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view README.MiNT @ 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
SDL@lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 07 Nov 2008 04:15:36 +0000 |
parents | 3c4ccd884117 |
children | ef781fa00223 |
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============================================================================== Using the Simple DirectMedia Layer on Atari ============================================================================== If you want to build SDL from sources to create SDL programs on Atari: see sections I - II. If you want to create SDL programs on Atari using SDL binary build, download it from my web site (URL at end of this file). If you want to configure a program using SDL on Atari, see sections IV - VI. ============================================================================== I. Building the Simple DirectMedia Layer libraries: (This step isn't necessary if you have the SDL binary distribution) Do the classic configure, with --disable-shared --enable-static and: Tos version (should run everywhere): --disable-threads Tos does not support threads. MiNT version (maybe Magic, only for multitasking OS): --disable-pthreads --enable-pth Mint and Magic may supports threads, so audio can be used with current devices, like Sun audio, or disk-writing support. Like Tos, interrupt audio without threads is more suited for Atari machines. Then you can make ; make install it. ============================================================================== II. Building the Simple DirectMedia Layer test programs: Do the classic configure, then make. Run them ! ============================================================================== III. Enjoy! :) If you have a project you'd like me to know about, or want to ask questions, go ahead and join the SDL developer's mailing list by sending e-mail to: sdl-request@libsdl.org and put "subscribe" into the subject of the message. Or alternatively you can use the web interface: http://www.libsdl.org/mailman/listinfo/sdl ============================================================================== IV. What is supported: Keyboard (GEMDOS, BIOS, GEM, Ikbd) Mouse (XBIOS, GEM, Ikbd, /dev/mouse (non working atm, disabled)) Video (XBIOS (Fullscreen), GEM (Windowed and Fullscreen)) Timer (VBL vector, GNU pth library) Joysticks and joypads (Ikbd, Hardware) Audio (Hardware, XBIOS, GSXB, MCSN, STFA, /dev/audio if threads enabled) Threads (Multitasking OS only via GNU pth library) Shared object loader (using LDG library from http://ldg.atari.org/) Audio CD (MetaDOS) OpenGL (using Mesa offscreen rendering driver) - Dependent driver combinations: Video Kbd Mouse Timer Joysticks xbios ikbd ikbd vbl(2) ikbd xbios gemdos xbios vbl(2) xbios xbios bios xbios vbl(2) xbios gem gem gem(1) vbl(2) xbios Audio O/S Misc dma8 All Uses MFP Timer A interrupt xbios TOS Uses MFP Timer A interrupt xbios MiNT Uses MFP Timer A interrupt xbios Magic Disabled stfa All Uses MFP interrupt mcsn TOS Uses MFP Timer A interrupt mcsn MiNT Uses MiNT thread mcsn Magic Disabled gsxb All Uses GSXB callback Joypad driver always uses hardware access. OpenGL driver always uses OSMesa. (1) GEM does not report relative mouse motion, so xbios mouse driver is used to report this type event. A preliminary driver for /dev/mouse device driver is present, but is disabled till it can be used with other applications simultaneously. (2) If you build SDL with threads using the GNU pth library, timers are supported via the pth library. ============================================================================== V. Environment variables: SDL_VIDEODRIVER: Set to 'xbios' to force xbios video driver Set to 'gem' to force gem video driver SDL_VIDEO_GL_DRIVER: Set to filename to load as OpenGL library, if you use SDL_GL_LoadLibrary() SDL_AUDIODRIVER: Set to 'mint_gsxb' to force Atari GSXB audio driver Set to 'mint_mcsn' to force Atari MCSN audio driver Set to 'mint_stfa' to force Atari STFA audio driver Set to 'mint_xbios' to force Atari Xbios audio driver Set to 'mint_dma8' to force Atari 8 bits DMA audio driver Set to 'audio' to force Sun /dev/audio audio driver Set to 'disk' to force disk-writing audio driver SDL_ATARI_EVENTSDRIVER Set to 'ikbd' to force IKBD 6301 keyboard driver Set to 'gemdos' to force gemdos keyboard driver Set to 'bios' to force bios keyboard driver SDL_JOYSTICK_ATARI: Use any of these strings in the environment variable to enable or disable a joystick: 'ikbd-joy1-[on|off]' for IKBD joystick on port 1 (hardware access) 'xbios-joy1-[on|off]' for IKBD joystick on port 1 (xbios access) 'porta-pad-[on|off]' for joypad and/or teamtap on port A 'porta-joy0-[on|off]' for joystick 0 on port A 'porta-joy1-[on|off]' for joystick 1 on port A 'porta-lp-[on|off]' for lightpen on port A 'porta-anpad-[on|off]' for analog paddle on port A 'portb-pad-[on|off]' for joypad and/or teamtap on port B 'portb-joy0-[on|off]' for joystick 0 on port B 'portb-joy1-[on|off]' for joystick 1 on port B 'portb-anpad-[on|off]' for analog paddle on port B Default configuration is: 'ikbd-joy1-on' (if IKBD events driver enabled) 'xbios-joy1-on' (if gemdos/bios/gem events driver enabled) 'porta-pad-on portb-pad-on' (if available on the machine) port[a|b]-[pad|joy?|lp|anpad]-* strings are mutually exclusives. On such a port, you can only use a joypad OR 1 or 2 joysticks OR a lightpen OR an analog paddle. You must disable joypad before setting another controller. The second joystick port on IKBD is used by the mouse, so not usable. Another problem with the IKBD: mouse buttons and joystick fire buttons are wired together at the hardware level, it means: port 0 port 0 port 1 mouse left button = joystick fire 0 = joystick fire 1 mouse right button = joystick fire 1 = joystick fire 0 Descriptions of joysticks/joypads: - Joypads: 1 hat, 17 buttons (Atari Jaguar console-like). - Joysticks: 1 hat, 1 button. - Lightpen, analog paddles: 2 axis, 2 buttons. The 2 buttons are those affected to 1 button joysticks on the same port. ============================================================================== VI. More informations about drivers: OpenGL: The default is to use the Mesa offscreen driver (osmesa.ldg). If you want to use an older OpenGL implementation, like mesa_gl.ldg or tiny_gl.ldg, your program must use SDL_GL_LoadLibrary() to do so, and retrieve the needed function pointers with SDL_LoadFunction(). In all cases, the OpenGL context is taken care of by SDL itself, you just have to use gl* functions. However, there is one OpenGL call that has a different prototype in the old implementations: glOrtho(). In the old implementations, it has 6 float as parameters, in the standard one, it has 6 double parameters. If you want to compile testdyngl, or any other SDL program that loads its OpenGL library, you must change the glOrtho() prototype used in this program. In osmesa.ldg, you can retrieve a glOrtho() with double parameters, by searching for the function "glOrtho6d". Xbios video: Video chip is detected using the _VDO cookie. Screen enhancers are not supported, but could be if you know how to use them. ST, STE, Mega ST, Mega STE: 320x200x4 bits, shades of grey, available only for the purpose of testing SDL. TT: 320x480x8 and 320x240x8 (software double-lined mode). Falcon: All modes supported by the current monitor (RVB or VGA). BlowUp and Centscreen extended modes, ScreenBlaster 3 current mode. Clones and any machine with monochrome monitor: Not supported. Gem video: Automatically used if xbios not available. All machines: Only the current resolution, if 8 bits or higher depth. IKBD keyboard, mouse and joystick driver: Available if _MCH cookie is ST, Mega ST, STE, Mega STE, TT or Falcon. Hades has an IKBD, but xbios is not available for video, so IKBD driver is disabled. Gemdos and bios keyboard driver: Available on all machines. Mouse and joystick xbios driver: Available on all machines (I think). Joypad driver: Available if _MCH cookie is STE or Falcon. Supports teamtap. PTH timer driver: Available with multitasking OS. VBL timer driver: Available on all machines (I think). Audio drivers: Cookies _SND, MCSN, STFA and GSXB used to detect supported audio capabilities. STE, Mega STE, TT: 8 bits DMA (hardware access) STFA, MCSN or GSXB driver if installed Falcon: 8 bits DMA (hardware access) Xbios functions STFA, MCSN or GSXB driver if installed Other machines: STFA, MCSN or GSXB driver if installed STFA driver: http://removers.free.fr/softs/stfa.html GSXB driver: http://assemsoft.atari.org/gsxb/ MacSound driver: http://jf.omnis.ch/software/tos/ MagicSound driver (MCSN,GSXB compatible): http://perso.wanadoo.fr/didierm/ X-Sound driver (GSXB compatible): http://www.uni-ulm.de/~s_thuth/atari/xsound_e.html -- Patrice Mandin <pmandin@caramail.com> http://pmandin.atari.org/