your application C code must be placed inside an Android
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Java project, along with some C support code that communicates with Java
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- This eventually produces a standard Android .apk package
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@ -60,8 +60,8 @@ android-project/
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build.properties - empty
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build.xml - build description file, used by ant. The actual application name
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is specified here.
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default.properties - holds the target ABI for the application, can range between
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android-5 and android-16
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default.properties - holds the target ABI for the application, android-10 and up
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project.properties - holds the target ABI for the application, android-10 and up
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local.properties - holds the SDK path, you should change this to the path to your SDK
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jni/ - directory holding native code
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jni/Android.mk - Android makefile that can call recursively the Android.mk files
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@ -172,10 +172,10 @@ manually or quit the app (which is actually the kind of behaviour you'll see
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under iOS, if the OS can not restore your GL context it will just kill your app)
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================================================================================
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Threads and the JAVA VM
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Threads and the Java VM
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================================================================================
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For a quick tour on how Linux native threads interoperate with the JAVA VM, take
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For a quick tour on how Linux native threads interoperate with the Java VM, take
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a look here: http://developer.android.com/guide/practices/jni.html
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If you want to use threads in your SDL app, it's strongly recommended that you
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do so by creating them using SDL functions. This way, the required attach/detach
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@ -347,11 +347,16 @@ When you're done instrumenting with valgrind, you can disable the wrapper:
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Why is API level 10 the minimum required?
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================================================================================
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Support for OpenGL ES/ES2 applications was introduced in the NDK for API level 9,
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which has since then been obsoleted, with the recommendation to developers to
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bump the required level to 10.
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API level 10 is required because SDL requires some functionality for running not
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available on older devices and some for building which is not in older NDK/SDKs.
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Support for native OpenGL ES and ES2 applications was introduced in the NDK for
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API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
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has since then been obsoleted, with the recommendation to developers to bump the
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required API level to 10.
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As of this writing, according to http://developer.android.com/about/dashboards/index.html
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about 90% of the existing Android devices support an API level 10 or higher.
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about 90% of the Android devices accessing Google Play support API level 10 or
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higher (March 2013).
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================================================================================
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A note regarding the use of the "dirty rectangles" rendering technique
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