Initial commit of RtB skeleton. ios, osx, and android build environments exist and successfully compile, presuming a fully functional SDL2 build environment. Documentation on getting such an environment set up will be forthcoming.

master
kts 2015-02-04 15:26:15 -08:00
commit 750791f823
48 changed files with 5915 additions and 0 deletions

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This file describes the program logic and organization. It holds a focus on data types and classes.
,,,,,,,,,,,,,,,,,,,,,,,,
Program Organization
§§§§§§§§§§§§§§§§§§§§§§§§
To begin with, RtB is governed by a state machine, individual states, and sub-states (modal dialogs/windows). The state machine, as run by the main loop, is as follows:
1. Check states for destroy/clean-up flags
a. destroy all states with said flags
2. For each Event,
a. send down the event to each state's onEvent(event)
1. if State eats event, continue to the next Event
3. For each State,
a. call onThink, if State blocks, break
4. For each State,
a. call onDraw, if State blocks, break
Alternatively..
[ State Machine ]
[ governs State ]
[ event + think ] --- creates RenderSet
|
[ Render System ] <-----+
[ renders all ]
[ "RenderSet"s ]
The State Machine governs all event handling and logic, while the Render System governs all rendering. Within the Render System, you have RenderSets which, in turn, have RenderObjects:
RenderSet {
char *name; // (or std::string) ex. "Voxel Models"
int mode; // bitflag, 0 = normal, 1 = hide
std::vector <RenderObjects>;
GLuint program; // Shader Program to use
}
What we want for Render Objects:
World Objects:
Rendering of textured plane (flat image)
Rendering of full textured 3d model
Rendering of textured voxel model
UI Objects:
Textured plane (flat dialog, texture of text)
RenderSets should be contained in a RenderScene, which would be something akin to:
RenderScene {
char *name; // (or std::string) ex. "Game"
RenderCamera *camera; // ptr to RenderCamera object
GLuint context; // framebuffer object to render the scene to
std::vector<RenderSet> sets;
}
During the render call, the current RenderCamera defines both the position and orientation of the view.
RenderCamera {
char *name;
Vec3 x, y, z; // OR should it be a quaternion?
int mode; // perspective, orthogonal
GLuint target; // framebuffer target?
RenderView view; // alt to ^
}
RenderView {
GLuint program; // shader program to render with
GLuint target; // fbo/texture target
unsigned int w, h; // width and height of view (also of texture!)
int x, y; // x and y, in terms of render start on screen
}
RenderScenes are, potentially, contained in a layered system, of which there are the following categories in order of rendering:
1. Terrain Layer (terrain, obv.)
2. Game Layer (models, tokens, etc.)
3. Game Overlay (hp, arrows, etc.)
4. Dialogs (mini character sheets, etc.)
5. Windows (character sheets)
6. UI (menu access, etc.)
7. Notification (modal dialog boxes, usually d/c, quit, etc.)
These render layers could be implemented as such:
* Basic array with enums for each layer
* std Vector
* Double-linked list
These layers simply provide an ordering to rendering.
In brief:
RenderObject defines a specific object in the world
RenderSet defines a common group of RenderObjects to be rendered
RenderCamera defines the positions and orientations we render
RenderScene defines the world to be rendered and where to render to
So sort of:
RenderScene
RenderCamera
ptr to RenderView
RenderSet(s)
RenderObject(s)
RenderView
The Render call would be:
* for each RenderScene
* for each RenderCamera
- camera = RenderCamera
* for each RenderSet
- set render output to camera's fbo target
* for each RenderObject
- if out of view, continue
- get MVP from camera, apply, and render
* for each RenderView
- render FBO to screen, additive? multiply?

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Quaternion-derived rotation matrix:
n = w * w + x * x + y * y + z * z
s = if n == 0 then 0 else 2 / n
wx = s * w * x, wy = s * w * y, wz = s * w * z
xx = s * x * x, xy = s * x * y, xz = s * x * z
yy = s * y * y, yz = s * y * z, zz = s * z * z
[ 1 - (yy + zz) xy - wz xz + wy ]
[ xy + wz 1 - (xx + zz) yz - wx ]
[ xz - wy yz + wx 1 - (xx + yy) ]

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This directory's organization is as follows:
* src/ - contains source and include files
* build/ - contains build scripts/environments for GNU Make, XCode OS X, Windows VS, XCode iOS and Android
* assets/ - source versions of "data/"
After creating a build, you may have a "release" or "debug" directory in the root:
* OSX/iOS/Android application bundle
* Linux/Windows executable, data directory, and libraries

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This document describes how Stereoscopic displays work and how to create software for such displays.
----------------
Basic stereoscopy
----------------
Stereoscopy functions by creating an illusion of depth by provided each eye with unique positions of a particular scene (hence stereoscopy). This results in an illusion of 3D when the brain combines the two pictures. However, given that this view is a composite of two 2D offsets, the appearance is not one of true 3D, but rather one similar to 2D objects being held at different depths (cut-out puppets, in a way).
Traditionally, stereoscopy is provided by using glasses, however modern technology allows for "autostereoscopy" or "glasses-free 3D". Basic autostereoscopy functions by showing different rows or columns of pixels based on viewing angle. This is akin to standard stereoscopy, wherein particular locations are required to achieve the desired effect. In addition to autostereoscopy, there is automultiscopy, which allows for multiple viewing angles to enhance the 3D effect (I guess it would also work for tri-ocular vision and beyond!).
----------------
Autostereoscopic displays
----------------
Autostereoscopic displays provide a unique, usually toggleable, mode that allows for either horizontal or vertically-based 3D effect. Enabling this effect sets a rendering mode that takes the pixels from a position of the screen and rendering them at another location relative to a particular eye view.
As mentioned, this rendering is horizontal or vertically-based, which means you use either half the height or half the width, in pixels, to display the alternatively rendered scene.
----------------
OpenGL/Rendering approaches
----------------
To render such a scene, one could choose to:
* render a scene at particular offsets on the screen
* render the scene to two unique framebuffers and place those on the screen
One should maintain support for regular displays, so create an environment that allows for the rendering of a scene from multiple cameras. One could use a Camera class such as:
Camera {
int render_mode; // MONO, LR, TB
// usual farz, etc.
}
For the Commander3D, display mode is managed by sending particular byte values to a device file. If you have a terminal on your Android, you can test this out by echoing the appropriate values to the device:
echo -n -e '\x40' > /dev/mi3d_tn_ctrl # 64, horizontal rendering
echo -n -e '\x20' > /dev/mi3d_tn_ctrl # 32, vertical rendering
echo -n -e '\x10' > /dev/mi3d_tn_ctrl # 16, off
Some basic code, in Java, is:
short MODE_OFF = 16;
short MODE_VERTICAL = 32;
short MODE_HORIZONTAL = 64;
FileOutputStream localFileOutputStream = null;
try {
localFileOutputStream = new FileOutputStream("/dev/mi3d_tn_ctrl");
localFileOutputStream.write(MODE_VERTICAL);
localFileOutputStream.flush();
} catch (IOException localIOException2) {
System.out.println("Error writing file to switch 3D mode: " + localIOException2);
} finally {
try {
if (localFileOutputStream != null) localFileOutputStream.close();
} catch (IOException localIOException4) {
}
}

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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Developer TODO
§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§§
Initial steps
1. Design and program basic skeleton
a. Full test and support for:
- Android
- OS X
- Linux
- Windows
b. Do some tests for
- iOS
- Web via Emscripten

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This directory contains build environments for different platforms. The basic object of each build environment is to compile the source files in the root "src/", collect the files in "assets/", and produce a release or build product. This product may be a directory with binaries or an application package/bundle depending on the target platform.
Significant changes to the base source directory, such as the removal or addition of new files, will require updating the build environments to reflect those changes.

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# https://raw.githubusercontent.com/github/gitignore/master/Android.gitignore
# Built application files
*.apk
*.ap_
# Files for the Dalvik VM
*.dex
# Java class files
*.class
# Generated files
bin/
gen/
obj/
libs/
# Gradle files
.gradle/
build/
/*/build/
# Local configuration file (sdk path, etc)
local.properties
# Proguard folder generated by Eclipse
proguard/
# Log Files
*.log

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<?xml version="1.0" encoding="utf-8"?>
<!-- Replace org.libsdl.app with the identifier of your game below, e.g.
com.gamemaker.game
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.polymathic.RtB"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto">
<!-- Create a Java class extending SDLActivity and place it in a
directory under src matching the package, e.g.
src/com/gamemaker/game/MyGame.java
then replace "SDLActivity" with the name of your class (e.g. "MyGame")
in the XML below.
An example Java class can be found in README-android.txt
-->
<application android:label="@string/app_name"
android:icon="@drawable/ic_launcher"
android:allowBackup="true"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:hardwareAccelerated="true" >
<activity android:name="RtB"
android:label="@string/app_name"
android:configChanges="keyboardHidden|orientation"
>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<!-- Android 2.3.3 -->
<uses-sdk android:minSdkVersion="10" android:targetSdkVersion="12" />
<!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00020000" />
<!-- Allow writing to external storage -->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
</manifest>

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# This file is used to override default values used by the Ant build system.
#
# This file must be checked into Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.

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# This file is used to override default values used by the Ant build system.
#
# This file must be checked in Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.

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<?xml version="1.0" encoding="UTF-8"?>
<!-- This should be changed to the name of your project -->
<project name="Roll them Bones" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "build.properties", and override values to adapt the script to your
# project structure.
# Project target.
target=android-12

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SDL2

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include $(call all-subdir-makefiles)

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# Uncomment this if you're using STL in your project
# See CPLUSPLUS-SUPPORT.html in the NDK documentation for more information
# APP_STL := stlport_static
APP_ABI := armeabi armeabi-v7a x86

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/Users/kts/Devel/android/SDL2

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LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
SDL_PATH := ../SDL2
LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include
# Add your application source files here...
LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \
../../../../src/*.cpp
LOCAL_SHARED_LIBRARIES := SDL2
LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
include $(BUILD_SHARED_LIBRARY)

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LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
LOCAL_SRC_FILES := YourSourceHere.c
LOCAL_STATIC_LIBRARIES := SDL2_static
include $(BUILD_SHARED_LIBRARY)
$(call import-module,SDL)LOCAL_PATH := $(call my-dir)

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# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=android-12

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<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
<TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="Hello World, SDLActivity"
/>
</LinearLayout>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">RtBones</string>
</resources>

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package com.polymathic.RtB;
import org.libsdl.app.SDLActivity;
public class RtB extends SDLActivity {
}

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#########################
# .gitignore file for Xcode4 and Xcode5 Source projects
#
# Apple bugs, waiting for Apple to fix/respond:
#
# 15564624 - what does the xccheckout file in Xcode5 do? Where's the documentation?
#
# Version 2.3
# For latest version, see: http://stackoverflow.com/questions/49478/git-ignore-file-for-xcode-projects
#
# 2014 updates:
# - appended non-standard items DISABLED by default (uncomment if you use those tools)
# - removed the edit that an SO.com moderator made without bothering to ask me
# - researched CocoaPods .lock more carefully, thanks to Gokhan Celiker
# 2013 updates:
# - fixed the broken "save personal Schemes"
# - added line-by-line explanations for EVERYTHING (some were missing)
#
# NB: if you are storing "built" products, this WILL NOT WORK,
# and you should use a different .gitignore (or none at all)
# This file is for SOURCE projects, where there are many extra
# files that we want to exclude
#
#########################
*.pch
#####
# OS X temporary files that should never be committed
#
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
.DS_Store
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
.Trashes
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
*.swp
#
# *.lock - this is used and abused by many editors for many different things.
# For the main ones I use (e.g. Eclipse), it should be excluded
# from source-control, but YMMV.
# (lock files are usually local-only file-synchronization on the local FS that should NOT go in git)
# c.f. the "OPTIONAL" section at bottom though, for tool-specific variations!
*.lock
#
# profile - REMOVED temporarily (on double-checking, I can't find it in OS X docs?)
#profile
####
# Xcode temporary files that should never be committed
#
# NB: NIB/XIB files still exist even on Storyboard projects, so we want this...
*~.nib
####
# Xcode build files -
#
# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "DerivedData"
DerivedData/
# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "build"
build/
#####
# Xcode private settings (window sizes, bookmarks, breakpoints, custom executables, smart groups)
#
# This is complicated:
#
# SOMETIMES you need to put this file in version control.
# Apple designed it poorly - if you use "custom executables", they are
# saved in this file.
# 99% of projects do NOT use those, so they do NOT want to version control this file.
# ..but if you're in the 1%, comment out the line "*.pbxuser"
# .pbxuser: http://lists.apple.com/archives/xcode-users/2004/Jan/msg00193.html
*.pbxuser
# .mode1v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html
*.mode1v3
# .mode2v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html
*.mode2v3
# .perspectivev3: http://stackoverflow.com/questions/5223297/xcode-projects-what-is-a-perspectivev3-file
*.perspective
*.perspectivev3
# NB: also, whitelist the default ones, some projects need to use these
!default.pbxuser
!default.mode1v3
!default.mode2v3
!default.perspectivev3
####
# Xcode 4 - semi-personal settings
#
#
# OPTION 1: ---------------------------------
# throw away ALL personal settings (including custom schemes!
# - unless they are "shared")
#
# NB: this is exclusive with OPTION 2 below
xcuserdata
# OPTION 2: ---------------------------------
# get rid of ALL personal settings, but KEEP SOME OF THEM
# - NB: you must manually uncomment the bits you want to keep
#
# NB: this *requires* git v1.8.2 or above; you may need to upgrade to latest OS X,
# or manually install git over the top of the OS X version
# NB: this is exclusive with OPTION 1 above
#
#xcuserdata/**/*
# (requires option 2 above): Personal Schemes
#
#!xcuserdata/**/xcschemes/*
####
# XCode 4 workspaces - more detailed
#
# Workspaces are important! They are a core feature of Xcode - don't exclude them :)
#
# Workspace layout is quite spammy. For reference:
#
# /(root)/
# /(project-name).xcodeproj/
# project.pbxproj
# /project.xcworkspace/
# contents.xcworkspacedata
# /xcuserdata/
# /(your name)/xcuserdatad/
# UserInterfaceState.xcuserstate
# /xcsshareddata/
# /xcschemes/
# (shared scheme name).xcscheme
# /xcuserdata/
# /(your name)/xcuserdatad/
# (private scheme).xcscheme
# xcschememanagement.plist
#
#
####
# Xcode 4 - Deprecated classes
#
# Allegedly, if you manually "deprecate" your classes, they get moved here.
#
# We're using source-control, so this is a "feature" that we do not want!
*.moved-aside
####
# OPTIONAL: Some well-known tools that people use side-by-side with Xcode / iOS development
#
# NB: I'd rather not include these here, but gitignore's design is weak and doesn't allow
# modular gitignore: you have to put EVERYTHING in one file.
#
# COCOAPODS:
#
# c.f. http://guides.cocoapods.org/using/using-cocoapods.html#what-is-a-podfilelock
# c.f. http://guides.cocoapods.org/using/using-cocoapods.html#should-i-ignore-the-pods-directory-in-source-control
#
#!Podfile.lock
#
# RUBY:
#
# c.f. http://yehudakatz.com/2010/12/16/clarifying-the-roles-of-the-gemspec-and-gemfile/
#
#!Gemfile.lock
#
# IDEA:
#
#.idea
#
# TEXTMATE:
#
# -- UNVERIFIED: c.f. http://stackoverflow.com/a/50283/153422
#
#tm_build_errors
####
# UNKNOWN: recommended by others, but I can't discover what these files are
#
# Community suggestions (unverified, no evidence available - DISABLED by default)
#
# 1. Xcode 5 - VCS file
#
# "The data in this file not represent state of your project.
# If you'll leave this file in git - you will have merge conflicts during
# pull your cahnges to other's repo"
#
#*.xccheckout

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
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1
build/ios/SDL 120000
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@ -0,0 +1 @@
../../../android/SDL2

212
build/osx/.gitignore vendored 100644
View File

@ -0,0 +1,212 @@
#########################
# .gitignore file for Xcode4 and Xcode5 Source projects
#
# Apple bugs, waiting for Apple to fix/respond:
#
# 15564624 - what does the xccheckout file in Xcode5 do? Where's the documentation?
#
# Version 2.3
# For latest version, see: http://stackoverflow.com/questions/49478/git-ignore-file-for-xcode-projects
#
# 2014 updates:
# - appended non-standard items DISABLED by default (uncomment if you use those tools)
# - removed the edit that an SO.com moderator made without bothering to ask me
# - researched CocoaPods .lock more carefully, thanks to Gokhan Celiker
# 2013 updates:
# - fixed the broken "save personal Schemes"
# - added line-by-line explanations for EVERYTHING (some were missing)
#
# NB: if you are storing "built" products, this WILL NOT WORK,
# and you should use a different .gitignore (or none at all)
# This file is for SOURCE projects, where there are many extra
# files that we want to exclude
#
#########################
*.pch
#####
# OS X temporary files that should never be committed
#
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
.DS_Store
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
.Trashes
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
*.swp
#
# *.lock - this is used and abused by many editors for many different things.
# For the main ones I use (e.g. Eclipse), it should be excluded
# from source-control, but YMMV.
# (lock files are usually local-only file-synchronization on the local FS that should NOT go in git)
# c.f. the "OPTIONAL" section at bottom though, for tool-specific variations!
*.lock
#
# profile - REMOVED temporarily (on double-checking, I can't find it in OS X docs?)
#profile
####
# Xcode temporary files that should never be committed
#
# NB: NIB/XIB files still exist even on Storyboard projects, so we want this...
*~.nib
####
# Xcode build files -
#
# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "DerivedData"
DerivedData/
# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "build"
build/
#####
# Xcode private settings (window sizes, bookmarks, breakpoints, custom executables, smart groups)
#
# This is complicated:
#
# SOMETIMES you need to put this file in version control.
# Apple designed it poorly - if you use "custom executables", they are
# saved in this file.
# 99% of projects do NOT use those, so they do NOT want to version control this file.
# ..but if you're in the 1%, comment out the line "*.pbxuser"
# .pbxuser: http://lists.apple.com/archives/xcode-users/2004/Jan/msg00193.html
*.pbxuser
# .mode1v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html
*.mode1v3
# .mode2v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html
*.mode2v3
# .perspectivev3: http://stackoverflow.com/questions/5223297/xcode-projects-what-is-a-perspectivev3-file
*.perspective
*.perspectivev3
# NB: also, whitelist the default ones, some projects need to use these
!default.pbxuser
!default.mode1v3
!default.mode2v3
!default.perspectivev3
####
# Xcode 4 - semi-personal settings
#
#
# OPTION 1: ---------------------------------
# throw away ALL personal settings (including custom schemes!
# - unless they are "shared")
#
# NB: this is exclusive with OPTION 2 below
xcuserdata
# OPTION 2: ---------------------------------
# get rid of ALL personal settings, but KEEP SOME OF THEM
# - NB: you must manually uncomment the bits you want to keep
#
# NB: this *requires* git v1.8.2 or above; you may need to upgrade to latest OS X,
# or manually install git over the top of the OS X version
# NB: this is exclusive with OPTION 1 above
#
#xcuserdata/**/*
# (requires option 2 above): Personal Schemes
#
#!xcuserdata/**/xcschemes/*
####
# XCode 4 workspaces - more detailed
#
# Workspaces are important! They are a core feature of Xcode - don't exclude them :)
#
# Workspace layout is quite spammy. For reference:
#
# /(root)/
# /(project-name).xcodeproj/
# project.pbxproj
# /project.xcworkspace/
# contents.xcworkspacedata
# /xcuserdata/
# /(your name)/xcuserdatad/
# UserInterfaceState.xcuserstate
# /xcsshareddata/
# /xcschemes/
# (shared scheme name).xcscheme
# /xcuserdata/
# /(your name)/xcuserdatad/
# (private scheme).xcscheme
# xcschememanagement.plist
#
#
####
# Xcode 4 - Deprecated classes
#
# Allegedly, if you manually "deprecate" your classes, they get moved here.
#
# We're using source-control, so this is a "feature" that we do not want!
*.moved-aside
####
# OPTIONAL: Some well-known tools that people use side-by-side with Xcode / iOS development
#
# NB: I'd rather not include these here, but gitignore's design is weak and doesn't allow
# modular gitignore: you have to put EVERYTHING in one file.
#
# COCOAPODS:
#
# c.f. http://guides.cocoapods.org/using/using-cocoapods.html#what-is-a-podfilelock
# c.f. http://guides.cocoapods.org/using/using-cocoapods.html#should-i-ignore-the-pods-directory-in-source-control
#
#!Podfile.lock
#
# RUBY:
#
# c.f. http://yehudakatz.com/2010/12/16/clarifying-the-roles-of-the-gemspec-and-gemfile/
#
#!Gemfile.lock
#
# IDEA:
#
#.idea
#
# TEXTMATE:
#
# -- UNVERIFIED: c.f. http://stackoverflow.com/a/50283/153422
#
#tm_build_errors
####
# UNKNOWN: recommended by others, but I can't discover what these files are
#
# Community suggestions (unverified, no evidence available - DISABLED by default)
#
# 1. Xcode 5 - VCS file
#
# "The data in this file not represent state of your project.
# If you'll leave this file in git - you will have merge conflicts during
# pull your cahnges to other's repo"
#
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<string>2.0.3</string>
<key>CFBundleSignature</key>
<string>SDLX</string>
<key>CFBundleVersion</key>
<string>2.0.3</string>
</dict>
</plist>

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Title SDL 2.0.0
Version 1
Description SDL Library for Mac OS X (http://www.libsdl.org)
DefaultLocation /Library/Frameworks
Diskname (null)
DeleteWarning
NeedsAuthorization NO
DisableStop NO
UseUserMask NO
Application NO
Relocatable YES
Required NO
InstallOnly NO
RequiresReboot NO
InstallFat NO

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#!/bin/sh
# WARNING: You may have to run Clean in Xcode after changing CODE_SIGN_IDENTITY!
# Verify that $CODE_SIGN_IDENTITY is set
if [ -z "$CODE_SIGN_IDENTITY" ] ; then
echo "CODE_SIGN_IDENTITY needs to be non-empty for codesigning frameworks!"
if [ "$CONFIGURATION" = "Release" ] ; then
exit 1
else
# Codesigning is optional for non-release builds.
exit 0
fi
fi
SAVEIFS=$IFS
IFS=$(echo -en "\n\b")
FRAMEWORK_DIR="${TARGET_BUILD_DIR}"
# Loop through all frameworks
FRAMEWORKS=`find "${FRAMEWORK_DIR}" -type d -name "*.framework" | sed -e "s/\(.*\)/\1\/Versions\/A\//"`
RESULT=$?
if [[ $RESULT != 0 ]] ; then
exit 1
fi
echo "Found:"
echo "${FRAMEWORKS}"
for FRAMEWORK in $FRAMEWORKS;
do
echo "Signing '${FRAMEWORK}'"
`codesign -f -v -s "${CODE_SIGN_IDENTITY}" "${FRAMEWORK}"`
RESULT=$?
if [[ $RESULT != 0 ]] ; then
exit 1
fi
done
# restore $IFS
IFS=$SAVEIFS

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Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

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The Simple DirectMedia Layer (SDL for short) is a cross-platform
library designed to make it easy to write multi-media software,
such as games and emulators.
The Simple DirectMedia Layer library source code is available from:
http://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://zlib.net/zlib_license.html
This packages contains the SDL framework for OS X.
Conforming with Apple guidelines, this framework
contains both the SDL runtime component and development header files.
To Install:
Copy the SDL2.framework to /Library/Frameworks
You may alternatively install it in <Your home directory>/Library/Frameworks
if your access privileges are not high enough.
Additional References:
- Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
available at:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
Though these are OpenSceneGraph centric, the same exact concepts apply to
SDL, thus the videos are recommended for everybody getting started with
developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
doesn't have any PlugIns to worry about.)

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#include "SDL.h"
#if defined(__IPHONEOS__) || defined(__ANDROID__)
#define HAVE_OPENGLES
#endif
#ifdef HAVE_OPENGLES
#include "SDL_opengles.h"
#else
#include "SDL_opengl.h"
#endif
int main(int argc, char *argv[]) {
// TEMP location of video vars
SDL_Window *v_window = NULL;
SDL_GLContext v_context = 0;
SDL_Event event;
int v_width = 640;
int v_height = 480;
int v_flags = SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE;
int g_running = 0;
// initialize SDL
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init: %s\n", SDL_GetError());
return 1;
}
// create our window
v_window = SDL_CreateWindow("Roll them Bones", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, v_width, v_height, v_flags);
if (v_window == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_VIDEO, "SDL_CreateWindow: %s\n", SDL_GetError());
return 1;
}
// get our OpenGL context
v_context = SDL_GL_CreateContext(v_window);
if (v_context == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_VIDEO, "SDL_GL_CreateContext: %s\n", SDL_GetError());
return 1;
}
glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
g_running = 1;
// begin our main loop
while (g_running) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
g_running = 0;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(v_window);
SDL_Delay(1);
}
SDL_Quit();
return 0;
}