annotate README.OS2 @ 4269:60db3d01cb3a SDL-1.2

I just tested DGA mouse motion with X.org 1.6.0 and it's working fine, with evdev and the G5 mouse. It's not creating a ton of events here.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 30 Sep 2009 04:49:57 +0000
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children c121d94672cb
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1
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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. 17, 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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17 First of all, you have to unzip the Watcom-OS2.zip file. This will result in a
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18 file called "makefile" and a file called "setvars.cmd" in this folder (and some
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19 more files...).
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20
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21 Please edit the second, fourth and fifth lines of setvars.cmd file
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22 to set the folders where the toolkit, the OW compiler and the FSLib are.
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23 You won't need NASM yet (The Netwide Assembler), you can leave that line.
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24 Run setvars.cmd, and you should get a shell in which you can
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25 compile SDL.
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27 Check the "makefile" file. There is a line in there which determines if the
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28 resulting SDL.DLL will be a 'debug' or a 'release' build. The 'debug' version
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29 is full of printf()'s, so if something goes wrong, its output can help a lot
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30 for debugging.
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32 Then run "wmake".
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33 This should create the SDL12.DLL and the corresponding SDL12.LIB file here.
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34
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35 To test applications, it's a good idea to use the 'debug' build of SDL, and
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36 redirect the standard output and standard error output to files, to see what
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37 happens internally in SDL.
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38 (like: testsprite >stdout.txt 2>stderr.txt)
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39
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40 To rebuild SDL, use the following commands in this folder:
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41 wmake clean
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42 wmake
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45
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46 2. How to compile the testapps?
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47 -------------------------------
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48
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49 Once you have SDL12.DLL compiled, navigate into the 'test' folder, copy in
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50 there the newly built SDL12.DLL, and copy in there FSLib.DLL.
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52 Then run "wmake" in there to compile some of the testapps.
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54
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55
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56 3. What is missing?
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57 -------------------
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58
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59 The following things are missing from this SDL implementation:
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60 - MMX, SSE and 3DNOW! optimized video blitters?
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61 - HW Video surfaces
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62 - OpenGL support
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63
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64
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65
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66 4. Special Keys / Full-Screen support
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67 -------------------------------------
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68
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69 There are two special hot-keys implemented:
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70 - Alt+Home switches between fullscreen and windowed mode
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71 - Alt+End simulates closing the window (can be used as a Panic key)
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72 Only the LEFT Alt key will work.
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73
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74
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75
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76 5. Joysticks on SDL/2
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77 ---------------------
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78
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79 The Joystick detection only works for standard joysticks (2 buttons, 2 axes
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80 and the like). Therefore, if you use a non-standard joystick, you should
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81 specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
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82 file or CONFIG.SYS, so SDL applications can provide full capability to your
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83 device. The syntax is:
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84
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85 SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
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86
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87 So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
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88 the line should be:
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89
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90 SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
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91
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92 If you want to add spaces in your joystick name, just surround it with
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93 quotes or double-quotes:
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94
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95 SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
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96
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97 or
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98
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99 SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
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100
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101 Notive However that Balls and Hats are not supported under OS/2, and the
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102 value will be ignored... but it is wise to define these correctly because
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103 in the future those can be supported.
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104 Also the number of buttons is limited to 2 when using two joysticks,
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105 4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
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106 and 8 when using a joystick with 2 axes. Notice however these are limitations
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107 of the Joystick Port hardware, not OS/2.
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108
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109
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110
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111 6. Proportional windows
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112 -----------------------
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113
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114 For some SDL applications it can be handy to have proportional windows, so
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115 the windows will keep their aspect ratio when resized.
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116 This can be achieved in two ways:
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117
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118 - Before starting the given SDL application, set the
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119 SDL_USE_PROPORTIONAL_WINDOW environment variable to something, e.g.:
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120
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121 SET SDL_USE_PROPORTIONAL_WINDOW=1
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122 dosbox.exe
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123
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124 - If you have a HOME environment variable set, then SDL will look for a file
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125 in there called ".sdl.proportionals". If that file contains the name of the
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126 currently running SDL executable, then that process will have proportional
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127 windows automatically.
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128
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129 Please note that this file is created automatically with default values
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130 at the first run.
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131
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132
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133
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134 7. Audio in SDL applications
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135 ----------------------------
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136
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137 Audio effects are one of the most important features in games. Creating audio
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138 effects in sync with the game and without hickups and pauses in the audio are
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139 very important things.
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140
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141 However there are multithreaded SDL applications that have tight loops as their
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142 main logic loop. This kills performance in OS/2, and takes too much CPU from
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143 other threads in the same process, for example from the thread to create the
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144 sound effects.
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145
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146 For this reason, the OS/2 port of SDL can be instructed to run the audio thread
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147 in high priority, which makes sure that there will be enough time for the
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148 processing of the audio data.
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149
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150 At default, SDL/2 runs the audio thread at ForegroundServer+0 priority. Well
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151 written and well behaving SDL applications should work well in this mode.
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152 For other applications, you can tell SDL/2 to run the audio thread at
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153 TimeCritical priority by setting an env.variable before starting the SDL app:
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154
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155 SET SDL_USE_TIMECRITICAL_AUDIO=1
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156
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157 Please note that this is a bit risky, because if the SDL application runs a
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158 tight infinite loop in this thread, this will make the whole system
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159 unresponsive, so use it with care, and only for applications that need it!
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160
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161
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162
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163 8. Next steps...
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164 ----------------
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165
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166 Things to do:
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167 - Implement missing stuffs (look for 'TODO' string in source code!)
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168 - Finish video driver (the 'wincommon' can be a good example for missing
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169 things like application icon and so on...)
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170 - Enable MMX/SSE/SSE2 acceleration functions
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171 - Rewrite CDROM support using DOS Ioctl for better support.
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172
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173
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174
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175 9. Contacts
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176 -----------
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177
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178 You can contact the developers for bugs:
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179
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180 Area Developer email
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181 General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu
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182 CDROM and Joystick Caetano daniel@caetano.eng.br
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183
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184 Notice however that SDL/2 is 'in development' stage so ... if you want to help,
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185 please, be our guest and contact us!
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186
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187
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188
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189 10. Changelog of the OS/2 port
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190 ------------------------------
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191
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192 Version 1.2.10 - 2006-05-17 - Doodle
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193 - Small modifications for v1.2.10 release
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194 - Changed DLL name to include version info (currently SDL12.dll)
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195
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196 Version 1.2 - 2006-05-01 - Doodle
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197 - Modified makefile system to have only one makefile
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198 - Included FSLib headers, DLL and LIB file
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199
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200 Version 1.2 - 2006-02-26 - Doodle
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201 - Updated the official SDL version with the OS/2 specific changes.
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202 - Added support for real unicode keycode conversion.
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203
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204 Version 1.2.7 - 2006-01-20 - Doodle
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205 - Added support for selectively using timecritical priority for
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206 audio threads by SDL_USE_TIMECRITICAL_AUDIO environment variable.
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207 (e.g.:
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208 SET SDL_USE_TIMECRITICAL_AUDIO=1
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209 dosbox.exe
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210 )
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211
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212 Version 1.2.7 - 2005-12-22 - Doodle
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213 - Added support for proportional SDL windows.
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214 There are two ways to have proportional (aspect-keeping) windows for
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215 a given SDL application: Either set the SDL_USE_PROPORTIONAL_WINDOW
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216 environment variable to something before starting the application
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217 (e.g.:
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218 SET SDL_USE_PROPORTIONAL_WINDOW=1
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219 dosbox.exe
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220 )
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221 or, if you have the HOME environment variable set, then SDL12.DLL will
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222 create a file in that directory called .sdl.proportionals, and you can
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223 put there the name of executable files that will be automatically made
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224 proportional.
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225
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226 Version 1.2.7 - 2005-10-14 - Doodle
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227 - Enabled Exception handler code in FSLib to be able to restore original
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228 desktop video mode in case the application crashes.
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229 - Added the missing FSLib_Uninitialize() call into SDL.
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230 (The lack of it did not cause problems, but it's cleaner this way.)
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231 - Fixed a mouse problem in Fullscreen mode where any mouse click
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232 re-centered the mouse.
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233
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234 Version 1.2.7 - 2005-10-09 - Doodle
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235 - Implemented window icon support
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236
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237 Version 1.2.7 - 2005-10-03 - Doodle
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238 - Reworked semaphore support again
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239 - Tuned thread priorities
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240
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241 Version 1.2.7 - 2005-10-02 - Doodle
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242 - Added support for custom mouse pointers
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243 - Fixed WM_CLOSE processing: give a chance to SDL app to ask user...
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244 - Added support for MMX-accelerated audio mixers
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245 - Other small fixes
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246
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247 Version 1.2.7 - 2005-09-12 - Doodle
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248 - Small fixes for DosBox incorporated into public release
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249 - Fixed semaphore support (SDL_syssem.c)
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250 - Fixed FSLib to have good clipping in scaled window mode,
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251 and to prevent occasional desktop freezes.
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252
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253 Version 1.2.7 - 2004-09-08a - Caetano
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254 - Improved joystick support (general verifications about hardware).
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255 - Added support up to 8 buttons in 2 axes joysticks and 6 buttons in 3 axes joysticks.
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256 - Added support to environment variable SDL_OS2_JOYSTICK to specify a joystick.
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257 - Improved Joystick test to handle every type of joystick and display only relevant information.
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258 - Merged with Doodle 2004-09-08
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259 - Little tid up in README.OS2
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260 - Added explanation about SDL_OS2_JOYSTICK environment variable on README.OS2
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261
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262 Version 1.2.7 - 2004-09-07 - Caetano
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263 - Merged with changes in headers for GCC compiling.
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264 - 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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265 - Improved joystick detection (hacked!). OS/2 do not allow real joystick detection, so...
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266 - 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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267 - Created separated Joystick test program to test only joystick functions.
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268 - Improved joystick auto-centering.
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269 - Improved the coordinate correction routine to use two scale factors for each axis.
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270
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271 Version 1.2.7 - 2004-07-05 - Caetano
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272 - Corrected the time returned by status in CDROM support (it was incorrect)
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273 - Added the testcdrom.c and corrected the linking directive (it was causing an error)
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274
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275 Version 1.2.7 - 2004-07-02a - Caetano
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276 - Corrected a little problem in a comment at SDL-1.2.7\test\torturethread.c, line 18 (missing */, nested comment)
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277 - Added CDROM support to tree (SDL-1.2.7\src\cdrom\os2\SDL_syscdrom.c)
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278 - 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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279 - Added the "extra" SDL_types.h forgotten in 2004-07-02 version.
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280
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281 <End-Of-File>