libsdl-org / sdl12-compat

An SDL-1.2 compatibility layer that uses SDL 2.0 behind the scenes.
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Simple DirectMedia Layer (SDL) sdl12-compat

https://www.libsdl.org/

This is the Simple DirectMedia Layer, a general API that provides low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D framebuffer across multiple platforms.

This code is a compatibility layer; it provides a binary and source compatible API for programs written against SDL 1.2, but it uses SDL 2.0 behind the scenes. If you are writing new code, please target SDL 2.0 directly and do not use this layer.

If you absolutely must have the real SDL 1.2 ("SDL 1.2 Classic"), please use the source tree at https://github.com/libsdl-org/SDL-1.2, which occasionally gets bug fixes but no formal release. But we strongly encourage you not to do that.

How to use:

Building the library:

These are quick-start instructions; there isn't anything out of the ordinary here if you're used to using CMake.

You'll need to use CMake to build sdl12-compat. Download at cmake.org or install from your package manager (sudo apt-get install cmake on Ubuntu, etc).

Please refer to the CMake documentation for complete details, as platform and build tool details vary.

You'll need a copy of SDL 2.0.x to build sdl12-compat, because we need the SDL2 headers. You can build this from source or install from a package manager. Windows and Mac users can download prebuilt binaries from SDL's download page; make sure you get the "development libraries" and not "runtime binaries" there.

Linux users might need some packages from their Linux distribution. On Ubuntu, you might need to do:

sudo apt-get install build-essential cmake libsdl2-2.0-0 libsdl2-dev libgl-dev

Now just point CMake at sdl12-compat's directory. Here's a command-line example:

cd sdl12-compat
cmake -Bbuild -DCMAKE_BUILD_TYPE=Release .
cmake --build build

On Windows or macOS, you might prefer to use CMake's GUI, but it's the same idea: give it the directory where sdl12-compat is located, click "Configure," choose your favorite compiler, then click "Generate." Now you have project files! Click "Open Project" to launch your development environment. Then you can build however you like with Visual Studio, Xcode, etc.

If necessary, you might have to fill in the location of the SDL2 headers when using CMake. sdl12-compat does not need SDL2's library to build, just its headers (although it may complain about the missing library, you can ignore that). From the command line, add -DSDL2_INCLUDE_DIR=/path/to/SDL2/include, or find this in the CMake GUI and set it appropriately, click "Configure" again, and then "Generate."

When the build is complete, you'll have a shared library you can drop in as a replacement for an existing SDL 1.2 build. This will also build the original SDL 1.2 test apps, so you can verify the library is working.

Building for older CPU architectures on Linux:

There are a lot of binaries from many years ago that used SDL 1.2, which is to say they are for CPU architectures that are likely not your current system's.

If you want to build a 32-bit x86 library on an x86-64 Linux machine, for compatibility with older games, you should install some basic 32-bit development libraries for your distribution. On Ubuntu, this would be:

sudo apt-get install gcc-multilib libsdl2-dev:i386

...and then add -m32 to your build options:

cd sdl12-compat
cmake -Bbuild32 -DCMAKE_BUILD_TYPE=Release -DCMAKE_C_FLAGS=-m32
cmake --build build32

Building for older CPU architectures on macOS:

macOS users can try adding -DCMAKE_OSX_ARCHITECTURES='arm64;x86_64' instead of -DCMAKE_C_FLAGS=-m32 to make a Universal Binary for both 64-bit Intel and Apple Silicon machines. If you have an older (or much older!) version of Xcode, you can try to build with "i386" or maybe even "powerpc" for 32-bit Intel or PowerPC systems, but Xcode (and macOS itself) has not supported either of these for quite some time, and you will likely struggle to get SDL2 to compile here in small ways, as well...but with some effort, it's maybe possible to run SDL2 and sdl12-compat on Apple's abandoned architectures.

Building for older CPU architectures on Windows:

Windows users just select a 32-bit version of Visual Studio when running CMake, when it asks you what compiler to target in the CMake GUI.

Configuration options:

sdl12-compat has a number of configuration options which can be used to work around issues with individual applications, or to better fit your system or preferences.

These options are all specified as environment variables, and can be set by running your application with them set on the command-line, for example:

SDL12COMPAT_HIGHDPI=1 SDL12COMPAT_OPENGL_SCALING=0 %command%

will run %command% with high-dpi monitor support enabled, but OpenGL scaling support disabled.

(While these environment variables are checked at various times throughout the lifetime of the app, sdl12-compat expects these to be set before the process starts and not change during the life of the process, and any places where changing it later might affect operation is purely accidental and might change. That is to say: don't write an SDL 1.2-based app with plans to tweak these values on the fly!)

The available options are:

Compatibility issues with OpenGL scaling

The OpenGL scaling feature of sdl12-compat allows applications which wish to run at a non-native screen resolution to do so without changing the system resolution. It does this by redirecting OpenGL rendering calls to a "fake" backbuffer which is scaled when rendering.

This works well for simple applications, but for more complicated applications which use Frame Buffer Objects, sdl12-compat needs to intercept and redirect some OpenGL calls. Applications which access these functions without going though SDL (even if via a library) may not successfully render anything, or may render incorrectly if OpenGL scaling is enabled.

In these cases, you can disable OpenGL scaling by setting the environment variable:

SDL12COMPAT_OPENGL_SCALING=0

Compatibility issues with applications directly accessing underlying APIs

Some applications combine the use of SDL with direct access to the underlying OS or window system. When running these applications on the same OS and SDL video driver (e.g. a program written for X11 on Linux is run on X11 on Linux), sdl12-compat is usually compatible.

However, if you wish to run an application on a different video driver, the application will be unable to access the underlying API it is expecting, and may fail. This often occurs trying to run applications written for X11 under Wayland, and particularly affects a number of popular OpenGL extension loaders.

In this case, the best workaround is to run under a compatibility layer like XWayland, and set the SDL_VIDEODRIVER environment variable to the driver the program is expecting:

SDL_VIDEODRIVER=x11