Start Programming On Windows


KungPhoo said:
Hi,

I need the compiler and SDL libraries for the Pandora.
I have the file:
arm-2008q1-126-arm-none-linux-gnueabi.exe

from http://www.codesourcery.com/gnu_toolchains/arm (ARM GNU/Linux, right?)

Next, I need the libSDL.so and libSDLmixer.so files.

Sorry for acting stupid, but I didn't find it in the forums.



Yeah, but that's only going to help you if you've already got a MK0 unit or a Beagle Board to play with. You'll have to build the libSDL.so and libSDLmixer.so files from source as part of the toolchain.

To be honest, unless you've got a dev unit, you don't need to be building against the Code Sourcery toolchain. It won't do you
ANY good whatsoever. What you're going to want to do to start doing Pandora development is getting an x86 GCC toolchain,
something like MinGW or Cygwin, build SDL and SDLmixer under that environment from source, and then build and link against
the "emulation environment" wrapper DLL for WIndows dev. It's not going to be easy or pretty, truth be known. You're going to
be much happier with trying this on a Linux dual boot or a USB thumb based distribution once you learn the ins and outs of it-
because it's closer to the target than Windows is.
 
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+1 Svartalf

KungPhoo : you must know some important things before begin programming for Pandora
  • emulation for OpenGL ES 2.0 need a graphic card OpenGL 2.0
  • the emulation lib has some problems with some ATI card ( mine for example :s )
  • if you use no code OpenGL with SDL and SFML , your program will be compatible for Pandora
i recommend for developing under windows the IDE Code Blocks, it has a lot of template and for SDL too, he comes with toolchain for windows (under windows of course :p ) but it is a good IDE for cross-compilation ( i use it for NDS , very good IDE )

For lib SDL under linux, it depends of your distrib linux

for ubuntu : in synaptic do search with word 'SDL' and select the packages with libSDL*dev

'dev' is for package for development ( includes .... ) for debian packages

it exist a distrib linux with all libraries needed or with BIG meta package of development ? :unsure:

For windows SDL comes in 3 forms only (not sure :rolleyes: ) : one for end users, one for development, and one with source of libraries

and under linux we have source OK
but for binaries it depends of packages and under ubuntu is horrible : too many packages :angry:

and no package with sources , it could be useful for dependencies ..... i begin dislike ubuntu for developing
 
Pickle said:
Theres also the fact that SDL hasnt been ported to work on Pandora yet.
That's not QUITE true. It's been ported to X11 on Maemo already (we've got games...) and someone has ported a slightly earlier rev of it to work with ES for the large part ON Maemo. It's pretty much there save for a bit of final cleanup and tweakage from someone doing the bleeding edge MK0 work. As it stands, I'm looking at doing the cleanup and migration of the SDL to ES piece and start working on apps in the next couple of weeks as I close up the last couple of show-stoppers on Bandits.
 
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See, all I need is a compiler and the libs for the Pandora device. I don't want to test under Linux, since my code is cross compiling to about everything.
I need SDL for input and SDL_mixer for audio, though.
If I could use SDL for initializing the OpenGL window, I'd be happy, too.
 
KungPhoo said:
See, all I need is a compiler and the libs for the Pandora device. I don't want to test under Linux, since my code is cross compiling to about everything.
I need SDL for input and SDL_mixer for audio, though.
If I could use SDL for initializing the OpenGL window, I'd be happy, too.
Heh...

If you don't have a Pandora or a similarly decked out OMAP3 unit, the cross-compile toolchain will not be useful to you for testing- this is because it's not going to produce binaries you can at-all run because you don't have anything it'll launch under properly right at the moment. If you're going to insist on doing it all under Windows I would suggest making a Windows version using SDL and ES to verify on that space.

As for that, I seriously suggest you look at the Maemo source trees that've been patched and adjusting them to suit yourself and compiling them under something like CodeBlocks if you're going to do this the way you're talking to.

http://www.unrealvoodoo.org/hiteck/projects/maemo/
 
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I don't want to "test", I just want it to compiler + link.
If this step works, the rest is peanuts.
 
KungPhoo said:
I don't want to "test", I just want it to compiler + link.
If this step works, the rest is peanuts.
You mean you can code without any bug? And no need to check speed? :p
 
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KungPhoo said:
I don't want to "test", I just want it to compiler + link.
If this step works, the rest is peanuts.
Really. This only works if you're actually coding with things like SDL for sound and 2D/framebuffer and OpenGL ES
(Which IS somewhat different than OpenGL...)- if you are, then great. Easiest way to get to that stage is doing like
I suggest which is to use GCC under Windows and compile and link against the runtimes like I suggest. Otherwise
be prepared to be completely shocked when it doesn't work right for you... ;)
 
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See, all I need is the compiler and the SDL libraries for the real device. I have a lot of work just porting my code to compile fine. Once that is done, I need a device to test, right. But I'm quite busy and happy for quite some time trying to just "compile" my framework.
I have to port my GLBasic libraries to compile. Later I will take care about screen initialization and OpenGL-ES wrapping.

So, back to topic: Where can I get the compiler and the SDL libraries for the actual device on windows from?
 
KungPhoo said:
So, back to topic: Where can I get the compiler and the SDL libraries for the actual device on windows from?
www.codesourcery.com for the compiler. This is in the FAQ. And you already have it. So why ask again?

For SDL, you will have to ask the dev's.
 
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Laurent said:
www.codesourcery.com for the compiler. And you already have it. So why ask again?
I was not sure if I picked the correct one. Thank you.
I'll have a chat with others to find out where to get the SDL libs from, then.
 
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