Fixed doxygen warning and markdown formatting.
authorPhilipp Wiesemann <philipp.wiesemann@arcor.de>
Mon, 11 Aug 2014 23:13:20 +0200
changeset 9050 bc9616da37cd
parent 9049 411e05b86ac3
child 9051 efa8a496faaf
Fixed doxygen warning and markdown formatting.
docs/README-android.md
docs/README-ios.md
--- a/docs/README-android.md	Mon Aug 11 22:53:03 2014 +0200
+++ b/docs/README-android.md	Mon Aug 11 23:13:20 2014 +0200
@@ -144,18 +144,19 @@
 	src/com/gamemaker/game/MyGame.java
 
 Here's an example of a minimal class file:
---- MyGame.java --------------------------
-package com.gamemaker.game;
 
-import org.libsdl.app.SDLActivity; 
-
-/* 
- * A sample wrapper class that just calls SDLActivity 
- */ 
-
-public class MyGame extends SDLActivity { }
-
-------------------------------------------
+    --- MyGame.java --------------------------
+    package com.gamemaker.game;
+    
+    import org.libsdl.app.SDLActivity; 
+    
+    /* 
+     * A sample wrapper class that just calls SDLActivity 
+     */ 
+    
+    public class MyGame extends SDLActivity { }
+    
+    ------------------------------------------
 
 Then replace "SDLActivity" in AndroidManifest.xml with the name of your
 class, .e.g. "MyGame"
@@ -320,15 +321,16 @@
 addresses in the stack trace to lines in your code.
 
 For example, if your crash looks like this:
-I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
-I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
-I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
-I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
-I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
-I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
-I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
-I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
-I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
+
+    I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
+    I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
+    I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
+    I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
+    I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
+    I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
+    I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
+    I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
+    I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
 
 You can see that there's a crash in the C library being called from the main code.
 I run addr2line with the debug version of my code:
@@ -364,11 +366,12 @@
 
 Once valgrind is built, you can create a wrapper script to launch your
 application with it, changing org.libsdl.app to your package identifier:
---- start_valgrind_app -------------------
-#!/system/bin/sh
-export TMPDIR=/data/data/org.libsdl.app
-exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
-------------------------------------------
+
+    --- start_valgrind_app -------------------
+    #!/system/bin/sh
+    export TMPDIR=/data/data/org.libsdl.app
+    exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
+    ------------------------------------------
 
 Then push it to the device:
 	adb push start_valgrind_app /data/local
--- a/docs/README-ios.md	Mon Aug 11 22:53:03 2014 +0200
+++ b/docs/README-ios.md	Mon Aug 11 23:13:20 2014 +0200
@@ -68,56 +68,56 @@
 
 e.g.
 
-int HandleAppEvents(void *userdata, SDL_Event *event)
-{
-    switch (event->type)
+    int HandleAppEvents(void *userdata, SDL_Event *event)
     {
-    case SDL_APP_TERMINATING:
-        /* Terminate the app.
-           Shut everything down before returning from this function.
-        */
-        return 0;
-    case SDL_APP_LOWMEMORY:
-        /* You will get this when your app is paused and iOS wants more memory.
-           Release as much memory as possible.
-        */
-        return 0;
-    case SDL_APP_WILLENTERBACKGROUND:
-        /* Prepare your app to go into the background.  Stop loops, etc.
-           This gets called when the user hits the home button, or gets a call.
-        */
+        switch (event->type)
+        {
+        case SDL_APP_TERMINATING:
+            /* Terminate the app.
+               Shut everything down before returning from this function.
+            */
+            return 0;
+        case SDL_APP_LOWMEMORY:
+            /* You will get this when your app is paused and iOS wants more memory.
+               Release as much memory as possible.
+            */
+            return 0;
+        case SDL_APP_WILLENTERBACKGROUND:
+            /* Prepare your app to go into the background.  Stop loops, etc.
+               This gets called when the user hits the home button, or gets a call.
+            */
+            return 0;
+        case SDL_APP_DIDENTERBACKGROUND:
+            /* This will get called if the user accepted whatever sent your app to the background.
+               If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
+               When you get this, you have 5 seconds to save all your state or the app will be terminated.
+               Your app is NOT active at this point.
+            */
+            return 0;
+        case SDL_APP_WILLENTERFOREGROUND:
+            /* This call happens when your app is coming back to the foreground.
+               Restore all your state here.
+            */
+            return 0;
+        case SDL_APP_DIDENTERFOREGROUND:
+            /* Restart your loops here.
+               Your app is interactive and getting CPU again.
+            */
+            return 0;
+        default:
+            /* No special processing, add it to the event queue */
+            return 1;
+        }
+    }
+    
+    int main(int argc, char *argv[])
+    {
+        SDL_SetEventFilter(HandleAppEvents, NULL);
+    
+        ... run your main loop
+    
         return 0;
-    case SDL_APP_DIDENTERBACKGROUND:
-        /* This will get called if the user accepted whatever sent your app to the background.
-           If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
-           When you get this, you have 5 seconds to save all your state or the app will be terminated.
-           Your app is NOT active at this point.
-        */
-        return 0;
-    case SDL_APP_WILLENTERFOREGROUND:
-        /* This call happens when your app is coming back to the foreground.
-           Restore all your state here.
-        */
-        return 0;
-    case SDL_APP_DIDENTERFOREGROUND:
-        /* Restart your loops here.
-           Your app is interactive and getting CPU again.
-        */
-        return 0;
-    default:
-        /* No special processing, add it to the event queue */
-        return 1;
     }
-}
-
-int main(int argc, char *argv[])
-{
-    SDL_SetEventFilter(HandleAppEvents, NULL);
-
-    ... run your main loop
-
-    return 0;
-}
 
     
 ==============================================================================
@@ -198,28 +198,28 @@
 
 e.g.
 
-extern "C"
-void ShowFrame(void*)
-{
-    ... do event handling, frame logic and rendering
-}
-
-int main(int argc, char *argv[])
-{
-   ... initialize game ...
-
-#if __IPHONEOS__
-        // Initialize the Game Center for scoring and matchmaking
-        InitGameCenter();
-
-        // Set up the game to run in the window animation callback on iOS
-        // so that Game Center and so forth works correctly.
-        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
-#else
-        while ( running ) {
-                ShowFrame(0);
-                DelayFrame();
-        }
-#endif
-        return 0;
-}
+    extern "C"
+    void ShowFrame(void*)
+    {
+        ... do event handling, frame logic and rendering
+    }
+    
+    int main(int argc, char *argv[])
+    {
+        ... initialize game ...
+    
+    #if __IPHONEOS__
+            // Initialize the Game Center for scoring and matchmaking
+            InitGameCenter();
+    
+            // Set up the game to run in the window animation callback on iOS
+            // so that Game Center and so forth works correctly.
+            SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
+    #else
+            while ( running ) {
+                    ShowFrame(0);
+                    DelayFrame();
+            }
+    #endif
+            return 0;
+    }