cave-story-solaris/msvc2003/SDL2-2.0.9/docs/README-porting.md
Clownacy 4530bb6847 Added MSVC2003 project and dependencies
For those not in the know, Visual Studio 2003 was what Pixel used to
compile Cave Story. Getting this to compile in its original environment
goes a long way to ensuring this decompilation's accuracy, since it
allows us to check if the code creates the exact same assembly.

Since the decompilation doesn't include the original DirectX/WinAPI
backends yet, compatible SDL2 and Freetype .lib files are provided.
2019-02-23 22:46:30 +00:00

1.9 KiB

Porting

  • 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 host 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_minimal.h 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/atomic/.c src/audio/.c src/cpuinfo/.c src/events/.c src/file/.c src/haptic/.c src/joystick/.c src/power/.c src/render/.c src/render/software/.c src/stdlib/.c src/thread/.c src/timer/.c src/video/.c src/audio/disk/.c src/audio/dummy/.c src/filesystem/dummy/.c src/video/dummy/.c src/haptic/dummy/.c src/joystick/dummy/.c src/main/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)