How to install SDL varies depending on your platform. Install the add-in from the extensions/add-ins manager: open VS Mac, open the Visual Studio > Extensions menu. To install the add-in: Install the latest version of Visual Studio for Mac. This is the add-in for Visual Studio for Mac that enables Meadow projects to be built and deployed from Mac OS. Visual Studio for Mac Extension.
![]() ![]() Visual Studio Wikipedia How To In This"sudo apt-get install libsdl2-dev" will install everything necessary to build programs that use SDL. NET Framework.Several other platforms will be built "the Unix way," so we'll describe this platform first.SDL supports most popular flavors of Unix: Linux 2.6+, the various BSDs (FreeBSD, NetBSD, OpenBSD), Solaris, and other things like them.First! Do you need to compile SDL yourself? It's possible your distribution's package manager already did it for you!Debian-based systems (including Ubuntu) can simply do "sudo apt-get install libsdl2-2.0" to get the library installed system-wide, and all sorts of other useful dependencies, too. Its primary focus is development of projects that use Mono and. Supported platforms Linux/UnixMonoDevelop (also known as Xamarin Studio) is an open-source integrated development environment for Linux, macOS, and Windows. You may not statically link SDL 1.2 in most cases due to its LGPL licensing, but you should really stop using SDL 1.2 anyhow. However, we encourage you to not do this for various technical and moral reasons (see docs/README-dynapi.md), and won't cover the details of how to in this document.You can change this to a different location with the -prefix option to the configure script. /configure make sudo make installThe last command says "sudo" so we can write it to /usr/local (by default). Run "make install" to install your new SDL build on the system.Git clone cd SDL mkdir build cd build. Run the configure script to set things up. Make a separate build directory (SDL will refuse to build in the base of the source tree). Get a copy of the source code, either from Mercurial or an official tarball or whatever.It works on similar principles to the configure script, but you might find that you enjoy it more, if this is the sort of thing you generally enjoy in the first place. A good rule of thumb for Linux is the number of cores plus two, so you use all the processing resources possible, and if a process or two is competing for the disk, those two extra jobs might be able to put the otherwise-idle CPU cores to work in the meantime (so on a four-core system? Try "make -j6".)An (experimental!) alternative to the configure script is the CMake project file. "make" could be "make -j4" or whatever if you have more than one CPU SDL can safely be built in parallel across all the CPU cores you have available to you. SDL tries to do the right thing by default, though, so you can usually get away with no options at all.In that respect, if you plan to ship the SDL binary that you build, it is to your benefit to make sure your system has development headers for as many targets as possible, regardless of what you plan to personally use, so your final library is as robust as possible. This means it is possible to build an SDL that has support for all sorts of targets built in, and it will examine the system at runtime to decide what should be used (for example, if Xlib isn't available, it might try to load Wayland support, etc). Every thing else it needs will be dynamically loaded at runtime: X11, ALSA, d-bus, etc. Link against SDL as normal, and expect it to be available on the player's system. When shipping a Linux game on Steam, do not ship a build of SDL with your game. Steam provides both SDL 1.2 and 2.0 in this manner, for both x86 and amd64, in addition to several add-on libraries like SDL_mixer. The Steam Client will set up the dynamic loader path so that a known-good copy of SDL is available to any program that needs it before launching a game. SteamOSSteamOS is literally a Linux system, and uses the same binaries you distribute to generic Linux Steam users, so generally speaking, all the other Linux advice applies.If you are shipping a Linux game on Steam, or explicitly targeting SteamOS, the system is guaranteed to provide SDL. Note that the Visual Studio builds produce standard Windows. MingW64 is still supported (and despite the name, can also build 32-bit binaries). Win32 and Win64 are both supported, and we support any Windows version back to Windows XP.As of SDL 2.0.3, the codebase still compiles on Cygwin and MingW32, but we expect these to stop working in the future. Windows XP/Vista/7/8/10SDL currently provides Visual Studio project files for Visual Studio 2010 or later in various flavors, and the CMake files can often generate project files for other Windows compilers. Whether you build your game using the Steam Runtime SDK or just about any old copy of SDL2, it should work with the one that ships with Steam.In fact, it's not a bad idea to just copy the SDL build out of the Steam Runtime if you plan to ship a Linux game for non-Steam platforms, too, since you know it's definitely built sanely. If you want to grab these, it can save you time, if you just want to use a bleeding-edge SDL2.dll without compiling one yourself. Lib should work everywhere.Our buildbot tries to build for Win32 for each commit, and uploads successful Visual Studio 2010 builds to a public webserver. Lib file that optionally provides WinMain()) does not force you to deal with Debug vs Release builds in your app, since it doesn't need either a Debug or Release C runtime. Furthermore, it means that SDLmain (the small static. This means it's possible to build SDL with almost any Windows compiler and have it work with a program built with any other. For simple fixes, we will always accept patches, though!On Windows, SDL does not depend on a C runtime at all, not even for malloc(). We don't promise anything about the quality of these builds, though, and welcome feedback to improve them. These builds should work with just about any Windows compiler. The number represents the Buildbot build number the bigger the number, the newer the build. Dylib file and ship it with an appropriate install_name to ship beside your program's binary.If you are building "the Unix way," we encourage you to use build-scripts/clang-fat.sh in the SDL source tree for your compiler:Mkdir build cd build CC=/where/i/cloned/SDL/build-scripts/clang-fat.sh. You can ship an SDL.framework, or just build the. Exe file, and you're good to go! macOSYou can build for macOS "the Unix way" with the configure or CMake scripts, and Xcode projects are also provided. Distribute the SDL2.dll with your app's. Reveal a product key for mac microsoft officeHaikuBuild SDL "the Unix way" with the configure or CMake scripts. That being said, some small changes can make it work, but they make the codebase uglier for small gains, and it's getting hard to find older macs to test on, so we probably will not be restoring official support. Without this, you are likely to build something that only works on the latest version of macOS!SDL2 has dropped support for PowerPC Macs and Mac OS X versions older than 10.6 (SDL 1.2 still supports PPC and 10.0, though). Second, it will make sure the library is compiled and linked with a good -mmacosx-version-min option for each arch, so that the library will work on any macOS version back as far as possible, regardless of what version of Xcode you compiled on and what platform SDK. First, it will build an x86-64/arm64 "universal" version of the library. Just load the Xcode project and click "Build. This library should be usable across all supported iOS devices (including iPhones, iPods, and iPads), and the emulator. /configure -prefix= $HOME /config/non-packaged make install iOSSDL supports iOS 6.1+ and ships with iOS project files (in the Xcode-iOS directory) which will produce a static library.
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