view README.QNX @ 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 05c551e5bc64
children 0bc41e0361d3
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README.QNX by Mike Gorchak <mike@malva.ua>, <lestat@i.com.ua>
Last changed at 24 Apr 2004.

======================================================================
Table of Contents:

1. OpenGL.
2. Wheel and multi-button mouses.
3. CDROM handling issues.
4. Hardware video overlays.
5. Shared library building.
6. Some building issues.
7. Environment variables.

======================================================================
1. OpenGL:

    OpenGL works well and is stable, but fullscreen mode has not  been
heavily tested yet.
    If you have QNX RtP version 6.1.0 or above you must  download  the
Photon3D runtime from http://developers.qnx.com or install it from the
public repository or from the public CD, available with QNX. OS versi-
ons below 6.1.0 are not supported.
    When creating an OpenGL context, software renderer mode is artifi-
cially selected (QSSL made acceleration  only  for  Voodoo  boards  in
fullscreen mode, sorry but I don't have this board  to  test  OpenGL -
maybe it works or maybe not :)). If you  want  acceleration - you  can
remove one line in the source code: find the  file SDL_ph_image.c  and
remove the following

    OGLAttrib[OGLargc++]=PHOGL_ATTRIB_FORCE_SW;
     
line in the ph_SetupOpenGLContext() function or change the argument to
PHOGL_ATTRIB_FORCE_HW or PHOGL_ATTRIB_FAVOR_HW.

======================================================================
2. Wheel and multi-button mouses:

    Photon emits  keyboard  events (key up and  down)  when the  mouse
wheel is moved. The key_scan field appears valid, and it contains zero.
That is a basic method of detecting  mouse  wheel events under Photon.
It looks like a hack, but it  works for me :) on various PC configura-
tions.

I've tested it on:

1. Genius Optical NetScroll/+ PS/2 (1 wheel)
2. A4Tech Optical GreatEye WheelMouse PS/2,  model: WOP-35.  (2 wheels
   + 2 additional buttons). The wheel for vertical scrolling  works as
   usual, but the second wheel for horizontal scrolling emits  two se-
   quential events up or down, so it can provide faster scrolling than
   the first wheel. Additional buttons don't emit  any  events, but it
   looks like they're handled by photon in an unusual way - like click
   to front, but works not with any window, looks like a fun bug-o-fe-
   ature :).

======================================================================
3. CDROM handling issues:

    Access to CDROM can only be  provided  with  'root'  privileges. I
can't do anything about that, /dev/cd0 has brw------- permissions  and
root:root rights.

======================================================================
4. Hardware video overlays:

    Overlays can flicker  during  window  movement,  resizing, etc. It
happens because the photon driver updates the real window contents be-
hind the overlay, then draws the temporary chroma key color  over  the
window contents. It can be done without using the chroma key but  that
causes the overlay to always be on top. So  flickering  during  window
movement is preferred instead.
    Double buffering code is temporarily disabled in the photon driver
code, because on my GF2-MX it can accidentally cause a buffer  switch,
which causes the old frame to show. S3 Savage4 has the  same  problem,
but ATI Rage 128 doesn't. I think it can be fixed later. Current  code
works very well, so maybe double buffering is not needed right now.
    Something strange happens when you try to move the window with the
overlay beyond the left border  of the screen. The  overlay  tries  to
stay at position x=0, but when attempting to move it  a  bit  more  it
jumps to position x=-60 (on GF2-MX, on ATI Rage128 this  value  a  bit
smaller). It's really strange, looks  like  the  overlay  doesn't like
negative coordinates.

=======================================================================
5. Shared library building:

    A shared library can be built, but before running  the  autogen.sh
script you must manually delete the libtool.m4 stuff from the acinclu-
de.m4 file (it comes after the ESD detection code up to the end of the
file), because the libtool stuff in the acinclude.m4 file was very old
in SDL distribution before the version 1.2.7 and doesn't knew anything
about QNX. SDL 1.2.7 distribution contains the  new libtool.m4 script,
but anyway  it  is  broken :), Just  remove  it, then  run "libtoolize
--force --copy",  delete the file aclocal.m4 if it is exists and after
that run the  autogen.sh script. SDL 1.2.8 contains  fixed libtool.m4,
ltmain.sh and config.sub files, so you  can  just  run  the autogen.sh
script.

======================================================================
6. Some building issues:

    Feel free to not use the --disable-shared configure option if you'
ve read the above comment about 'Shared  library  building'. Otherwise
this  option  is  strongly  recommended, as  without it the sdl-config
script will be broken.

    Run the configure script without x11 support, e.g.:

    a) for OpenGL support:
    ./configure --prefix=/usr           \
                --disable-video-x11     \
                --disable-shared

    b) without OpenGL support:
    ./configure --prefix=/usr           \
                --disable-video-x11     \
                --disable-shared        \
                --disable-video-opengl

    And of course dont forget to specify --disable-debug, which  is on
by default, to disable debug and enable the expensive optimizations.

    In the test directory also run the ./configure script without
x11 support, e.g.:

    ./configure  --with-sdl-prefix=/usr            \
                 --with-sdl-exec-prefix=/usr       \
                 --prefix=/usr --without-x

======================================================================
7. Environment variables:

    Please note that the photon driver  is  sensible to the  following
environmental variables:

 * SDL_PHOTON_FULLSCREEN_REFRESH - this environment variable  controls
the refresh  rate  in  all  fullscreen  modes. Be  carefull !!! Photon
drivers usually do not checking the maximum  refresh rate, which video
adapter or monitor supports.

 * SDL_VIDEO_WINDOW_POS - can be  set in the "X,Y" format.  If X and Y
coordinates are bigger than the current desktop resolution, then  win-
dow positioning across  virtual  consoles is activated. If X and Y are
smaller than the desktop resolution  then  window  positioning  in the
current console is activated. The word "center" can be used instead of
coordinates, it  produces  the  same  behavior  as  SDL_VIDEO_CENTERED
environmental variable.

 * SDL_VIDEO_CENTERED - if this environmental variable exists then the
window centering is perfomed in the current virtual console.

Notes: The SDL_VIDEO_CENTERED enviromental  variable  has greater pri-
ority than the SDL_VIDEO_WINDOW_POS in case if both variables are sup-
plied to the application.