annotate README.OS2 @ 1650:ee4f2d77206f

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author Sam Lantinga <slouken@libsdl.org>
date Sat, 22 Apr 2006 19:50:23 +0000
parents e3242177fe4a
children 14717b52abc0
rev   line source
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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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6 Last updated on Feb. 26, 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 put the OS/2-specific Watcom makefiles into the
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20 source code tree by unzipping the file Watcom-OS2.zip here. This will
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21 result in a Watcom.mif and a setvars.cmd file in this folder, and several
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22 Makefile.wat files in the src\ folder and in some of its subfolders.
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23
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24 Please edit the second, fourth and fifth lines of setvars.cmd file
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25 to set the folders where the toolkit, the OW compiler and the FSLib are.
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26 You won't need NASM yet (The Netwide Assembler), you can leave that line.
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27 Run setvars.cmd, and you should get a shell in which you can
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28 compile SDL.
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29
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30 Check the "Watcom.mif" file. This is the file which is included by all the
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31 Watcom makefiles, so changes here will affect the whole build process.
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32 There is a line in there which determines if the resulting SDL.DLL will be
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33 a 'debug' or a 'release' build. The 'debug' version is full of printf()'s,
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34 so if something goes wrong, its output can help a lot for debugging.
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35
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36 Then go to the 'src' folder, and run "wmake -f makefile.wat".
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37 This should create the SDL.DLL and the corresponding SDL.LIB file there.
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38
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39 To test applications, it's a good idea to use the 'debug' build of SDL, and
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40 redirect the standard output and standard error output to files, to see what
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41 happens internally in SDL.
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42 (like: testsprite >stdout.txt 2>stderr.txt)
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43
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44 To rebuild SDL, use the following commands in 'src' folder:
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45 wmake -f makefile.wat clean
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46 wmake -f makefile.wat
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47
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48
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49
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50 2. How to compile the testapps?
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51 -------------------------------
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52
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53 Once you have SDL.DLL compiled, navigate into the 'test' folder, copy in there
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54 the newly built SDL.DLL, and copy in there FSLib.DLL.
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55
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56 Then run "wmake -f makefile.wat" in there to compile some of the testapps.
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57
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58
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59
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60 3. What is missing?
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61 -------------------
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62
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63 The following things are missing from this SDL implementation:
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64 - MMX, SSE and 3DNOW! optimized video blitters?
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65 - HW Video surfaces
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66 - OpenGL support
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67
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68
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69
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70 4. Special Keys / Full-Screen support
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71 -------------------------------------
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72
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73 There are two special hot-keys implemented:
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74 - Alt+Home switches between fullscreen and windowed mode
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75 - Alt+End simulates closing the window (can be used as a Panic key)
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76 Only the LEFT Alt key will work.
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77
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78
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79
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80 5. Joysticks on SDL/2
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81 ---------------------
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82
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83 The Joystick detection only works for standard joysticks (2 buttons, 2 axes
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84 and the like). Therefore, if you use a non-standard joystick, you should
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85 specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
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86 file or CONFIG.SYS, so SDL applications can provide full capability to your
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87 device. The syntax is:
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88
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89 SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
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90
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91 So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
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92 the line should be:
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93
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94 SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
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95
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96 If you want to add spaces in your joystick name, just surround it with
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97 quotes or double-quotes:
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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 or
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102
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103 SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
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104
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105 Notive However that Balls and Hats are not supported under OS/2, and the
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106 value will be ignored... but it is wise to define these correctly because
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107 in the future those can be supported.
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108 Also the number of buttons is limited to 2 when using two joysticks,
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109 4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
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110 and 8 when using a joystick with 2 axes. Notice however these are limitations
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111 of the Joystick Port hardware, not OS/2.
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112
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113
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114
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115 6. Proportional windows
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116 -----------------------
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117
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118 For some SDL applications it can be handy to have proportional windows, so
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119 the windows will keep their aspect ratio when resized.
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120 This can be achieved in two ways:
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121
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122 - Before starting the given SDL application, set the
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123 SDL_USE_PROPORTIONAL_WINDOW environment variable to something, e.g.:
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124
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125 SET SDL_USE_PROPORTIONAL_WINDOW=1
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126 dosbox.exe
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127
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128 - If you have a HOME environment variable set, then SDL will look for a file
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129 in there called ".sdl.proportionals". If that file contains the name of the
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130 currently running SDL executable, then that process will have proportional
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131 windows automatically.
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132
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133 Please note that this file is created automatically with default values
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134 at the first run.
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135
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136
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137
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138 7. Audio in SDL applications
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139 ----------------------------
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140
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141 Audio effects are one of the most important features in games. Creating audio
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142 effects in sync with the game and without hickups and pauses in the audio are
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143 very important things.
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144
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145 However there are multithreaded SDL applications that have tight loops as their
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146 main logic loop. This kills performance in OS/2, and takes too much CPU from
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147 other threads in the same process, for example from the thread to create the
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148 sound effects.
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149
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150 For this reason, the OS/2 port of SDL can be instructed to run the audio thread
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151 in high priority, which makes sure that there will be enough time for the
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152 processing of the audio data.
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153
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154 At default, SDL/2 runs the audio thread at ForegroundServer+0 priority. Well
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155 written and well behaving SDL applications should work well in this mode.
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156 For other applications, you can tell SDL/2 to run the audio thread at
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157 TimeCritical priority by setting an env.variable before starting the SDL app:
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158
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159 SET SDL_USE_TIMECRITICAL_AUDIO=1
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160
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161 Please note that this is a bit risky, because if the SDL application runs a
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162 tight infinite loop in this thread, this will make the whole system
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163 unresponsive, so use it with care, and only for applications that need it!
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164
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165
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166
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167 8. Next steps...
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168 ----------------
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169
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170 Things to do:
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171 - Implement missing stuffs (look for 'TODO' string in source code!)
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172 - Finish video driver (the 'wincommon' can be a good example for missing
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173 things like application icon and so on...)
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174 - Enable MMX/SSE/SSE2 acceleration functions
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175 - Rewrite CDROM support using DOS Ioctl for better support.
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176
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177
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178
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179 9. Contacts
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180 -----------
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181
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182 You can contact the developers for bugs:
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183
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184 Area Developer email
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185 General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu
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186 CDROM and Joystick Caetano daniel@caetano.eng.br
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187
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188 Notice however that SDL/2 is 'in development' stage so ... if you want to help,
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189 please, be our guest and contact us!
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190
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191
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192
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193 10. Changelog of the OS/2 port
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194 ------------------------------
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195
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196 Version 1.2 - 2006-02-26 - Doodle
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197 - Updated the official SDL version with the OS/2 specific changes.
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198 - Added support for real unicode keycode conversion.
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199
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200 Version 1.2.7 - 2006-01-20 - Doodle
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201 - Added support for selectively using timecritical priority for
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202 audio threads by SDL_USE_TIMECRITICAL_AUDIO environment variable.
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203 (e.g.:
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204 SET SDL_USE_TIMECRITICAL_AUDIO=1
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205 dosbox.exe
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206 )
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207
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208 Version 1.2.7 - 2005-12-22 - Doodle
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209 - Added support for proportional SDL windows.
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210 There are two ways to have proportional (aspect-keeping) windows for
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211 a given SDL application: Either set the SDL_USE_PROPORTIONAL_WINDOW
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212 environment variable to something before starting the application
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213 (e.g.:
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214 SET SDL_USE_PROPORTIONAL_WINDOW=1
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215 dosbox.exe
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216 )
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217 or, if you have the HOME environment variable set, then SDL.DLL will
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218 create a file in that directory called .sdl.proportionals, and you can
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219 put there the name of executable files that will be automatically made
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220 proportional.
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221
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222 Version 1.2.7 - 2005-10-14 - Doodle
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223 - Enabled Exception handler code in FSLib to be able to restore original
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224 desktop video mode in case the application crashes.
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225 - Added the missing FSLib_Uninitialize() call into SDL.
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226 (The lack of it did not cause problems, but it's cleaner this way.)
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227 - Fixed a mouse problem in Fullscreen mode where any mouse click
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228 re-centered the mouse.
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229
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230 Version 1.2.7 - 2005-10-09 - Doodle
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231 - Implemented window icon support
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232
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233 Version 1.2.7 - 2005-10-03 - Doodle
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234 - Reworked semaphore support again
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235 - Tuned thread priorities
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236
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237 Version 1.2.7 - 2005-10-02 - Doodle
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238 - Added support for custom mouse pointers
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239 - Fixed WM_CLOSE processing: give a chance to SDL app to ask user...
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240 - Added support for MMX-accelerated audio mixers
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241 - Other small fixes
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242
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243 Version 1.2.7 - 2005-09-12 - Doodle
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244 - Small fixes for DosBox incorporated into public release
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245 - Fixed semaphore support (SDL_syssem.c)
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246 - Fixed FSLib to have good clipping in scaled window mode,
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247 and to prevent occasional desktop freezes.
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248
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249 Version 1.2.7 - 2004-09-08a - Caetano
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250 - Improved joystick support (general verifications about hardware).
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251 - Added support up to 8 buttons in 2 axes joysticks and 6 buttons in 3 axes joysticks.
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252 - Added support to environment variable SDL_OS2_JOYSTICK to specify a joystick.
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253 - Improved Joystick test to handle every type of joystick and display only relevant information.
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254 - Merged with Doodle 2004-09-08
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255 - Little tid up in README.OS2
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256 - Added explanation about SDL_OS2_JOYSTICK environment variable on README.OS2
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257
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258 Version 1.2.7 - 2004-09-07 - Caetano
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259 - Merged with changes in headers for GCC compiling.
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260 - 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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261 - Improved joystick detection (hacked!). OS/2 do not allow real joystick detection, so...
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262 - 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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263 - Created separated Joystick test program to test only joystick functions.
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264 - Improved joystick auto-centering.
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265 - Improved the coordinate correction routine to use two scale factors for each axis.
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266
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267 Version 1.2.7 - 2004-07-05 - Caetano
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268 - Corrected the time returned by status in CDROM support (it was incorrect)
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269 - Added the testcdrom.c and corrected the linking directive (it was causing an error)
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270
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271 Version 1.2.7 - 2004-07-02a - Caetano
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272 - Corrected a little problem in a comment at SDL-1.2.7\test\torturethread.c, line 18 (missing */, nested comment)
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273 - Added CDROM support to tree (SDL-1.2.7\src\cdrom\os2\SDL_syscdrom.c)
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274 - 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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275 - Added the "extra" SDL_types.h forgotten in 2004-07-02 version.
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276
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277 <End-Of-File>