annotate README.OS2 @ 3197:434ce3242e1c

Alexei Tereschenko Why not to use hardware vertex processing instead of software one if it is available in D3D render driver? With hardware processing testsprite2 runs three times faster on all videocards which I could test.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 16 Jun 2009 14:34:15 +0000
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children 7c73d5b5a0d6
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2 ===========
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3 SDL on OS/2
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4 ===========
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5
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6 Last updated on May. 1, 2006.
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9 1. How to compile?
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10 ------------------
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11
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12 To compile this, you'll need the followings installed:
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13 - The OS/2 Developer's Toolkit
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14 - The OpenWatcom compiler
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15 (http://www.openwatcom.org)
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16 - The FSLib library
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17 (ftp://ftp.netlabs.org/pub/SDL)
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19 First of all, you have to unzip the Watcom-OS2.zip file. This will result in a
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20 file called "makefile" and a file called "setvars.cmd" in this folder (and some
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21 more files...).
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23 Please edit the second, fourth and fifth lines of setvars.cmd file
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24 to set the folders where the toolkit, the OW compiler and the FSLib are.
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25 You won't need NASM yet (The Netwide Assembler), you can leave that line.
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26 Run setvars.cmd, and you should get a shell in which you can
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27 compile SDL.
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29 Check the "makefile" file. There is a line in there which determines if the
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30 resulting SDL.DLL will be a 'debug' or a 'release' build. The 'debug' version
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31 is full of printf()'s, so if something goes wrong, its output can help a lot
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32 for debugging.
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34 Then run "wmake".
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35 This should create the SDL.DLL and the corresponding SDL.LIB file here.
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36
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37 To test applications, it's a good idea to use the 'debug' build of SDL, and
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38 redirect the standard output and standard error output to files, to see what
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39 happens internally in SDL.
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40 (like: testsprite >stdout.txt 2>stderr.txt)
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41
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42 To rebuild SDL, use the following commands in this folder:
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43 wmake clean
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44 wmake
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47
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48 2. How to compile the testapps?
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49 -------------------------------
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50
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51 Once you have SDL.DLL compiled, navigate into the 'test' folder, copy in there
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52 the newly built SDL.DLL, and copy in there FSLib.DLL.
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54 Then run "wmake" in there to compile some of the testapps.
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56
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57
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58 3. What is missing?
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59 -------------------
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60
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61 The following things are missing from this SDL implementation:
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62 - MMX, SSE and 3DNOW! optimized video blitters?
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63 - HW Video surfaces
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64 - OpenGL support
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65
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66
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67
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68 4. Special Keys / Full-Screen support
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69 -------------------------------------
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70
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71 There are two special hot-keys implemented:
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72 - Alt+Home switches between fullscreen and windowed mode
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73 - Alt+End simulates closing the window (can be used as a Panic key)
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74 Only the LEFT Alt key will work.
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75
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76
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78 5. Joysticks on SDL/2
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79 ---------------------
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80
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81 The Joystick detection only works for standard joysticks (2 buttons, 2 axes
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82 and the like). Therefore, if you use a non-standard joystick, you should
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83 specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
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84 file or CONFIG.SYS, so SDL applications can provide full capability to your
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85 device. The syntax is:
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86
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87 SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
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88
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89 So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
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90 the line should be:
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91
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92 SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
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93
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94 If you want to add spaces in your joystick name, just surround it with
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95 quotes or double-quotes:
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96
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97 SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
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98
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99 or
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100
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101 SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
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102
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103 Notive However that Balls and Hats are not supported under OS/2, and the
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104 value will be ignored... but it is wise to define these correctly because
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105 in the future those can be supported.
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106 Also the number of buttons is limited to 2 when using two joysticks,
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107 4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
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108 and 8 when using a joystick with 2 axes. Notice however these are limitations
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109 of the Joystick Port hardware, not OS/2.
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110
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111
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112
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113 6. Proportional windows
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114 -----------------------
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115
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116 For some SDL applications it can be handy to have proportional windows, so
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117 the windows will keep their aspect ratio when resized.
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118 This can be achieved in two ways:
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119
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120 - Before starting the given SDL application, set the
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121 SDL_USE_PROPORTIONAL_WINDOW environment variable to something, e.g.:
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122
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123 SET SDL_USE_PROPORTIONAL_WINDOW=1
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124 dosbox.exe
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125
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126 - If you have a HOME environment variable set, then SDL will look for a file
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127 in there called ".sdl.proportionals". If that file contains the name of the
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128 currently running SDL executable, then that process will have proportional
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129 windows automatically.
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130
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131 Please note that this file is created automatically with default values
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132 at the first run.
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133
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134
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135
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136 7. Audio in SDL applications
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137 ----------------------------
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138
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139 Audio effects are one of the most important features in games. Creating audio
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140 effects in sync with the game and without hickups and pauses in the audio are
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141 very important things.
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142
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143 However there are multithreaded SDL applications that have tight loops as their
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144 main logic loop. This kills performance in OS/2, and takes too much CPU from
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145 other threads in the same process, for example from the thread to create the
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146 sound effects.
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147
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148 For this reason, the OS/2 port of SDL can be instructed to run the audio thread
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149 in high priority, which makes sure that there will be enough time for the
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150 processing of the audio data.
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151
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152 At default, SDL/2 runs the audio thread at ForegroundServer+0 priority. Well
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153 written and well behaving SDL applications should work well in this mode.
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154 For other applications, you can tell SDL/2 to run the audio thread at
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155 TimeCritical priority by setting an env.variable before starting the SDL app:
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156
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157 SET SDL_USE_TIMECRITICAL_AUDIO=1
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158
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159 Please note that this is a bit risky, because if the SDL application runs a
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160 tight infinite loop in this thread, this will make the whole system
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161 unresponsive, so use it with care, and only for applications that need it!
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162
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163
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164
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165 8. Next steps...
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166 ----------------
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167
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168 Things to do:
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169 - Implement missing stuffs (look for 'TODO' string in source code!)
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170 - Finish video driver (the 'wincommon' can be a good example for missing
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171 things like application icon and so on...)
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172 - Enable MMX/SSE/SSE2 acceleration functions
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173 - Rewrite CDROM support using DOS Ioctl for better support.
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174
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175
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176
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177 9. Contacts
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178 -----------
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179
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180 You can contact the developers for bugs:
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181
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182 Area Developer email
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183 General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu
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184 CDROM and Joystick Caetano daniel@caetano.eng.br
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185
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186 Notice however that SDL/2 is 'in development' stage so ... if you want to help,
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187 please, be our guest and contact us!
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188
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189
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190
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191 10. Changelog of the OS/2 port
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192 ------------------------------
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193
1758
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194 Version 1.2 - 2006-05-01 - Doodle
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195 - Modified makefile system to have only one makefile
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196 - Included FSLib headers, DLL and LIB file
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197
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198 Version 1.2 - 2006-02-26 - Doodle
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199 - Updated the official SDL version with the OS/2 specific changes.
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200 - Added support for real unicode keycode conversion.
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201
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202 Version 1.2.7 - 2006-01-20 - Doodle
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203 - Added support for selectively using timecritical priority for
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204 audio threads by SDL_USE_TIMECRITICAL_AUDIO environment variable.
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205 (e.g.:
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206 SET SDL_USE_TIMECRITICAL_AUDIO=1
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207 dosbox.exe
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208 )
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209
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210 Version 1.2.7 - 2005-12-22 - Doodle
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211 - Added support for proportional SDL windows.
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212 There are two ways to have proportional (aspect-keeping) windows for
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213 a given SDL application: Either set the SDL_USE_PROPORTIONAL_WINDOW
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214 environment variable to something before starting the application
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215 (e.g.:
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216 SET SDL_USE_PROPORTIONAL_WINDOW=1
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217 dosbox.exe
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218 )
1895
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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219 or, if you have the HOME environment variable set, then SDL.DLL will
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220 create a file in that directory called .sdl.proportionals, and you can
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221 put there the name of executable files that will be automatically made
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222 proportional.
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223
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224 Version 1.2.7 - 2005-10-14 - Doodle
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225 - Enabled Exception handler code in FSLib to be able to restore original
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226 desktop video mode in case the application crashes.
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227 - Added the missing FSLib_Uninitialize() call into SDL.
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228 (The lack of it did not cause problems, but it's cleaner this way.)
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229 - Fixed a mouse problem in Fullscreen mode where any mouse click
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230 re-centered the mouse.
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231
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232 Version 1.2.7 - 2005-10-09 - Doodle
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233 - Implemented window icon support
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234
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235 Version 1.2.7 - 2005-10-03 - Doodle
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236 - Reworked semaphore support again
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237 - Tuned thread priorities
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238
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239 Version 1.2.7 - 2005-10-02 - Doodle
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240 - Added support for custom mouse pointers
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241 - Fixed WM_CLOSE processing: give a chance to SDL app to ask user...
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242 - Added support for MMX-accelerated audio mixers
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243 - Other small fixes
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244
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245 Version 1.2.7 - 2005-09-12 - Doodle
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246 - Small fixes for DosBox incorporated into public release
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247 - Fixed semaphore support (SDL_syssem.c)
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248 - Fixed FSLib to have good clipping in scaled window mode,
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249 and to prevent occasional desktop freezes.
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250
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251 Version 1.2.7 - 2004-09-08a - Caetano
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252 - Improved joystick support (general verifications about hardware).
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253 - Added support up to 8 buttons in 2 axes joysticks and 6 buttons in 3 axes joysticks.
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254 - Added support to environment variable SDL_OS2_JOYSTICK to specify a joystick.
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255 - Improved Joystick test to handle every type of joystick and display only relevant information.
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256 - Merged with Doodle 2004-09-08
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257 - Little tid up in README.OS2
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258 - Added explanation about SDL_OS2_JOYSTICK environment variable on README.OS2
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259
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260 Version 1.2.7 - 2004-09-07 - Caetano
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261 - Merged with changes in headers for GCC compiling.
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262 - Added Joystick support using basic IBM GAME$ support, allowing it to work with all joystick drivers since OS/2 2.1.
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263 - Improved joystick detection (hacked!). OS/2 do not allow real joystick detection, so...
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264 - Modified makefile in test to compile "testjoystick". Anyway, it's useless, since it seems to cause a lot of trouble in OS/2 (because os video routines, not Joystick support).
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265 - Created separated Joystick test program to test only joystick functions.
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266 - Improved joystick auto-centering.
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267 - Improved the coordinate correction routine to use two scale factors for each axis.
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268
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269 Version 1.2.7 - 2004-07-05 - Caetano
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270 - Corrected the time returned by status in CDROM support (it was incorrect)
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271 - Added the testcdrom.c and corrected the linking directive (it was causing an error)
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272
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273 Version 1.2.7 - 2004-07-02a - Caetano
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274 - Corrected a little problem in a comment at SDL-1.2.7\test\torturethread.c, line 18 (missing */, nested comment)
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275 - Added CDROM support to tree (SDL-1.2.7\src\cdrom\os2\SDL_syscdrom.c)
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276 - Modified makefile (SDL-1.2.7\src\makefiles.wat and SDL-1.2.7\watcom.mif) to build with CDROM support
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277 - Added the "extra" SDL_types.h forgotten in 2004-07-02 version.
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278
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279 <End-Of-File>