Mercurial > sdl-ios-xcode
view docs/man3/SDL_SetVideoMode.3 @ 4134:31c7c57af8a4 SDL-1.2
Updates for building on Windows CE using mingw32ce cross compiler:
http://sourceforge.net/mailarchive/forum.php?thread_name 0703291652.38437.jwalt%40garni.ch&forum_name=cegcc-devel
Hi!
I just managed to compile SDL for Windows CE using the "mingw32ce"
configuration of http://cegcc.sourceforge.net. Test programs work as expected
(except for those using signals -- no POSIX on mingw32ce), and I didn't yet
encounter any problem.
While it was a pain to get everything compiled and running, the changes to
SDL are actually quite small (see attached SDL-ce.diff).
Unfortunately, the win32 headers shipped with cegcc are not 100% correct, and
it feels quite messy to work around them in SDL code, so those headers will
also need to be patched. (Attachment: win32api-ce.diff)
Since I had to apply the libtool patch from the cegcc patch, I have also ad ded
my copy of aclocal.m4 for SDL. I had to modify the cegcc libtool patch to
use "lt_cv_deplibs_check_method=pass_all" for mingw32ce, otherwise libtool
would not recognize the import libraries as valid for dynamic linking.
All these changes should not affect non-WinCE builds, so they could be
included in mainline SDL.
If you need some docs, you can use this description for a cross-compilation
README:
1) get cegcc from http://cegcc.sourceforge.net
2) build and install the "mingw32ce" variant (see cegcc installation docs)
3) patch w32api-headers (if not yet included in cegcc)
4) setup environment (customize the first three lines as you like):
PREFIX=/opt/mingw32ce
TARGET=arm-wince-mingw32ce
BUILD=`uname -m`-pc-linux-gnu
export PATH="$PREFIX/bin:$PREFIX/$TARGET/bin:$PREFIX/local/bin:$PATH"
export CFLAGS="${CFLAGS:- -O2 -g} -I$PREFIX/local/include"
export CPPFLAGS="${CPPFLAGS:- -O2 -g} -I$PREFIX/local/include"
export CXXFLAGS="${CXXFLAGS:- -O2 -g} -I$PREFIX/local/include"
export LDFLAGS="${LDFLAGS:- -O2 -g} -L$PREFIX/local/lib"
export HOST_CC="gcc"
export CC="$PREFIX/bin/$TARGET-gcc"
export CXX="$PREFIX/bin/$TARGET-g++"
export LD="$PREFIX/bin/$TARGET-ld"
export AS="$PREFIX/bin/$TARGET-as"
export AR="$PREFIX/bin/$TARGET-ar"
export RANLIB="$PREFIX/bin/$TARGET-ranlib"
export CONFIG_SHELL="/bin/sh"
5) build and install
./configure --target=$TARGET --host=$TARGET --build=$BUILD
make
make install
6) use (4) and (5) for any SDL-using software you want to cross-compile
7) copy $PREFIX/local/bin/SDL-1-2-0.dll into your executable directory on the WinCE machine
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 03 Jan 2008 06:19:07 +0000 |
parents | 4e3b250c950e |
children | 1238da4a7112 |
line wrap: on
line source
.TH "SDL_SetVideoMode" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_SetVideoMode \- Set up a video mode with the specified width, height and bits-per-pixel\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBSDL_Surface *\fBSDL_SetVideoMode\fP\fR(\fBint width, int height, int bpp, Uint32 flags\fR); .SH "DESCRIPTION" .PP Set up a video mode with the specified width, height and bits-per-pixel\&. .PP If \fBbpp\fR is 0, it is treated as the current display bits per pixel\&. .PP The \fBflags\fR parameter is the same as the \fBflags\fR field of the \fI\fBSDL_Surface\fR\fR structure\&. OR\&'d combinations of the following values are valid\&. .TP 20 \fBSDL_SWSURFACE\fP Create the video surface in system memory .TP 20 \fBSDL_HWSURFACE\fP Create the video surface in video memory .TP 20 \fBSDL_ASYNCBLIT\fP Enables the use of asynchronous updates of the display surface\&. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems\&. .TP 20 \fBSDL_ANYFORMAT\fP Normally, if a video surface of the requested bits-per-pixel (\fBbpp\fR) is not available, SDL will emulate one with a shadow surface\&. Passing \fBSDL_ANYFORMAT\fP prevents this and causes SDL to use the video surface, regardless of its pixel depth\&. .TP 20 \fBSDL_HWPALETTE\fP Give SDL exclusive palette access\&. Without this flag you may not always get the the colors you request with \fI\fBSDL_SetColors\fP\fR or \fI\fBSDL_SetPalette\fP\fR\&. .TP 20 \fBSDL_DOUBLEBUF\fP Enable hardware double buffering; only valid with SDL_HWSURFACE\&. Calling \fI\fBSDL_Flip\fP\fR will flip the buffers and update the screen\&. All drawing will take place on the surface that is not displayed at the moment\&. If double buffering could not be enabled then \fBSDL_Flip\fP will just perform a \fI\fBSDL_UpdateRect\fP\fR on the entire screen\&. .TP 20 \fBSDL_FULLSCREEN\fP SDL will attempt to use a fullscreen mode\&. If a hardware resolution change is not possible (for whatever reason), the next higher resolution will be used and the display window centered on a black background\&. .TP 20 \fBSDL_OPENGL\fP Create an OpenGL rendering context\&. You should have previously set OpenGL video attributes with \fI\fBSDL_GL_SetAttribute\fP\fR\&. .TP 20 \fBSDL_OPENGLBLIT\fP Create an OpenGL rendering context, like above, but allow normal blitting operations\&. The screen (2D) surface may have an alpha channel, and \fI\fBSDL_UpdateRects\fP\fR must be used for updating changes to the screen surface\&. .TP 20 \fBSDL_RESIZABLE\fP Create a resizable window\&. When the window is resized by the user a \fI\fBSDL_VIDEORESIZE\fP\fR event is generated and \fBSDL_SetVideoMode\fP can be called again with the new size\&. .TP 20 \fBSDL_NOFRAME\fP If possible, \fBSDL_NOFRAME\fP causes SDL to create a window with no title bar or frame decoration\&. Fullscreen modes automatically have this flag set\&. .PP .RS \fBNote: .PP Whatever \fBflags\fR \fBSDL_SetVideoMode\fP could satisfy are set in the \fBflags\fR member of the returned surface\&. .RE .PP .RS \fBNote: .PP The \fBbpp\fR parameter is the number of bits per pixel, so a \fBbpp\fR of 24 uses the packed representation of 3 bytes/pixel\&. For the more common 4 bytes/pixel mode, use a \fBbpp\fR of 32\&. Somewhat oddly, both 15 and 16 will request a 2 bytes/pixel mode, but different pixel formats\&. .RE .SH "RETURN VALUE" .PP The framebuffer surface, or \fBNULL\fR if it fails\&. The surface returned is freed by SDL_Quit() and should nt be freed by the caller\&. .SH "SEE ALSO" .PP \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_SetColors\fP\fR, \fI\fBSDL_Flip\fP\fR, \fI\fBSDL_Surface\fR\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01