Mercurial > sdl-ios-xcode
view src/video/wincommon/SDL_syswm.c @ 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 | cbe2f23a1c2b |
children | a1b03ba2fcd0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #define WIN32_LEAN_AND_MEAN #include <windows.h> #include "SDL_version.h" #include "SDL_video.h" #include "SDL_loadso.h" #include "SDL_syswm.h" #include "../SDL_pixels_c.h" #include "../SDL_cursor_c.h" #include "SDL_syswm_c.h" #include "SDL_wingl_c.h" #ifdef _WIN32_WCE #define DISABLE_ICON_SUPPORT #endif /* The screen icon -- needs to be freed on SDL_VideoQuit() */ HICON screen_icn = NULL; /* Win32 icon mask semantics are different from those of SDL: SDL applies the mask to the icon and copies result to desktop. Win32 applies the mask to the desktop and XORs the icon on. This means that the SDL mask needs to be applied to the icon and then inverted and passed to Win32. */ void WIN_SetWMIcon(_THIS, SDL_Surface *icon, Uint8 *mask) { #ifdef DISABLE_ICON_SUPPORT return; #else SDL_Palette *pal_256; SDL_Surface *icon_256; Uint8 *pdata, *pwin32; Uint8 *mdata, *mwin32, m = 0; int icon_len; int icon_plen; int icon_mlen; int icon_pitch; int mask_pitch; SDL_Rect bounds; int i, skip; int row, col; struct /* quasi-BMP format */ Win32Icon { Uint32 biSize; Sint32 biWidth; Sint32 biHeight; Uint16 biPlanes; Uint16 biBitCount; Uint32 biCompression; Uint32 biSizeImage; Sint32 biXPelsPerMeter; Sint32 biYPelsPerMeter; Uint32 biClrUsed; Uint32 biClrImportant; struct /* RGBQUAD -- note it's BGR ordered */ { Uint8 rgbBlue; Uint8 rgbGreen; Uint8 rgbRed; Uint8 rgbReserved; } biColors[256]; /* Pixels: Uint8 pixels[] */ /* Mask: Uint8 mask[] */ } *icon_win32; /* Allocate the win32 bmp icon and set everything to zero */ icon_pitch = ((icon->w+3)&~3); mask_pitch = ((icon->w+7)/8); icon_plen = icon->h*icon_pitch; icon_mlen = icon->h*mask_pitch; icon_len = sizeof(*icon_win32)+icon_plen+icon_mlen; icon_win32 = (struct Win32Icon *)SDL_stack_alloc(Uint8, icon_len); if ( icon_win32 == NULL ) { return; } SDL_memset(icon_win32, 0, icon_len); /* Set the basic BMP parameters */ icon_win32->biSize = sizeof(*icon_win32)-sizeof(icon_win32->biColors); icon_win32->biWidth = icon->w; icon_win32->biHeight = icon->h*2; icon_win32->biPlanes = 1; icon_win32->biBitCount = 8; icon_win32->biSizeImage = icon_plen+icon_mlen; /* Allocate a standard 256 color icon surface */ icon_256 = SDL_CreateRGBSurface(SDL_SWSURFACE, icon->w, icon->h, icon_win32->biBitCount, 0, 0, 0, 0); if ( icon_256 == NULL ) { SDL_stack_free(icon_win32); return; } pal_256 = icon_256->format->palette; if (icon->format->palette && (icon->format->BitsPerPixel == icon_256->format->BitsPerPixel)){ Uint8 black; SDL_memcpy(pal_256->colors, icon->format->palette->colors, pal_256->ncolors*sizeof(SDL_Color)); /* Make sure that 0 is black! */ black = SDL_FindColor(pal_256, 0x00, 0x00, 0x00); pal_256->colors[black] = pal_256->colors[0]; pal_256->colors[0].r = 0x00; pal_256->colors[0].g = 0x00; pal_256->colors[0].b = 0x00; } else { SDL_DitherColors(pal_256->colors, icon_256->format->BitsPerPixel); } /* Now copy color data to the icon BMP */ for ( i=0; i<(1<<icon_win32->biBitCount); ++i ) { icon_win32->biColors[i].rgbRed = pal_256->colors[i].r; icon_win32->biColors[i].rgbGreen = pal_256->colors[i].g; icon_win32->biColors[i].rgbBlue = pal_256->colors[i].b; } /* Convert icon to a standard surface format. This may not always be necessary, as Windows supports a variety of BMP formats, but it greatly simplifies our code. */ bounds.x = 0; bounds.y = 0; bounds.w = icon->w; bounds.h = icon->h; if ( SDL_LowerBlit(icon, &bounds, icon_256, &bounds) < 0 ) { SDL_stack_free(icon_win32); SDL_FreeSurface(icon_256); return; } /* Copy pixels upside-down to icon BMP, masked with the icon mask */ if ( SDL_MUSTLOCK(icon_256) || (icon_256->pitch != icon_pitch) ) { SDL_stack_free(icon_win32); SDL_FreeSurface(icon_256); SDL_SetError("Warning: Unexpected icon_256 characteristics"); return; } pdata = (Uint8 *)icon_256->pixels; mdata = mask; pwin32 = (Uint8 *)icon_win32+sizeof(*icon_win32)+icon_plen-icon_pitch; skip = icon_pitch - icon->w; for ( row=0; row<icon->h; ++row ) { for ( col=0; col<icon->w; ++col ) { if ( (col%8) == 0 ) { m = *mdata++; } if ( (m&0x80) != 0x00 ) { *pwin32 = *pdata; } m <<= 1; ++pdata; ++pwin32; } pdata += skip; pwin32 += skip; pwin32 -= 2*icon_pitch; } SDL_FreeSurface(icon_256); /* Copy mask inverted and upside-down to icon BMP */ mdata = mask; mwin32 = (Uint8 *)icon_win32 +sizeof(*icon_win32)+icon_plen+icon_mlen-mask_pitch; for ( row=0; row<icon->h; ++row ) { for ( col=0; col<mask_pitch; ++col ) { *mwin32++ = ~*mdata++; } mwin32 -= 2*mask_pitch; } /* Finally, create the icon handle and set the window icon */ screen_icn = CreateIconFromResourceEx((Uint8 *)icon_win32, icon_len, TRUE, 0x00030000, icon->w, icon->h, LR_DEFAULTCOLOR); if ( screen_icn == NULL ) { SDL_SetError("Couldn't create Win32 icon handle"); } else { SetClassLongPtr(SDL_Window, GCLP_HICON, (LONG_PTR)screen_icn); } SDL_stack_free(icon_win32); #endif /* DISABLE_ICON_SUPPORT */ } typedef BOOL (WINAPI *PtrSetWindowTextW)(HWND hWnd, LPCWSTR lpString); void WIN_SetWMCaption(_THIS, const char *title, const char *icon) { #ifdef _WIN32_WCE /* WinCE uses the UNICODE version */ LPWSTR lpszW = SDL_iconv_utf8_ucs2((char *)title); SetWindowText(SDL_Window, lpszW); SDL_free(lpszW); #else Uint16 *lpsz = SDL_iconv_utf8_ucs2(title); size_t len = WideCharToMultiByte(CP_ACP, 0, lpsz, -1, NULL, 0, NULL, NULL); char *cvt = SDL_stack_alloc(char, len + 1); WideCharToMultiByte(CP_ACP, 0, lpsz, -1, cvt, len, NULL, NULL); SetWindowText(SDL_Window, cvt); SDL_stack_free(cvt); SDL_free(lpsz); #endif } int WIN_IconifyWindow(_THIS) { ShowWindow(SDL_Window, SW_MINIMIZE); return(1); } SDL_GrabMode WIN_GrabInput(_THIS, SDL_GrabMode mode) { if ( mode == SDL_GRAB_OFF ) { ClipCursor(NULL); if ( !(SDL_cursorstate & CURSOR_VISIBLE) ) { /* RJR: March 28, 2000 must be leaving relative mode, move mouse from center of window to where it belongs ... */ POINT pt; int x, y; SDL_GetMouseState(&x,&y); pt.x = x; pt.y = y; ClientToScreen(SDL_Window, &pt); SetCursorPos(pt.x,pt.y); } #ifdef _WIN32_WCE AllKeys(0); #endif } else { ClipCursor(&SDL_bounds); if ( !(SDL_cursorstate & CURSOR_VISIBLE) ) { /* RJR: March 28, 2000 must be entering relative mode, get ready by moving mouse to center of window ... */ POINT pt; pt.x = (SDL_VideoSurface->w/2); pt.y = (SDL_VideoSurface->h/2); ClientToScreen(SDL_Window, &pt); SetCursorPos(pt.x, pt.y); } #ifdef _WIN32_WCE AllKeys(1); #endif } return(mode); } /* If 'info' is the right version, this function fills it and returns 1. Otherwise, in case of a version mismatch, it returns -1. */ int WIN_GetWMInfo(_THIS, SDL_SysWMinfo *info) { if ( info->version.major <= SDL_MAJOR_VERSION ) { info->window = SDL_Window; if ( SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch) >= SDL_VERSIONNUM(1, 2, 5) ) { #if SDL_VIDEO_OPENGL info->hglrc = GL_hrc; #else info->hglrc = NULL; #endif } return(1); } else { SDL_SetError("Application not compiled with SDL %d.%d\n", SDL_MAJOR_VERSION, SDL_MINOR_VERSION); return(-1); } }