Mercurial > sdl-ios-xcode
annotate README.OS2 @ 1629:ef4a796e7f24
Fixed bug #55
From Christian Walther:
When writing my patch for #12, I ended up doing all sorts of changes to the way
application/window activating/deactivating is handled in the Quartz backend,
resulting in the attached patch. It does make the code a bit cleaner IMHO, but
as it might be regarded as a case of "if it ain't broken, don't fix it" I'd
like to hear other people's opinion about it. Please shout if some change
strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As
far as I tested it, it does not introduce any new bugs, but I may well have
missed some.
- The most fundamental change (that triggered most of the others) is irrelevant
for the usual single-window SDL applications, it only affects the people who
are crazy enough to display other Cocoa windows alongside the SDL window (I'm
actually doing this currently, although the additional window only displays
debugging info and won't be present in the final product): Before, some things
were done on the application becoming active, some on the window becoming key,
and some on the window becoming main. Conceptually, all these actions belong to
the window becoming key, so that's what I implemented. However, since in a
single-window application these three events always happen together, the
previous implementation "ain't broken".
- This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from
SDL_GetAppState(): Before, it meant "window is main and mouse is inside window
(or mode is fullscreen)". Now, it means "window is key and mouse is inside
window (or mode is fullscreen)". It makes more sense to me that way. (See
http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html
for a discussion of what key and main windows are.) The other two flags are
unchanged: SDL_APPACTIVE = application is not hidden and window is not
minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen).
- As a side effect, the reorganization fixes the following two issues (and
maybe others) (but they could also be fixed in less invasive ways):
* A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m
(http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42)
(from half-desirable to undesirable behavior):
Situation: While in windowed mode, hide the cursor using
SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the
cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode.
What happened before revision 1.42: The cursor is visible, but becomes
invisible as soon as the mouse is moved (half-desirable).
What happens in revision 1.42 and after (including current CVS): The cursor is
visible and stays visible (undesirable).
What happens after my patch: The cursor is invisible from the beginning
(desirable).
* When the cursor is hidden and grabbed, switch away from the application using
cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside
of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the
current CVS, the cursor is re-grabbed, but it stays visible (immovable in the
middle of the window). With my patch, the cursor is correctly re-grabbed and
hidden. (For some reason, it still doesn't work correctly if you switch back to
the application using the dock instead of cmd-tab. I haven't been able to
figure out why. I can step over [NSCursor hide] being called in the debugger,
but it seems to have no effect.)
- The patch includes my patch for #12 (it was easier to obtain using cvs diff
that way). If you apply both of them, you will end up with 6 duplicate lines in
SDL_QuartzEvents.m.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 13 Apr 2006 14:17:48 +0000 |
parents | e3242177fe4a |
children | 14717b52abc0 |
rev | line source |
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1190 | 1 |
2 =========== | |
3 SDL on OS/2 | |
4 =========== | |
5 | |
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6 Last updated on Feb. 26, 2006. |
1190 | 7 |
8 | |
9 1. How to compile? | |
10 ------------------ | |
11 | |
12 To compile this, you'll need the followings installed: | |
13 - The OS/2 Developer's Toolkit | |
14 - The OpenWatcom compiler | |
15 (http://www.openwatcom.org) | |
16 - The FSLib library | |
17 (ftp://ftp.netlabs.org/pub/SDL) | |
18 | |
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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 |
1190 | 24 Please edit the second, fourth and fifth lines of setvars.cmd file |
25 to set the folders where the toolkit, the OW compiler and the FSLib are. | |
26 You won't need NASM yet (The Netwide Assembler), you can leave that line. | |
27 Run setvars.cmd, and you should get a shell in which you can | |
28 compile SDL. | |
29 | |
30 Check the "Watcom.mif" file. This is the file which is included by all the | |
31 Watcom makefiles, so changes here will affect the whole build process. | |
32 There is a line in there which determines if the resulting SDL.DLL will be | |
33 a 'debug' or a 'release' build. The 'debug' version is full of printf()'s, | |
34 so if something goes wrong, its output can help a lot for debugging. | |
35 | |
36 Then go to the 'src' folder, and run "wmake -f makefile.wat". | |
37 This should create the SDL.DLL and the corresponding SDL.LIB file there. | |
38 | |
39 To test applications, it's a good idea to use the 'debug' build of SDL, and | |
40 redirect the standard output and standard error output to files, to see what | |
41 happens internally in SDL. | |
42 (like: testsprite >stdout.txt 2>stderr.txt) | |
43 | |
44 To rebuild SDL, use the following commands in 'src' folder: | |
45 wmake -f makefile.wat clean | |
46 wmake -f makefile.wat | |
47 | |
48 | |
49 | |
50 2. How to compile the testapps? | |
51 ------------------------------- | |
52 | |
53 Once you have SDL.DLL compiled, navigate into the 'test' folder, copy in there | |
54 the newly built SDL.DLL, and copy in there FSLib.DLL. | |
55 | |
56 Then run "wmake -f makefile.wat" in there to compile some of the testapps. | |
57 | |
58 | |
59 | |
60 3. What is missing? | |
61 ------------------- | |
62 | |
63 The following things are missing from this SDL implementation: | |
64 - MMX, SSE and 3DNOW! optimized video blitters? | |
65 - HW Video surfaces | |
66 - OpenGL support | |
67 | |
68 | |
69 | |
70 4. Special Keys / Full-Screen support | |
71 ------------------------------------- | |
72 | |
73 There are two special hot-keys implemented: | |
74 - Alt+Home switches between fullscreen and windowed mode | |
75 - Alt+End simulates closing the window (can be used as a Panic key) | |
76 Only the LEFT Alt key will work. | |
77 | |
78 | |
79 | |
80 5. Joysticks on SDL/2 | |
81 --------------------- | |
82 | |
83 The Joystick detection only works for standard joysticks (2 buttons, 2 axes | |
84 and the like). Therefore, if you use a non-standard joystick, you should | |
85 specify its features in the SDL_OS2_JOYSTICK environment variable in a batch | |
86 file or CONFIG.SYS, so SDL applications can provide full capability to your | |
87 device. The syntax is: | |
88 | |
89 SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS] | |
90 | |
91 So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls, | |
92 the line should be: | |
93 | |
94 SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0 | |
95 | |
96 If you want to add spaces in your joystick name, just surround it with | |
97 quotes or double-quotes: | |
98 | |
99 SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0 | |
100 | |
101 or | |
102 | |
103 SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0 | |
104 | |
105 Notive However that Balls and Hats are not supported under OS/2, and the | |
106 value will be ignored... but it is wise to define these correctly because | |
107 in the future those can be supported. | |
108 Also the number of buttons is limited to 2 when using two joysticks, | |
109 4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes | |
110 and 8 when using a joystick with 2 axes. Notice however these are limitations | |
111 of the Joystick Port hardware, not OS/2. | |
112 | |
113 | |
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... |
1190 | 168 ---------------- |
169 | |
170 Things to do: | |
171 - Implement missing stuffs (look for 'TODO' string in source code!) | |
172 - Finish video driver (the 'wincommon' can be a good example for missing | |
173 things like application icon and so on...) | |
174 - Enable MMX/SSE/SSE2 acceleration functions | |
175 - Rewrite CDROM support using DOS Ioctl for better support. | |
176 | |
177 | |
178 | |
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179 9. Contacts |
1190 | 180 ----------- |
181 | |
182 You can contact the developers for bugs: | |
183 | |
184 Area Developer email | |
185 General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu | |
186 CDROM and Joystick Caetano daniel@caetano.eng.br | |
187 | |
188 Notice however that SDL/2 is 'in development' stage so ... if you want to help, | |
189 please, be our guest and contact us! | |
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> |