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view README.MacOSX @ 4157:baf615f9f2a0 SDL-1.2
Date: Thu, 16 Oct 2008 20:27:34 +0400
From: "Ilya Kasnacheev" <ilya.kasnacheev@gmail.com>
To: sdl@lists.libsdl.org
Subject: [SDL] SDL for Windows CE: a few GAPI patches
Hi *!
I've just ported a POWDER roguelike ( http://www.zincland.com/powder/ ) to
Windows CE (PDAs, Windows Mobile/Pocket PC). To do that, I had to get libsdl
working. Thanks for the awesome project files, it built without a hitch.
Nevertheless, I've found quite a few bugs in Windows CE (GAPI) SDL
implementation, which I've solved and now present as a serie of patches.
I'll try carefully annotate them. Please annotate them so I can work
toward accepting
them into the main source tree since without them SDL isn't really working on
Windows CE (I wonder why nobody fixed them before, btw: why isn't SDL popular as
a way to develop Windows CE games? Where are no ports?)
These changes can't be considered flawless, but they can be considered working
because I've yet to hear complains about things I fixed and POWDER build for
Windows CE is now considered stable.
Note: my comments start with !!, delete them before applying.
diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.c
SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c
--- SDL-1.2.13/src/video/gapi/SDL_gapivideo.c 2007-12-31
07:48:00.000000000 +0300
+++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.c 2008-10-16
20:02:11.000000000 +0400
@@ -643,6 +643,7 @@
}
gapi->userOrientation = SDL_ORIENTATION_UP;
+ gapi->systemOrientation = SDL_ORIENTATION_UP;
video->flags = SDL_FULLSCREEN; /* Clear flags, GAPI supports
fullscreen only */
/* GAPI or VGA? */
@@ -661,18 +662,21 @@
}
/* detect user landscape mode */
- if( (width > height) && (GetSystemMetrics(SM_CXSCREEN) <
GetSystemMetrics(SM_CYSCREEN)))
+ if( (width > height) && (gapi->gxProperties.cxWidth <
gapi->gxProperties.cyHeight))
gapi->userOrientation = SDL_ORIENTATION_RIGHT;
+ if(GetSystemMetrics(SM_CYSCREEN) < GetSystemMetrics(SM_CXSCREEN))
+ gapi->systemOrientation = SDL_ORIENTATION_RIGHT;
+
/* shall we apply hires fix? for example when we do not use
hires resource */
gapi->hiresFix = 0;
- if( gapi->userOrientation == SDL_ORIENTATION_RIGHT )
+ if( gapi->systemOrientation == gapi->userOrientation )
{
- if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height
> GetSystemMetrics(SM_CXSCREEN)))
+ if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height
> GetSystemMetrics(SM_CYSCREEN)))
gapi->hiresFix = 1;
} else
- if( (width > GetSystemMetrics(SM_CXSCREEN)) || (height
> GetSystemMetrics(SM_CYSCREEN)))
- if( !((width == GetSystemMetrics(SM_CYSCREEN))
&& (height == GetSystemMetrics(SM_CXSCREEN)))) // user portrait,
device landscape
+ if( (width > GetSystemMetrics(SM_CYSCREEN)) || (height
> GetSystemMetrics(SM_CXSCREEN)))
+// if( !((width == gapi->gxProperties.cyHeight)
&& (height == gapi->gxProperties.cxWidth))) // user portrait, device
landscape
gapi->hiresFix = 1;
switch( gapi->userOrientation )
!! It used to query system metrics which return dimensions according to screen
!! orientation, which can really be portrait, left landscape or right landscape.
!! This is presumably incorrect because we couldn't care less about user mode
!! dimensions - all we want are the GAPI framebuffer dimensions, which
only match
!! user dimensions in one of possible orientations.
!! There's a fair dose of cargo cult programming involved in this fix, but it
!! used to work only in one orientation (portrait for PDAs, where frame-buffer
!! have same orientation as user screen), and now it works on all orientations.
@@ -742,21 +746,30 @@
WIN_FlushMessageQueue();
/* Open GAPI display */
- if( !gapi->useVga && this->hidden->useGXOpenDisplay )
+ if( !gapi->useVga && this->hidden->useGXOpenDisplay &&
!this->hidden->alreadyGXOpened )
+ {
+ this->hidden->alreadyGXOpened = 1;
if( !gapi->gxFunc.GXOpenDisplay(SDL_Window, GX_FULLSCREEN) )
{
SDL_SetError("Couldn't initialize GAPI");
return(NULL);
}
+ }
#if REPORT_VIDEO_INFO
printf("Video properties:\n");
printf("display bpp: %d\n", gapi->gxProperties.cBPP);
printf("display width: %d\n", gapi->gxProperties.cxWidth);
printf("display height: %d\n", gapi->gxProperties.cyHeight);
+ printf("system display width: %d\n", GetSystemMetrics(SM_CXSCREEN));
+ printf("system display height: %d\n", GetSystemMetrics(SM_CYSCREEN));
printf("x pitch: %d\n", gapi->gxProperties.cbxPitch);
printf("y pitch: %d\n", gapi->gxProperties.cbyPitch);
printf("gapi flags: 0x%x\n", gapi->gxProperties.ffFormat);
+ printf("user orientation: %d\n", gapi->userOrientation);
+ printf("system orientation: %d\n", gapi->userOrientation);
+ printf("gapi orientation: %d\n", gapi->gapiOrientation);
+
if( !gapi->useVga && this->hidden->useGXOpenDisplay && gapi->needUpdate)
{
!! Previous version used to call gapi->gxFunc.GXOpenDisplay each time the video
!! mode would be changed. You shouldn't, because this call has a
meaning "Lock the
!! GAPI framebuffer, designate it as busy", so the second call will fail (it is
!! already locked/busy).
!! Testing might not find that because most programs set up the video mode only
!! once, but POWDER does this once in a while, so it crashed when in
320x240 mode
!! (640x480 mode doesn't use that code, it worked fine).
diff -bru SDL-1.2.13/src/video/gapi/SDL_gapivideo.h
SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h
--- SDL-1.2.13/src/video/gapi/SDL_gapivideo.h 2007-12-31
07:48:00.000000000 +0300
+++ SDL-1.2.13-new/src/video/gapi/SDL_gapivideo.h 2008-10-16
20:02:11.000000000 +0400
@@ -132,12 +132,17 @@
#define NUM_MODELISTS 4 /* 8, 16, 24, and 32 bits-per-pixel */
int SDL_nummodes[NUM_MODELISTS];
SDL_Rect **SDL_modelist[NUM_MODELISTS];
+ // The orientation of the video mode user wants to get
+ // Probably restricted to UP and RIGHT
enum SDL_ScreenOrientation userOrientation;
int invert;
char hiresFix; // using hires mode without defining hires resource
// --------------
int useGXOpenDisplay; /* use GXOpenDispplay */
+ int alreadyGXOpened;
int w, h;
+ // The orientation of GAPI framebuffer.
+ // Never changes on the same device.
enum SDL_ScreenOrientation gapiOrientation;
void *buffer; // may be 8, 16, 24, 32 bpp
@@ -153,6 +158,10 @@
int startOffset; // in bytes
int useVga;
int suspended; // do not pu anything into video memory
+ // The orientation of the system, as defined by SM_CXSCREEN
and SM_CYSCREEN
+ // User can change it by using 'screen layout' in system options
+ // Restricted to UP or RIGHT
+ enum SDL_ScreenOrientation systemOrientation;
};
!! This is a flag variable, see the previous comment
!! And yet another orientation: now we have to keep three of them in mind.
diff -bru SDL-1.2.13/src/video/wincommon/SDL_sysevents.c
SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c
--- SDL-1.2.13/src/video/wincommon/SDL_sysevents.c 2007-12-31
07:48:02.000000000 +0300
+++ SDL-1.2.13-new/src/video/wincommon/SDL_sysevents.c 2008-10-16
20:02:12.000000000 +0400
@@ -160,10 +160,22 @@
#endif */
}
break;
+ // FIXME: Older version used just SDL_VideoSurface->(w, h)
+ // w and h are "clipped" while x and y are "raw", which caused
+ // x in former and y in latter case to be clipped in a
wrong direction,
+ // thus offsetting the coordinate on 2 x clip pixels
+ // (like, 128 for 640 -> 512 clipping).
+ // We will now try to extract and use raw values.
+ // The way to do that RIGHT is do
(orientation-dependent) clipping before
+ // doing this transform, but it's hardly possible.
+
+ // SEE SDL_mouse.c /ClipOffset to understand these calculations.
case SDL_ORIENTATION_RIGHT:
if (!SDL_VideoSurface)
break;
- rotatedX = SDL_VideoSurface->w - *y;
+ rotatedX = (2 *
((SDL_VideoSurface->offset%SDL_VideoSurface->pitch)/
+ SDL_VideoSurface->format->BytesPerPixel))
+ + SDL_VideoSurface->w - *y;
rotatedY = *x;
*x = rotatedX;
*y = rotatedY;
@@ -172,7 +184,8 @@
if (!SDL_VideoSurface)
break;
rotatedX = *y;
- rotatedY = SDL_VideoSurface->h - *x;
+ rotatedY = (2 *
(SDL_VideoSurface->offset/SDL_VideoSurface->pitch))
+ + SDL_VideoSurface->h - *x;
*x = rotatedX;
*y = rotatedY;
break;
!! That's the trickest part, hence the long comment.
!! GAPI would really support only 320x240 or 640x480 mode, if application
!! requested the different screen size (as POWDER did, wishing
256x192), then SDL
!! is going to grab the first mode that fits the requested, and pad the screen
!! with black bars (as they do with wide-screen films).
!! It would also get, say, 240x320 mode, and to turn it into 256x192 it would
!! need to rotate mouse clicks.
!! It worked, but one bug slipped through: it would receive mouse clicks
!! unpadded, then rotate them, and then pad the black bars. The
problem is: rotate
!! is done by GAPI driver while padding is done by SDL core. SDL core
doesn't know
!! anything about rotating, so it would pad one of dimensions incorrectly.
I understand that some of my claims (or code) might seem unbacked, but you can
always grab the POWDER binary, compile your own libsdl with one or more of
those fixes turned off, and see how weird it would misbehave. I can even supply
you with those custom builds of libsdl if you don't want to set up the build
environment for windows ce, you'll just need a PDA or a smartphone with it.
I plan to take care of SDL on Windows CE as long as I maintain the POWDER port.
POWDER is good for that because it:
Employs both padded (with centered image, black bars) and unpadded
(image occupies full screen) graphics; initializes video more than
once; uses both 320x240 and 640x480 video; uses both stylus and
buttons.
There's still a list of unresolved issues which I'm planning to fix:
1) Arrow buttons on PDA return weird scancodes compared to PC, this
caused the game to misbehave before I've fixed that. You can see it on
those diagrams:
http://wrar.name/upload/powder-htc.png
http://wrar.name/upload/powder-pda.png
2) SDL (or underlying windows) doesn't care to rotate arrow presses
when we're in a low-res GAPI mode, but it will rotate them in VGA mode
(because of different screen orientations, the same arrow buttons can
suddently mean different directions). Solution: we should stick to
GAPI user orientation (the orientation the program supposedly wants)
and rotate the keys on our own.
_______________________________________________
SDL mailing list
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author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 07 Nov 2008 04:15:36 +0000 |
parents | 78da406ad139 |
children |
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============================================================================== Using the Simple DirectMedia Layer with Mac OS X ============================================================================== These instructions are for people using Apple's Mac OS X (pronounced "ten"). From the developer's point of view, OS X is a sort of hybrid Mac and Unix system, and you have the option of using either traditional command line tools or Apple's IDE Xcode. To build SDL using the command line, use the standard configure and make process: ./configure make sudo make install You can also build SDL as a Universal library (a single binary for both PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using the fatbuild.sh script in build-scripts: sh build-scripts/fatbuild.sh sudo build-scripts/fatbuild.sh install This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4 ABI compatibility on Intel architectures. For best compatibility you should compile your application the same way. A script which wraps gcc to make this easy is provided in test/gcc-fat.sh To use the library once it's built, you essential have two possibilities: use the traditional autoconf/automake/make method, or use Xcode. ============================================================================== Using the Simple DirectMedia Layer with a traditional Makefile ============================================================================== An existing autoconf/automake build system for your SDL app has good chances to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary that you can distribute to users, you need to put the generated binary into a so called "bundle", which basically is a fancy folder with a name like "MyCoolGame.app". To get this build automatically, add something like the following rule to your Makefile.am: bundle_contents = APP_NAME.app/Contents APP_NAME_bundle: EXE_NAME mkdir -p $(bundle_contents)/MacOS mkdir -p $(bundle_contents)/Resources echo "APPL????" > $(bundle_contents)/PkgInfo $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ You should replace EXE_NAME with the name of the executable. APP_NAME is what will be visible to the user in the Finder. Usually it will be the same as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME usually is "TestGame". You might also want to use @PACKAGE@ to use the package name as specified in your configure.in file. If your project builds more than one application, you will have to do a bit more. For each of your target applications, you need a seperate rule. If you want the created bundles to be installed, you may want to add this rule to your Makefile.am: install-exec-hook: APP_NAME_bundle rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app mkdir -p $(DESTDIR)$(prefix)/Applications/ cp -r $< /$(DESTDIR)$(prefix)Applications/ This rule takes the Bundle created by the rule from step 3 and installs them into $(DESTDIR)$(prefix)/Applications/. Again, if you want to install multiple applications, you will have to augment the make rule accordingly. But beware! That is only part of the story! With the above, you end up with a bare bone .app bundle, which is double clickable from the Finder. But there are some more things you should do before shipping yor product... 1) The bundle right now probably is dynamically linked against SDL. That means that when you copy it to another computer, *it will not run*, unless you also install SDL on that other computer. A good solution for this dilemma is to static link against SDL. On OS X, you can achieve that by linkinag against the libraries listed by sdl-config --static-libs instead of those listed by sdl-config --libs Depending on how exactly SDL is integrated into your build systems, the way to achieve that varies, so I won't describe it here in detail 2) Add an 'Info.plist' to your application. That is a special XML file which contains some meta-information about your application (like some copyright information, the version of your app, the name of an optional icon file, and other things). Part of that information is displayed by the Finder when you click on the .app, or if you look at the "Get Info" window. More information about Info.plist files can be found on Apple's homepage. As a final remark, let me add that I use some of the techniques (and some variations of them) in Exult and ScummVM; both are available in source on the net, so feel free to take a peek at them for inspiration! ============================================================================== Using the Simple DirectMedia Layer with Xcode ============================================================================== These instructions are for using Apple's Xcode IDE to build SDL applications. - First steps The first thing to do is to unpack the Xcode.tar.gz archive in the top level SDL directory (where the Xcode.tar.gz archive resides). Because Stuffit Expander will unpack the archive into a subdirectory, you should unpack the archive manually from the command line: cd [path_to_SDL_source] tar zxf Xcode.tar.gz This will create a new folder called Xcode, which you can browse normally from the Finder. - Building the Framework The SDL Library is packaged as a framework bundle, an organized relocatable folder heirarchy of executible code, interface headers, and additional resources. For practical purposes, you can think of a framework as a more user and system-friendly shared library, whose library file behaves more or less like a standard UNIX shared library. To build the framework, simply open the framework project and build it. By default, the framework bundle "SDL.framework" is installed in /Library/Frameworks. Therefore, the testers and project stationary expect it to be located there. However, it will function the same in any of the following locations: ~/Library/Frameworks /Local/Library/Frameworks /System/Library/Frameworks - Build Options There are two "Build Styles" (See the "Targets" tab) for SDL. "Deployment" should be used if you aren't tweaking the SDL library. "Development" should be used to debug SDL apps or the library itself. - Building the Testers Open the SDLTest project and build away! - Using the Project Stationary Copy the stationary to the indicated folders to access it from the "New Project" and "Add target" menus. What could be easier? - Setting up a new project by hand Some of you won't want to use the Stationary so I'll give some tips: * Create a new "Cocoa Application" * Add src/main/macosx/SDLMain.m , .h and .nib to your project * Remove "main.c" from your project * Remove "MainMenu.nib" from your project * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path * Add "$(HOME)/Library/Frameworks" to the frameworks search path * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib" * Add your files * Clean and build - Building from command line Use pbxbuild in the same directory as your .pbproj file - Running your app You can send command line args to your app by either invoking it from the command line (in *.app/Contents/MacOS) or by entering them in the "Executibles" panel of the target settings. - Implementation Notes Some things that may be of interest about how it all works... * Working directory As defined in the SDL_main.m file, the working directory of your SDL app is by default set to its parent. You may wish to change this to better suit your needs. * You have a Cocoa App! Your SDL app is essentially a Cocoa application. When your app starts up and the libraries finish loading, a Cocoa procedure is called, which sets up the working directory and calls your main() method. You are free to modify your Cocoa app with generally no consequence to SDL. You cannot, however, easily change the SDL window itself. Functionality may be added in the future to help this. Known bugs are listed in the file "BUGS"