Presenting the GSoC "work complete" snapshot!

Thanks to all the great work from the students in this year’s Google
Summer of Code, I present to you the “work complete” snapshot!
http://www.libsdl.org/tmp/SDL-GSoC-2010.zip

This snapshots includes the work from the following projects:

  • Addition of Multi-touch and Gesture Recognition support
    by Jim Grandpre, mentored by Ryan C. Gordon
    (documentation in README.touch and README.gesture)
  • International Input for Windows
    by Daniel Wyatt, mentored by Sam Lantinga
    (documentation at http://wiki.libsdl.org/moin.cgi/Tutorials/TextInput)
  • Shaped Windows under Linux, OSX, and Windows
    by Eli Gottlieb, mentored by Andreas Schiffler
    (documentation at
    http://wiki.libsdl.org/moin.cgi/SDL-gsoc2010_shaped_windows)
  • Android Port
    by Paul Hunkin, mentored by Sam Lantinga
    (documentation in README.android)
  • XRender Support
    by Sunny Sachanandani mentored by Sam Lantinga

Enjoy!–
? ? -Sam Lantinga, Founder and President, Galaxy Gameworks LLC

Awesome work. My thank you goes out to all the GSoC students for all their
hard work, their mentors for their advising and direction, and Sam for all
the hard work all of you have done. If I were a rich man, I’d donate money
to all of you, but sadly, I’m broke.

Take care,
-OzOn Sat, Sep 18, 2010 at 9:46 PM, Sam Lantinga wrote:

Thanks to all the great work from the students in this year’s Google
Summer of Code, I present to you the “work complete” snapshot!
http://www.libsdl.org/tmp/SDL-GSoC-2010.zip

This snapshots includes the work from the following projects:

  • Addition of Multi-touch and Gesture Recognition support
    by Jim Grandpre, mentored by Ryan C. Gordon
    (documentation in README.touch and README.gesture)
  • International Input for Windows
    by Daniel Wyatt, mentored by Sam Lantinga
    (documentation at http://wiki.libsdl.org/moin.cgi/Tutorials/TextInput
    )
  • Shaped Windows under Linux, OSX, and Windows
    by Eli Gottlieb, mentored by Andreas Schiffler
    (documentation at
    http://wiki.libsdl.org/moin.cgi/SDL-gsoc2010_shaped_windows)
  • Android Port
    by Paul Hunkin, mentored by Sam Lantinga
    (documentation in README.android)
  • XRender Support
    by Sunny Sachanandani mentored by Sam Lantinga

Enjoy!

-Sam Lantinga, Founder and President, Galaxy Gameworks LLC

SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

This sounds great and a perfect starting point for us for the android port of our favorite project (you know which one I’m referring to Sam)

Initially I am targeting android 2.1 , 2.2 foyo snapdragon ( evo, droid x, droid incredible)

I am a bit concerned about the instructions were it says sound is written but does not working,

Is there any progress on that.

I am investigating the modifications the scumvmm folks did with gsoc 2010. and the possibility as mentioned below of just going with open al.

Like our iphone and ipad ports we once again need openssl, theora and vorbis libraries.

After a lot of googling I found compile instructions for an external openssl, rather than using the more limited kernel version.

(there are other project, google for android openssl)

Both theora and vorbis are supported by foyo 2.1 , at least vorbis is anyway. there are scripts for compiling an external version of theora.

As I’ve related to you privately we’ve had issues using the remoteio (iphone_core_audio.c) driver with sdl 1.3 and I am exploring open al as an alternative going forward.
to get decent audio and video sync on the iphone we had to use desired.samples as high as 24 * 1024, which is a huge drain on the resources.

Graphics have not been an issue we have been using open gles 1 on the iphone and going forward will use open gles 2 I presume that is also the best route for the Android.

So I’ve kind of laid out what we are doing with android, contrasted it with as much as I can release about our iphone./ipad ports . I am hoping maybe you and your reader scan comment on issues that I may have.

i will post whatever nonproprietary info I can as the project proceeds

btw

I am currently spending at least a little time turning our custom uikit mods into an actual 1.3 patch. Some of these mods we made you’ve already addressed in gsoc2010 , but there are many unique ones.

such as the ability to switch between native views and sdl views, place transparent native overlays over open gl surfaces, 4 axis rotation for the ipad, support open gl es 2 , native texture rendering. (replacement for sdl_image, sdl_text). integrating notifications with sdl messaging etc.

One issue I am actively exploring is loosing touch interaction with native tableviews, sometimes running the views in there own cfrunloop helps, but in many cases it does not.

One curious issue with the ipad is that the webkit safari converts dropdown lists encountered on a webpage to native tableviews, and these also have the same issues.

Hi. I don’t want to butt in, but seems that you have missed it - I’m
currently developing my own libSDL port for Android, and I consider it more
successful than GSOC project 'cause I already published few games with it.
It has both SDL 1.2 and SDL 1.3, to developer’s choice.
Also it has several features to ease porting SDL 1.2 games not designed for
touchscreen, namely automatic screen resizing and touchscreen keyboard (it’s
rather limited currently, but very handy if the game designed for
keyboard-only input).
It includes several useful libraries, one of them is libtremor for
OGG/Vorbis support (but there’s no libtheora yet, and neither is libssl).

Oh, did I mention that sound is working flawlessly? :slight_smile:

Here’s the link: http://libsdl-android.sourceforge.net/On Sat, Oct 9, 2010 at 6:12 AM, michelleC wrote:

This sounds great and a perfect starting point for us for the android
port of our favorite project (you know which one I’m referring to Sam)

Initially I am targeting android 2.1 , 2.2 foyo snapdragon ( evo, droid x,
droid incredible)

I am a bit concerned about the instructions were it says sound is written
but does not working,

Is there any progress on that.

I am investigating the modifications the scumvmm folks did with gsoc 2010.
and the possibility as mentioned below of just going with open al.

Like our iphone and ipad ports we once again need openssl, theora and
vorbis libraries.

After a lot of googling I found compile instructions for an external
openssl, rather than using the more limited kernel version.

http://github.com/fries/android-external-openssl

(there are other project, google for android openssl)

Both theora and vorbis are supported by foyo 2.1 , at least vorbis is
anyway. there are scripts for compiling an external version of theora.

As I’ve related to you privately we’ve had issues using the remoteio
(iphone_core_audio.c) driver with sdl 1.3 and I am exploring open al as an
alternative going forward.
to get decent audio and video sync on the iphone we had to use
desired.samples as high as 24 * 1024, which is a huge drain on the
resources.

Graphics have not been an issue we have been using open gles 1 on the
iphone and going forward will use open gles 2 I presume that is also the
best route for the Android.

So I’ve kind of laid out what we are doing with android, contrasted it with
as much as I can release about our iphone./ipad ports . I am hoping maybe
you and your reader scan comment on issues that I may have.

i will post whatever nonproprietary info I can as the project proceeds

btw

I am currently spending at least a little time turning our custom uikit
mods into an actual 1.3 patch. Some of these mods we made you’ve already
addressed in gsoc2010 , but there are many unique ones.

such as the ability to switch between native views and sdl views, place
transparent native overlays over open gl surfaces, 4 axis rotation for the
ipad, support open gl es 2 , native texture rendering. (replacement for
sdl_image, sdl_text). integrating notifications with sdl messaging etc.

One issue I am actively exploring is loosing touch interaction with native
tableviews, sometimes running the views in there own cfrunloop helps, but in
many cases it does not.

One curious issue with the ipad is that the webkit safari converts dropdown
lists encountered on a webpage to native tableviews, and these also have the
same issues.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Very interesting! Do you plan to merge your port with the official release?
it would be really great to have one streamlined release

VittorioOn Sun, Oct 10, 2010 at 12:32 PM, Sergiy Pylypenko <x.pelya.x at gmail.com> wrote:

Hi. I don’t want to butt in, but seems that you have missed it - I’m
currently developing my own libSDL port for Android, and I consider it more
successful than GSOC project 'cause I already published few games with it.
It has both SDL 1.2 and SDL 1.3, to developer’s choice.
Also it has several features to ease porting SDL 1.2 games not designed for
touchscreen, namely automatic screen resizing and touchscreen keyboard (it’s
rather limited currently, but very handy if the game designed for
keyboard-only input).
It includes several useful libraries, one of them is libtremor for
OGG/Vorbis support (but there’s no libtheora yet, and neither is libssl).

Oh, did I mention that sound is working flawlessly? :slight_smile:

Here’s the link: http://libsdl-android.sourceforge.net/

On Sat, Oct 9, 2010 at 6:12 AM, michelleC wrote:

This sounds great and a perfect starting point for us for the android port
of our favorite project (you know which one I’m referring to Sam)

Initially I am targeting android 2.1 , 2.2 foyo snapdragon ( evo, droid x,
droid incredible)

I am a bit concerned about the instructions were it says sound is written
but does not working,

Is there any progress on that.

I am investigating the modifications the scumvmm folks did with gsoc 2010.
and the possibility as mentioned below of just going with open al.

Like our iphone and ipad ports we once again need openssl, theora and
vorbis libraries.

After a lot of googling I found compile instructions for an external
openssl, rather than using the more limited kernel version.

http://github.com/fries/android-external-openssl

(there are other project, google for android openssl)

Both theora and vorbis are supported by foyo 2.1 , at least vorbis is
anyway. there are scripts for compiling an external version of theora.

As I’ve related to you privately we’ve had issues using the remoteio
(iphone_core_audio.c) driver with sdl 1.3 and I am exploring open al as an
alternative going forward.
to get decent audio and video sync on the iphone we had to use
desired.samples as high as 24 * 1024, which is a huge drain on the
resources.

Graphics have not been an issue we have been using open gles 1 on the
iphone and going forward will use open gles 2 I presume that is also the
best route for the Android.

So I’ve kind of laid out what we are doing with android, contrasted it
with as much as I can release about our iphone./ipad ports . I am hoping
maybe you and your reader scan comment on issues that I may have.

i will post whatever nonproprietary info I can as the project proceeds

btw

I am currently spending at least a little time turning our custom uikit
mods into an actual 1.3 patch. Some of these mods we made you’ve already
addressed in gsoc2010 , but there are many unique ones.

such as the ability to switch between native views and sdl views, place
transparent native overlays over open gl surfaces, 4 axis rotation for the
ipad, support open gl es 2 , native texture rendering. (replacement for
sdl_image, sdl_text). integrating notifications with sdl messaging etc.

One issue I am actively exploring is loosing touch interaction with native
tableviews, sometimes running the views in there own cfrunloop helps, but in
many cases it does not.

One curious issue with the ipad is that the webkit safari converts
dropdown lists encountered on a webpage to native tableviews, and these also
have the same issues.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Nope - it has it’s own build-system inherited from Android NDK, also my SDL
1.2 code
uses SDL 1.3 GLES renderer (that’s actually the same file symlinked to
different dir).
Way too hacky I suppose, however we still may have nice shared codebase with
little effort,
just with a different directory layout.
If you need to publish your applications to Google Market you’ll need custom
build system anyway,
because you’ll have to change package name in Java files for each new
application.

I wrote a mail to Paul Hunkin, who develops that GSOC project, something
like 4 months ago, got no reply yet.On Mon, Oct 11, 2010 at 11:49 AM, Vittorio G. <vitto.giova at yahoo.it> wrote:

Very interesting! Do you plan to merge your port with the official release?
it would be really great to have one streamlined release

Vittorio

On Sun, Oct 10, 2010 at 12:32 PM, Sergiy Pylypenko <@Sergiy_Pylypenko> wrote:

Hi. I don’t want to butt in, but seems that you have missed it - I’m
currently developing my own libSDL port for Android, and I consider it
more
successful than GSOC project 'cause I already published few games with
it.
It has both SDL 1.2 and SDL 1.3, to developer’s choice.
Also it has several features to ease porting SDL 1.2 games not designed
for
touchscreen, namely automatic screen resizing and touchscreen keyboard
(it’s
rather limited currently, but very handy if the game designed for
keyboard-only input).
It includes several useful libraries, one of them is libtremor for
OGG/Vorbis support (but there’s no libtheora yet, and neither is libssl).

Oh, did I mention that sound is working flawlessly? :slight_smile:

Here’s the link: http://libsdl-android.sourceforge.net/

On Sat, Oct 9, 2010 at 6:12 AM, michelleC wrote:

This sounds great and a perfect starting point for us for the android
port

of our favorite project (you know which one I’m referring to Sam)

Initially I am targeting android 2.1 , 2.2 foyo snapdragon ( evo, droid
x,

droid incredible)

I am a bit concerned about the instructions were it says sound is
written

but does not working,

Is there any progress on that.

I am investigating the modifications the scumvmm folks did with gsoc

and the possibility as mentioned below of just going with open al.

Like our iphone and ipad ports we once again need openssl, theora and
vorbis libraries.

After a lot of googling I found compile instructions for an external
openssl, rather than using the more limited kernel version.

http://github.com/fries/android-external-openssl

(there are other project, google for android openssl)

Both theora and vorbis are supported by foyo 2.1 , at least vorbis is
anyway. there are scripts for compiling an external version of theora.

As I’ve related to you privately we’ve had issues using the remoteio
(iphone_core_audio.c) driver with sdl 1.3 and I am exploring open al as
an

alternative going forward.
to get decent audio and video sync on the iphone we had to use
desired.samples as high as 24 * 1024, which is a huge drain on the
resources.

Graphics have not been an issue we have been using open gles 1 on the
iphone and going forward will use open gles 2 I presume that is also the
best route for the Android.

So I’ve kind of laid out what we are doing with android, contrasted it
with as much as I can release about our iphone./ipad ports . I am hoping
maybe you and your reader scan comment on issues that I may have.

i will post whatever nonproprietary info I can as the project proceeds

btw

I am currently spending at least a little time turning our custom uikit
mods into an actual 1.3 patch. Some of these mods we made you’ve already
addressed in gsoc2010 , but there are many unique ones.

such as the ability to switch between native views and sdl views, place
transparent native overlays over open gl surfaces, 4 axis rotation for
the

ipad, support open gl es 2 , native texture rendering. (replacement for
sdl_image, sdl_text). integrating notifications with sdl messaging etc.

One issue I am actively exploring is loosing touch interaction with
native

tableviews, sometimes running the views in there own cfrunloop helps,
but in

many cases it does not.

One curious issue with the ipad is that the webkit safari converts
dropdown lists encountered on a webpage to native tableviews, and these
also

have the same issues.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

pelya wrote:

Hi. I don’t want to butt in, but seems that you have missed it - I’m currently developing my own libSDL port for Android, and I consider i

[/quote]

Well it seems fairly stable

wolf 3d compiled nicely
alenBlaster, somewhat worked

I haven’t decided if we ant to use this port over the official one, mostly because of concern over how well it would be supported…

This project has a lot of money behind it.

I am however having some issues building the gsoc2010 version wereas your version builds flawlessly.

It is a very nice achievement, congrats.

michelleC wrote:

pelya wrote:

Hi. I don’t want to butt in, but seems that you have missed it - I’m currently developing my own libSDL port for Android, and I consider i

Well it seems fairly stable

wolf 3d compiled nicely
alenBlaster, somewhat worked

I haven’t decided if we ant to use this port over the official one, mostly because of concern over how well it would be supported…

This project has a lot of money behind it.

I am however having some issues building the gsoc2010 version wereas your version builds flawlessly.

It is a very nice achievement, congrats.[/quote]

hmm

There’s a lot of old code here, its hard to tell what version of sdl it originated in, its also hard to tell what code is completely custom to this version.

There’s a lot of interesting code here, and it definitely does indeed work, but it does not seem to be updated with the later versions of sdl hg.

This could cause problems.

I’m merging latest SDL 1.3 HG into my GIT tree from time to time, the last
time was 2010-07-06 - that’s three months ago. Is it that old for you?
I’ll do it again this week.

The custom code mainly resides in files and directories named “android” :wink:
and there are some slight modifications to SDL_Video.On Tue, Oct 12, 2010 at 1:36 AM, michelleC wrote:

michelleC wrote:

pelya wrote:

Hi. I don’t want to butt in, but seems that you have missed it - I’m
currently developing my own libSDL port for Android, and I consider i

Well it seems fairly stable

wolf 3d compiled nicely
alenBlaster, somewhat worked

I haven’t decided if we ant to use this port over the official one, mostly
because of concern over how well it would be supported…

This project has a lot of money behind it.

I am however having some issues building the gsoc2010 version wereas your
version builds flawlessly.

It is a very nice achievement, congrats.[/quote]

hmm

There’s a lot of old code here, its hard to tell what version of sdl it
originated in, its also hard to tell what code is completely custom to this
version.

There’s a lot of interesting code here, and it definitely does indeed work,
but it does not seem to be updated with the later versions of sdl hg.

This could cause problems.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

I’ve updated it with today’s HG version, also added support for new SDL 1.3
multitouch interface with SDL_FINGERDOWN/UP/MOTION events (did not test it
yet, so test reports will be appreciated as usual).>

hmm

There’s a lot of old code here, its hard to tell what version of sdl it
originated in, its also hard to tell what code is completely custom to this
version.

There’s a lot of interesting code here, and it definitely does indeed
work, but it does not seem to be updated with the later versions of sdl hg.

This could cause problems.