Mercurial > sdl-ios-xcode
view src/video/quartz/CGS.h @ 1555:780fd5b61df1
Fixed bug #89
Date: Sun, 23 Oct 2005 16:39:03 +0200
From: "A. Schmid" <sahib@phreaker.net>
Subject: [SDL] no software surfaces with svgalib driver?
Hi,
I noticed that the SDL (1.2.9) svgalib driver only makes use of linear
addressable (framebuffer) video modes. On older systems (like one of
mine), linear addressable modes are often not available.
Especially for cards with VESA VBE < 2.0 the svgalib vesa driver is
unusable, since VESA only supports framebuffering for VBE 2.0 and later.
The changes necessary to add support for software surfaces seem to be
relatively small. I only had to hack src/video/svga/SDL_svgavideo.c (see
attached patch). The code worked fine for me, but it is no more than a
proof of concept and should be reviewed (probably has a memory leak when
switching modes). It also uses the vgagl library (included in the
svgalib package) and needs to be linked against it.
-Alex
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 19 Mar 2006 12:05:16 +0000 |
parents | d910939febfa |
children | 782fd950bd46 c121d94672cb a1b03ba2fcd0 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2003 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" /* Obscuring code: maximum number of windows above ours (inclusive) Note: this doesn't work too well in practice and should be phased out when we add OpenGL 2D acceleration. It was never enabled in the first place, so this shouldn't be a problem ;-) */ #define kMaxWindows 256 /* Some of the Core Graphics Server API for obscuring code */ #define kCGSWindowLevelTop 2147483632 #define kCGSWindowLevelDockIconDrag 500 #define kCGSWindowLevelDockMenu 101 #define kCGSWindowLevelMenuIgnore 21 #define kCGSWindowLevelMenu 20 #define kCGSWindowLevelDockLabel 12 #define kCGSWindowLevelDockIcon 11 #define kCGSWindowLevelDock 10 #define kCGSWindowLevelUtility 3 #define kCGSWindowLevelNormal 0 /* For completeness; We never use these window levels, they are always below us #define kCGSWindowLevelMBarShadow -20 #define kCGSWindowLevelDesktopPicture -2147483647 #define kCGSWindowLevelDesktop -2147483648 */ typedef CGError CGSError; typedef long CGSWindowCount; typedef void * CGSConnectionID; typedef int CGSWindowID; typedef CGSWindowID* CGSWindowIDList; typedef CGWindowLevel CGSWindowLevel; typedef NSRect CGSRect; extern CGSConnectionID _CGSDefaultConnection (); extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid, CGSConnectionID owner, CGSWindowCount listCapacity, CGSWindowIDList list, CGSWindowCount *listCount); extern CGSError CGSGetScreenRectForWindow (CGSConnectionID cid, CGSWindowID wid, CGSRect *rect); extern CGWindowLevel CGSGetWindowLevel (CGSConnectionID cid, CGSWindowID wid, CGSWindowLevel *level); extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y, unsigned int w, unsigned int h, unsigned int color); extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id); extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags); int CGSDisplayHWSync (CGDirectDisplayID id);