view README.OS2 @ 1212:7663bb0f52c7

To: sdl@libsdl.org From: Christian Walther <cwalther@gmx.ch> Date: Thu, 15 Dec 2005 21:19:53 +0100 Subject: [SDL] More mouse enhancements for Mac OS X The attached patch brings two more enhancements to mouse handling on Mac OS X (Quartz): 1. Currently, after launching an SDL application, SDL's notion of the mouse position is stuck in the top left corner (0,0) until the first time the mouse is moved. That's because the UpdateMouse() function isn't implemented in the Quartz driver. This patch adds it. 2. When grabbing input while the mouse cursor is hidden, the function CGAssociateMouseAndMouseCursorPosition(0) is called, which prevents the system's notion of the mouse location from moving (and therefore leaving the SDL window) even when the mouse is moved. However, apparently the Wacom tablet driver (and maybe other special pointing device drivers) doesn't care about that setting and still allows the mouse location to go outside of the window. Interestingly, the system cursor, which is made visible by the existing code in SDL in that case, does not follow the mouse location, but appears in the middle of the SDL window. The mouse location being outside of the window however means that mouse button events go to background applications (or the dock or whatever is there), which is very confusing to the user who sees no cursor outside of the SDL window. I have not found any way of intercepting these events (and that's probably by design, as "normal" applications shouldn't prevent the user from bringing other applications' windows to the front by clicking on them). An idea would be placing a fully transparent, screen-filling window in front of everything, but I fear that this might affect rendering performance (by doing unnecessary compositing, using up memory, or whatever). The deluxe solution to the problem would be talking to the tablet driver using AppleEvents to tell it to constrain its mapped area to the window (see Wacom's "TabletEventDemo" sample app, http://www.wacomeng.com/devsupport/mac/downloads.html), but I think that the bloat that solution would add to SDL would outweigh its usefulness. What I did instead in my patch is reassociating mouse and cursor when the mouse leaves the window while an invisible grab is in effect, and restoring the grab when the window is entered. That way, the grab can still be effectively broken by a tablet, but at least it's obvious to the user that it is broken. That change is minimal - it doesn't affect operation with a mouse (or a trackpad), and the code that it adds is not executed on every PumpEvents() call, only when entering and leaving the window. Unless there are any concerns about the patch, please apply. Feel free to shorten the lengthy comment in SDL_QuartzEvents.m if you think it's too verbose. Thanks -Christian
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 02 Jan 2006 00:31:00 +0000
parents 173c063d4f55
children e3242177fe4a
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===========
SDL on OS/2
===========

Last updated on Oct 02, 2005.


1. How to compile?
------------------

To compile this, you'll need the followings installed:
- The OS/2 Developer's Toolkit
- The OpenWatcom compiler 
  (http://www.openwatcom.org)
- The FSLib library
  (ftp://ftp.netlabs.org/pub/SDL)

Please edit the second, fourth and fifth lines of setvars.cmd file
to set the folders where the toolkit, the OW compiler and the FSLib are. 
You won't need NASM yet (The Netwide Assembler), you can leave that line.
Run setvars.cmd, and you should get a shell in which you can
compile SDL.

Check the "Watcom.mif" file. This is the file which is included by all the
Watcom makefiles, so changes here will affect the whole build process.
There is a line in there which determines if the resulting SDL.DLL will be
a 'debug' or a 'release' build. The 'debug' version is full of printf()'s,
so if something goes wrong, its output can help a lot for debugging.

Then go to the 'src' folder, and run "wmake -f makefile.wat".
This should create the SDL.DLL and the corresponding SDL.LIB file there.

To test applications, it's a good idea to use the 'debug' build of SDL, and
redirect the standard output and standard error output to files, to see what
happens internally in SDL.
(like: testsprite >stdout.txt 2>stderr.txt)

To rebuild SDL, use the following commands in 'src' folder:
wmake -f makefile.wat clean
wmake -f makefile.wat



2. How to compile the testapps?
-------------------------------

Once you have SDL.DLL compiled, navigate into the 'test' folder, copy in there
the newly built SDL.DLL, and copy in there FSLib.DLL.

Then run "wmake -f makefile.wat" in there to compile some of the testapps.



3. What is missing?
-------------------

The following things are missing from this SDL implementation:
- MMX, SSE and 3DNOW! optimized video blitters?
- HW Video surfaces
- OpenGL support



4. Special Keys / Full-Screen support
-------------------------------------

There are two special hot-keys implemented:
- Alt+Home switches between fullscreen and windowed mode
- Alt+End simulates closing the window (can be used as a Panic key)
Only the LEFT Alt key will work.



5. Joysticks on SDL/2
---------------------

The Joystick detection only works for standard joysticks (2 buttons, 2 axes
and the like). Therefore, if you use a non-standard joystick, you should
specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
file or CONFIG.SYS, so SDL applications can provide full capability to your
device. The syntax is:

SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]

So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
the line should be:

SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0

If you want to add spaces in your joystick name, just surround it with
quotes or double-quotes:

SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0

or

SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0

   Notive However that Balls and Hats are not supported under OS/2, and the
value will be ignored... but it is wise to define these correctly because 
in the future those can be supported.
   Also the number of buttons is limited to 2 when using two joysticks,
4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
and 8 when using a joystick with 2 axes. Notice however these are limitations 
of the Joystick Port hardware, not OS/2.



6. Next steps...
----------------

Things to do:
- Implement missing stuffs (look for 'TODO' string in source code!)
- Finish video driver (the 'wincommon' can be a good example for missing
  things like application icon and so on...)
- Enable MMX/SSE/SSE2 acceleration functions
- Rewrite CDROM support using DOS Ioctl for better support.



7. Contacts
-----------

   You can contact the developers for bugs:

   Area					Developer		email
   General (Audio/Video/System)		Doodle			doodle@scenergy.dfmk.hu
   CDROM and Joystick			Caetano			daniel@caetano.eng.br

   Notice however that SDL/2 is 'in development' stage so ... if you want to help,
please, be our guest and contact us!