annotate README.PicoGUI @ 983:7f08bd66f1ca

Date: Fri, 19 Nov 2004 06:23:53 -0800 (PST) From: Eric Wing Subject: OS X Mouse inversion problem fix (again) Here's yet another patch for the OS X mouse inversion problem. This should fix the problem once and for all. I know I've said this before, but *This time for sure!* :) If you recall, my last patch broke the non-OpenGL windowed code and caused the inversion to occur there instead. Max submitted a patch that partially reverted the changes back which included the os version hack which is currently the most recent CVS. Aaron Sullivan identified and reported to the mailing list the other day, that the last partial regression of the code broke OS X 10.2. Looking over the results, I'm thinking that I was slightly more successful than I thought at unifying the code. I think I was trying to unify the code base for OpenGL and non-OpenGL windowed modes for all versions of the OS. It looks like I failed at at unifying the OpenGL and non-OpenGL code, but I did succeed at unifying the OS versions. Thus, we no longer need the hack for the OS version checks. The partial regression still included an OS check which is what broke things for < 10.3. Attached is the patch for SDL_QuartzWM.m. It basically is a half-line change that removes one of the two checks that decides if the mouse coordinates need to be inverted, i.e: if (system_version >= 0x1030 && (SDL_VideoSurface->flags & SDL_OPENGL) ) becomes this: if(SDL_VideoSurface->flags & SDL_OPENGL) With Aaron's outstanding help, we have collectively tested: windowed OpenGL windowed non-OpenGL fullscreen OpenGL fullscreen non-OpenGL under OS X 10.2 (Jaguar), 10.3 (Panther), and 10.4 (Tiger). We don't have access to 10.0 or 10.1, but since the original problem didn't materialize until 10.3, I'm hopeful that testing 10.2 is sufficient. And now that the code is uniform, I'm also hoping we'll be safe moving forward to deal with future revisions of the OS with this issue.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 21 Nov 2004 00:57:47 +0000
parents 706de3956894
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1 ========================
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2 Using SDL with PicoGUI
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3 ========================
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5 - Originally contributed by Micah Dowty <micahjd@users.sourceforge.net>
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7 PicoGUI is a scalable GUI system with a unique architecture, primarily focused
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8 on scalability to various embedded systems. You can find more information
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9 including a FAQ at http://picogui.org
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11 To use the patch:
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13 1. When compiling, add the "--enable-video-picogui" switch to ./configure
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15 2. When running your program, ensure that the picogui driver for SDL
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16 is in use by setting the SDL_VIDEODRIVER environment variable
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17 to "picogui".
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19 3. The program must also be linked to the C client library for PicoGUI
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20 (libpgui.so). If the program is being compiled with a patched SDL
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21 installed this should be done automatically. If you want to use an
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22 existing binary with PicoGUI, you can set the LD_PRELOAD environment
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23 variable to the path of your libpgui.so file.
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25 Capabilities:
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27 So far only basic functionality is provided on true color (linear16/24/32)
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28 devices. Accessing a memory mapped bitmap, updating the display, and handling
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29 mouse/keyboard input. This functionality has been tested with several
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30 applications, including mplayer, Xine, sldroids, and Abuse.
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31
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32 TODO list:
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33
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34 - YUV overlays will be helpful for watching video on set top boxes or other
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35 embedded devices that have some graphics acceleration hardware
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37 - Account for rotated bitmap storage in pgserver
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38
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39 - Support for hiding or changing the cursor
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41 - The display should be centered when the SDL application is smaller
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42 than the PicoGUI panel
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44 - Fullscreen or any other special modes
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46 - Support for indexed and grayscale modes
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48 - Probably much more...
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50 --- The End ---