Difference between revisions of "FPC and SDL"

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==引言==
+
{{FPC and SDL}}
  
关于SDL的详细信息,请访问 [http://www.libsdl.org SDL homepage]. This page is going to explain how to use SDL with Free Pascal, where to obtain the pascal headers etc.
+
'''Simple DirectMedia Layer''' or '''SDL''' is a cross-platform development library designed to provide low-level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators and popular games.
  
==Obtaining FPC headers for SDL==
+
== Introduction ==
 +
For general information and documentation about SDL, visit the [https://www.libsdl.org/index.php Official SDL Website]. This page is going to explain how to use SDL with Free Pascal and where to obtain the Pascal headers, etc. More information is available at the [https://wiki.libsdl.org/SDL2/FrontPage LibSDL Wiki].
  
After installing SDL itself on your system you'll need pascal headers to be able to use SDL with FPC. Since version 2.2.2, most SDL units are included with FPC itself. You can of course also download them from JEDI-SDL in case you need some bug fix or a unit not in the version shipped with FPC.
+
== Obtaining FPC headers for SDL2 ==
 +
After installing the SDL library itself on your system, you'll need the Pascal headers for it to be able to use SDL with FPC. Since version 2.2.2, most SDL units are included with FPC. You can, of course, also download them from SDL2-for-Pascal, in case you need some bug fix or a unit that's not in the version shipped with FPC.
  
===SDL headers from JEDI-SDL===
+
=== SDL2-for-Pascal ===
 +
  '''See:''' [https://github.com/PascalGameDevelopment/SDL2-for-Pascal The SDL2-for-Pascal GitHub Repository].
  
See [http://jedi-sdl.pascalgamedevelopment.com/ JEDI-SDL Home Page].
+
You can download the latest release from the [https://github.com/PascalGameDevelopment/SDL2-for-Pascal/releases Releases page].
  
You can download [http://prdownloads.sourceforge.net/jedi-sdl/JEDI-SDLv1.zip?download JEDI-SDLv1.0 Beta]..
+
You can also download and browse the current source code using Git, see [https://docs.github.com/en/get-started/getting-started-with-git/about-remote-repositories GitHub's "About Remote Repositories" page] for instructions. In short, just do:
 +
<syntaxhighlight lang="shell">
 +
git clone https://github.com/PascalGameDevelopment/SDL2-for-Pascal.git
 +
</syntaxhighlight>
  
You can also download and browse current CVS sources, see [http://sourceforge.net/cvs/?group_id=43805 JEDI-SDL SourceForge CVS] for instructions. In short, just do
+
After you download the SDL2-for-Pascal sources, you want to be able to use these units in your programs. For the simplest scenario, just add the following lines to your <code>fpc.cfg</code> file:
 +
<syntaxhighlight lang="shell">
 +
-Fi<jedi-sdl-path>/units/sdl2.pas
 +
-Fu<jedi-sdl-path>/units/sdl2.pas
 +
-Fu<jedi-sdl-path>/units/sdl2_gfx.pas
 +
-Fu<jedi-sdl-path>/units/sdl2_image.pas
 +
-Fu<jedi-sdl-path>/units/sdl2_mixer.pas
 +
-Fu<jedi-sdl-path>/units/sdl2_net.pas
 +
-Fu<jedi-sdl-path>/units/sdl2_ttf.pas
 +
</syntaxhighlight>
 +
…where <var><jedi-sdl-path></var> is the path where you placed the SDL2-for-Pascal sources.
  
  cvs -d:pserver:anonymous@jedi-sdl.cvs.sourceforge.net:/cvsroot/jedi-sdl login
+
Alternatively, you can copy all <code>*.pas</code> and <code>*.inc</code> files from these directories to one chosen directory, and add only this chosen directory to your <code>fpc.cfg</code>.
  
(when prompted for a password, simply press the Enter key)
+
=== SDL headers from Free Pascal SVN (deprecated) ===
 
+
The code can be downloaded with:
  cvs -z3 -d:pserver:anonymous@jedi-sdl.cvs.sourceforge.net:/cvsroot/jedi-sdl co JEDI-SDLv1.0
+
<syntaxhighlight lang="shell>
 
+
svn co http://svn.freepascal.org/svn/fpcprojects/contrib/sdl/ fpc-sdl
After you downloaded (and eventually unpacked) JEDI-SDL sources, you want to be able to use these units in your programs. For the simplest scenario, just add the following lines to your fpc.cfg file:
+
</syntaxhighlight>
 
 
  -Fi<jedi-sdl-path>/JEDI-SDLv1.0/SDL/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDL/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDL_Mixer/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDL_Image/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDL_Net/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDL_ttf/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/smpeg/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SFont/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDL_Sound/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDLMonoFonts/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDLSpriteEngine/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/Cal3D/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/ODE/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDLCtrls/Pas
 
  -Fu<jedi-sdl-path>/JEDI-SDLv1.0/SDL_flic/Pas
 
 
 
(where <jedi-sdl-path> is the path where you placed jedi-sdl sources).
 
 
 
Alternatively, you can copy all *.pas and *.inc files from these directories to one chosen directory, and add only this chosen directory to your fpc.cfg.
 
 
 
To test that everything works, you can compile and run one of numerous demo programs included, e.g.
 
 
 
  cd <jedi-sdl-path>/JEDI-SDLv1.0/SDLSpriteEngine/Demos/Oxygene/
 
  fpc -Sd Oxygene.dpr
 
  ./Oxygene
 
 
 
Note that all jedi-sdl code should be compiled in Delphi-compatible mode. Most jedi-sdl units include jedi-sdl.inc that already has the line {$mode delphi} added, but some example programs don't include jedi-sdl.inc. So be sure to compiled them with -Sd command-line option (or add {$mode delphi} directive).
 
 
 
===SDL headers from FreePascal CVS (deprecated)===
 
 
 
Get them using CVS:
 
 
 
cvs -d :pserver:cvs@cvs.freepascal.org:/FPC/CVS login
 
 
 
(password is 'cvs')
 
 
 
cvs -d :pserver:cvs@cvs.freepascal.org:/FPC/CVS -z3 co projects/contrib/sdl
 
 
 
==Tips and tricks==
 
  
 +
== Tips and tricks ==
 
=== SDL_mixer library ===
 
=== SDL_mixer library ===
When using SDL_mixer, the call to Mix_OpenAudio MUST happen before the call to SDL_SetVideoMode, otherwise you will get a ( sometimes load ) audible pop.
+
When using SDL_mixer, the call to Mix_OpenAudio MUST happen before the call to SDL_SetVideoMode, otherwise you will get a (sometimes loud) audible pop.
 
 
=== SMPEG library ===
 
 
 
If you use SDL_mixer you'll notice that it's dependent on smpeg library. For modern Linux distros and FreeBSD this is not a problem (because smpeg is distributed with them), but it can be troublesome e.g. for Windows. You can get smpeg.dll for Windows from [http://icculus.org/SDL_sound/downloads/sdl_sound_visualc_srcs.zip SDL_sound for Visual C sources].
 
  
Alternatively, you can simply modify the source of SDL_mixer.pas: remove smpeg from it's uses clause and comment out one line in the sources mentioning mp3s (it's a case near the end). Remember that you will also need to have SDL_mixer dll/so that is ''not'' linked to smpeg -- otherwise SDL_mixer library will depend on smpeg anyway.
+
=== SMPEG Library ===
 +
If you use sdl2_mixer, you'll notice that it's dependent on the [https://github.com/icculus/smpeg SMPEG Library]. For modern Linux distributions this is not a problem, because smpeg is distributed with many of them, but it can be more troublesome for FreeBSD and Windows:
 +
* You can install smpeg for FreeBSD from ports: <code>/usr/ports/multimedia/smpeg</code>.
 +
* You can get smpeg.dll for Windows from [https://github.com/icculus/smpeg/blob/main/VisualC.zip SMPEG for Visual C sources].
  
==Mac OS X specific issues==
+
Alternatively, you can simply modify the source of SDL_mixer.pas to remove smpeg from it's uses clause and comment out one line in the sources mentioning mp3s (it's a case near the end). Remember that you will also need to have an <code>sdl2_mixer.dll</code>/<code>sdl2_mixer.so</code> that is ''not'' linked to smpeg&mdash;otherwise the sdl2_mixer library will depend on smpeg anyway.
  
===SDL Framework and SDL libraries===
+
== macOS specific issues ==
 +
=== SDL Framework and SDL libraries ===
 +
On macOS, SDL2 uses Cocoa to setup the drawing window and to handle all events (such as keypresses). This is done using a small piece of code that is automatically called when the program starts up, and which subsequently calls a function with the name ''SDLmain''.
  
On Mac OS X, SDL uses Cocoa to setup the drawing window and to handle all events (such as keypresses). This is done using a small piece of code that is automatically called when the program starts up, and which subsequently calls a function with the name ''SDLmain''. More information is available at http://www.libsdl.org/faq.php?action=listentries&category=7#55
+
There are however two different ways to package/distribute SDL for macOS, and depending on which version you use, the procedure to get this startup code into your program is slightly different.
  
There are however two different ways to package/distribute SDL for Mac OS X, and depending on which version you use, the procedure to get this startup code into your program is slightly different.
+
=== The framework version ===
 
+
This the version that you get when you download the macOS version of SDL from [https://libsdl.org/ libsdl.org]. In this case, the startup code is only available in source form. It is located on the installation disk image, in the folder <code>devel-lite</code>. After copying the <code>SDL.framework</code> from the disk image to <code>/Library/Frameworks</code> and copying the <code>devel-lite</code> folder anywhere on your hard drive (e.g., in your home directory), you can compile it into libSDLMain.a by opening a Terminal session, navigating to the copied <code>devel-lite</code> folder, and executing the following commands:
====The framework version====
+
<syntaxhighlight lang="shell">
This the version that you get when you download the Mac OS X version of SDL from [http://libsdl.org libsdl.org]. In this case, the startup code is only available in source form. It is located on the installation disk image, in the folder ''devel-lite''. After copying the ''SDL.framework'' from the disk image to ''/Library/Frameworks'' and copying the ''devel-lite'' folder anywhere on your hard drive (e.g., in your home directory), you can compile it into libSDLMain.a by opening a Terminal session, navigating to the copied ''devel-lite'' folder, and executing the following commands:
+
gcc -c -o SDLMain.o SDLMain.m -I/Library/Frameworks/SDL.framework/Headers
 
 
<pre>
 
gcc -c -o SDLMain.o SDLMain.m -I /Library/Frameworks/SDL.framework/Headers
 
 
ar r libSDLMain.a SDLMain.o
 
ar r libSDLMain.a SDLMain.o
 
ranlib libSDLMain.a
 
ranlib libSDLMain.a
</pre>
+
</syntaxhighlight>
 
 
You can then move the generated ''libSDLMain.a'' librray anywhere you want. To make sure the linker can find it when you compile SDL applications, pass the ''-Fl/full/path/to/folder/containing/libSDLMain.a'' command line parameter to the compiler.
 
 
 
====The Unix library version====
 
 
 
  
There is also a "classic Unix" version of SDL for Mac OS X (no framework, just a bunch of separate libraries), which you get if you compile SDL from sources, or if you install SDL using Fink or MacPorts. In this case, libSDLmain.a is already included in a compiled form. You just have to use the compiler's -Fl parameter, as explained in the previous section, to make sure that the linker can find this library.
+
You can then move the generated <code>libSDLMain.a</code> library anywhere you want. To make sure the linker can find it when you compile SDL applications, pass the <code>-Fl<var>/full/path/to/folder/containing/libSDLMain.a</var></code> command line parameter to the compiler.
  
===For FPC 2.2.2 and later===
+
=== The Unix library version ===
 +
There is also a "classic Unix" version of SDL for macOS (no framework, just a bunch of separate libraries), which you get if you compile SDL from sources, or if you install SDL using Fink or MacPorts. In this case, <code>libSDLmain.a</code> is already included in a compiled form. You just have to use the compiler's <code>-Fl</code> parameter, as explained in the previous section, to make sure that the linker can find this library.
  
 +
== For FPC 2.2.2 and later ==
 
The SDL unit included with FPC includes all necessary framework, library and main procedure name renaming statements, so you no longer have to do anything special. Just add the sdl unit to your program and everything will be taken care of. However, the remarks about libSDLMain in the above section still hold (libSDLMain.a is required by the SDL unit included with FPC).
 
The SDL unit included with FPC includes all necessary framework, library and main procedure name renaming statements, so you no longer have to do anything special. Just add the sdl unit to your program and everything will be taken care of. However, the remarks about libSDLMain in the above section still hold (libSDLMain.a is required by the SDL unit included with FPC).
  
 
Note that if you use the original units as distributed by the JEDI team, you may still need to follow the instructions in the section below.
 
Note that if you use the original units as distributed by the JEDI team, you may still need to follow the instructions in the section below.
  
===For FPC 2.0.2 to 2.2.0===
+
== For FPC 2.0.2&ndash;2.2.0 ==
 +
With FPC v2.0.2 to v2.2.0, and possibly also when using the original SDL units as distributed by the JEDI team, you have to use the <code>-XMSDL_main</code> command line option and tell the linker to include some frameworks:
 +
# Install sdl, for example using fink.
 +
# Add the following to your program:
 +
#* <syntaxhighlight lang="pascal">
 +
{$linklib gcc}
 +
{$linklib SDLmain}
 +
uses sdl;
 +
</syntaxhighlight>
 +
# Then, this command line does it:
 +
#* <syntaxhighlight lang="shell">
 +
fpc -XMSDL_main -k-L/sw/lib -k-lSDL -k-framework -kOpenGL -k-framework -kCocoa -Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files> YourProgram.pas
 +
</syntaxhighlight>
  
With fpc 2.0.2 to 2.2.0, and possibly also when using the original SDL units as distributed by the JEDI team, you have to use the <tt>-XMSDL_main</tt> command line option and tell the linker to include some frameworks:
+
If you installed the SDL libraries using fink, also add <code>-k-L/sw/lib -k-lSDL</code> to your fpc command.
  
1) install sdl, for example using fink.
+
If <code>sdl.pas</code> and <code>jedi-sdl.inc</code> are in the directory of your program, you can omit <code>-Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files></code>.
  
2) Add the following to your program:
+
== Examples ==
 
+
Creating an empty SDL window:
  {$linklib gcc}
+
<syntaxhighlight lang="pascal">
  {$linklib SDLmain}
+
program sdltest;
  uses sdl;
+
{$linklib gcc}
 
+
{$linklib SDLmain}
3) Then, this command line does it:
+
uses sdl;
 
+
var
   <tt>fpc -XMSDL_main -k-L/sw/lib -k-lSDL -k-framework -kOpenGL -k-framework -kCocoa -Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files> YourProgram.pas</tt>
+
  scr: PSDL_Surface; // Our main screen
 
+
begin
If you installed the SDL libraries using fink, also add <tt>-k-L/sw/lib -k-lSDL</tt> to your fpc command.
+
   SDL_Init(SDL_INIT_VIDEO); // Initialize the video SDL subsystem
 +
  scr := SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); // Create a software window of 640x480x8 and assign to scr
 +
  SDL_Quit; // close the subsystems and SDL
 +
end.
 +
</syntaxhighlight>
  
If sdl.pas and jedi-sdl.inc are in the directory of your program, you can omit <tt>-Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files></tt>.
+
You can then compile this code with: <syntaxhighlight lang="shell" inline>fpc -Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files> example.pas</syntaxhighlight>
  
== Examples ==
+
If you use Lazarus, make sure you fill in the "other unit files" and "include files" properly.
  
Creating an empty SDL window:
+
== Ubuntu ==
 +
With Ubuntu, you can install the following, which saves you having to manually install the SDK packages…
 +
<syntaxhighlight lang="shell" inline>sudo apt install libsdl1.2-dev</syntaxhighlight>
 +
…and possibly also…
 +
<syntaxhighlight lang="shell" inline>sudo apt install libsdl2-dev</syntaxhighlight>
  
program sdltest;<br>
+
FPC knows SDL from home.
{$linklib gcc}
 
{$linklib SDLmain}<br>
 
uses sdl;<br>
 
var scr: PSDL_Surface; // Our main screen<br>
 
begin
 
  SDL_Init(SDL_INIT_VIDEO); // Initialize the video SDL subsystem
 
  scr:=SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); // Create a software window of 640x480x8 and assign to scr
 
  SDL_Quit; // close the subsystems and SDL
 
end.
 
  
You can then compile this code with
+
== SDL2 Units ==
 +
=== Tutorials ===
 +
See the [https://www.freepascal-meets-sdl.net/sdl-tutorials/ Free Pascal meets SDL] website for tutorials on using Free Pascal and SDL.
  
  fpc -Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files> example.pas
 
  
If you use lazarus, make sure you fill the "other unit files" and "include files" properly.
+
[[Category:Tutorials]]
 +
[[Category:Audio]]
 +
[[Category:Video]]
 +
[[Category:Multimedia]]
 +
[[Category:Headers and Bindings]]
 +
[[Category:FPC]]

Latest revision as of 05:39, 21 September 2023

English (en) 中文(中国大陆)‎ (zh_CN)

Simple DirectMedia Layer or SDL is a cross-platform development library designed to provide low-level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators and popular games.

Introduction

For general information and documentation about SDL, visit the Official SDL Website. This page is going to explain how to use SDL with Free Pascal and where to obtain the Pascal headers, etc. More information is available at the LibSDL Wiki.

Obtaining FPC headers for SDL2

After installing the SDL library itself on your system, you'll need the Pascal headers for it to be able to use SDL with FPC. Since version 2.2.2, most SDL units are included with FPC. You can, of course, also download them from SDL2-for-Pascal, in case you need some bug fix or a unit that's not in the version shipped with FPC.

SDL2-for-Pascal

  See: The SDL2-for-Pascal GitHub Repository.

You can download the latest release from the Releases page.

You can also download and browse the current source code using Git, see GitHub's "About Remote Repositories" page for instructions. In short, just do:

git clone https://github.com/PascalGameDevelopment/SDL2-for-Pascal.git

After you download the SDL2-for-Pascal sources, you want to be able to use these units in your programs. For the simplest scenario, just add the following lines to your fpc.cfg file:

-Fi<jedi-sdl-path>/units/sdl2.pas
-Fu<jedi-sdl-path>/units/sdl2.pas
-Fu<jedi-sdl-path>/units/sdl2_gfx.pas
-Fu<jedi-sdl-path>/units/sdl2_image.pas
-Fu<jedi-sdl-path>/units/sdl2_mixer.pas
-Fu<jedi-sdl-path>/units/sdl2_net.pas
-Fu<jedi-sdl-path>/units/sdl2_ttf.pas

…where <jedi-sdl-path> is the path where you placed the SDL2-for-Pascal sources.

Alternatively, you can copy all *.pas and *.inc files from these directories to one chosen directory, and add only this chosen directory to your fpc.cfg.

SDL headers from Free Pascal SVN (deprecated)

The code can be downloaded with:

svn co http://svn.freepascal.org/svn/fpcprojects/contrib/sdl/ fpc-sdl

Tips and tricks

SDL_mixer library

When using SDL_mixer, the call to Mix_OpenAudio MUST happen before the call to SDL_SetVideoMode, otherwise you will get a (sometimes loud) audible pop.

SMPEG Library

If you use sdl2_mixer, you'll notice that it's dependent on the SMPEG Library. For modern Linux distributions this is not a problem, because smpeg is distributed with many of them, but it can be more troublesome for FreeBSD and Windows:

  • You can install smpeg for FreeBSD from ports: /usr/ports/multimedia/smpeg.
  • You can get smpeg.dll for Windows from SMPEG for Visual C sources.

Alternatively, you can simply modify the source of SDL_mixer.pas to remove smpeg from it's uses clause and comment out one line in the sources mentioning mp3s (it's a case near the end). Remember that you will also need to have an sdl2_mixer.dll/sdl2_mixer.so that is not linked to smpeg—otherwise the sdl2_mixer library will depend on smpeg anyway.

macOS specific issues

SDL Framework and SDL libraries

On macOS, SDL2 uses Cocoa to setup the drawing window and to handle all events (such as keypresses). This is done using a small piece of code that is automatically called when the program starts up, and which subsequently calls a function with the name SDLmain.

There are however two different ways to package/distribute SDL for macOS, and depending on which version you use, the procedure to get this startup code into your program is slightly different.

The framework version

This the version that you get when you download the macOS version of SDL from libsdl.org. In this case, the startup code is only available in source form. It is located on the installation disk image, in the folder devel-lite. After copying the SDL.framework from the disk image to /Library/Frameworks and copying the devel-lite folder anywhere on your hard drive (e.g., in your home directory), you can compile it into libSDLMain.a by opening a Terminal session, navigating to the copied devel-lite folder, and executing the following commands:

gcc -c -o SDLMain.o SDLMain.m -I/Library/Frameworks/SDL.framework/Headers
ar r libSDLMain.a SDLMain.o
ranlib libSDLMain.a

You can then move the generated libSDLMain.a library anywhere you want. To make sure the linker can find it when you compile SDL applications, pass the -Fl/full/path/to/folder/containing/libSDLMain.a command line parameter to the compiler.

The Unix library version

There is also a "classic Unix" version of SDL for macOS (no framework, just a bunch of separate libraries), which you get if you compile SDL from sources, or if you install SDL using Fink or MacPorts. In this case, libSDLmain.a is already included in a compiled form. You just have to use the compiler's -Fl parameter, as explained in the previous section, to make sure that the linker can find this library.

For FPC 2.2.2 and later

The SDL unit included with FPC includes all necessary framework, library and main procedure name renaming statements, so you no longer have to do anything special. Just add the sdl unit to your program and everything will be taken care of. However, the remarks about libSDLMain in the above section still hold (libSDLMain.a is required by the SDL unit included with FPC).

Note that if you use the original units as distributed by the JEDI team, you may still need to follow the instructions in the section below.

For FPC 2.0.2–2.2.0

With FPC v2.0.2 to v2.2.0, and possibly also when using the original SDL units as distributed by the JEDI team, you have to use the -XMSDL_main command line option and tell the linker to include some frameworks:

  1. Install sdl, for example using fink.
  2. Add the following to your program:
    • {$linklib gcc}
      {$linklib SDLmain}
      uses sdl;
      
  3. Then, this command line does it:
    • fpc -XMSDL_main -k-L/sw/lib -k-lSDL -k-framework -kOpenGL -k-framework -kCocoa -Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files> YourProgram.pas
      

If you installed the SDL libraries using fink, also add -k-L/sw/lib -k-lSDL to your fpc command.

If sdl.pas and jedi-sdl.inc are in the directory of your program, you can omit -Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files>.

Examples

Creating an empty SDL window:

program sdltest;
{$linklib gcc}
{$linklib SDLmain}
uses sdl;
var 
  scr: PSDL_Surface; // Our main screen
begin
  SDL_Init(SDL_INIT_VIDEO); // Initialize the video SDL subsystem
  scr := SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); // Create a software window of 640x480x8 and assign to scr
  SDL_Quit; // close the subsystems and SDL
end.

You can then compile this code with: fpc -Fu<pathtosdl.pas files> -Fi<pathtosdl.inc files> example.pas

If you use Lazarus, make sure you fill in the "other unit files" and "include files" properly.

Ubuntu

With Ubuntu, you can install the following, which saves you having to manually install the SDK packages… sudo apt install libsdl1.2-dev …and possibly also… sudo apt install libsdl2-dev

FPC knows SDL from home.

SDL2 Units

Tutorials

See the Free Pascal meets SDL website for tutorials on using Free Pascal and SDL.