Mercurial > sdl-ios-xcode
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.
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SDL mailing list
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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.