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281 lines
10 KiB
Text
281 lines
10 KiB
Text
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===========
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SDL on OS/2
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===========
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Last updated on May. 17, 2006.
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1. How to compile?
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------------------
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To compile this, you'll need the followings installed:
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- The OS/2 Developer's Toolkit
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- The OpenWatcom compiler
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(http://www.openwatcom.org)
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First of all, you have to unzip the Watcom-OS2.zip file. This will result in a
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file called "makefile" and a file called "setvars.cmd" in this folder (and some
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more files...).
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Please edit the second, fourth and fifth lines of setvars.cmd file
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to set the folders where the toolkit, the OW compiler and the FSLib are.
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You won't need NASM yet (The Netwide Assembler), you can leave that line.
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Run setvars.cmd, and you should get a shell in which you can
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compile SDL.
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Check the "makefile" file. There is a line in there which determines if the
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resulting SDL.DLL will be a 'debug' or a 'release' build. The 'debug' version
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is full of printf()'s, so if something goes wrong, its output can help a lot
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for debugging.
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Then run "wmake".
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This should create the SDL12.DLL and the corresponding SDL12.LIB file here.
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To test applications, it's a good idea to use the 'debug' build of SDL, and
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redirect the standard output and standard error output to files, to see what
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happens internally in SDL.
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(like: testsprite >stdout.txt 2>stderr.txt)
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To rebuild SDL, use the following commands in this folder:
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wmake clean
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wmake
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2. How to compile the testapps?
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-------------------------------
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Once you have SDL12.DLL compiled, navigate into the 'test' folder, copy in
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there the newly built SDL12.DLL, and copy in there FSLib.DLL.
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Then run "wmake" in there to compile some of the testapps.
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3. What is missing?
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-------------------
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The following things are missing from this SDL implementation:
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- MMX, SSE and 3DNOW! optimized video blitters?
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- HW Video surfaces
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- OpenGL support
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4. Special Keys / Full-Screen support
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-------------------------------------
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There are two special hot-keys implemented:
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- Alt+Home switches between fullscreen and windowed mode
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- Alt+End simulates closing the window (can be used as a Panic key)
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Only the LEFT Alt key will work.
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5. Joysticks on SDL/2
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---------------------
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The Joystick detection only works for standard joysticks (2 buttons, 2 axes
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and the like). Therefore, if you use a non-standard joystick, you should
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specify its features in the SDL_OS2_JOYSTICK environment variable in a batch
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file or CONFIG.SYS, so SDL applications can provide full capability to your
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device. The syntax is:
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SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS]
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So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls,
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the line should be:
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SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0
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If you want to add spaces in your joystick name, just surround it with
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quotes or double-quotes:
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SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0
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or
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SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0
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Notive However that Balls and Hats are not supported under OS/2, and the
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value will be ignored... but it is wise to define these correctly because
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in the future those can be supported.
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Also the number of buttons is limited to 2 when using two joysticks,
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4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes
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and 8 when using a joystick with 2 axes. Notice however these are limitations
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of the Joystick Port hardware, not OS/2.
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6. Proportional windows
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-----------------------
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For some SDL applications it can be handy to have proportional windows, so
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the windows will keep their aspect ratio when resized.
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This can be achieved in two ways:
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- Before starting the given SDL application, set the
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SDL_USE_PROPORTIONAL_WINDOW environment variable to something, e.g.:
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SET SDL_USE_PROPORTIONAL_WINDOW=1
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dosbox.exe
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- If you have a HOME environment variable set, then SDL will look for a file
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in there called ".sdl.proportionals". If that file contains the name of the
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currently running SDL executable, then that process will have proportional
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windows automatically.
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Please note that this file is created automatically with default values
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at the first run.
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7. Audio in SDL applications
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----------------------------
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Audio effects are one of the most important features in games. Creating audio
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effects in sync with the game and without hickups and pauses in the audio are
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very important things.
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However there are multithreaded SDL applications that have tight loops as their
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main logic loop. This kills performance in OS/2, and takes too much CPU from
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other threads in the same process, for example from the thread to create the
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sound effects.
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For this reason, the OS/2 port of SDL can be instructed to run the audio thread
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in high priority, which makes sure that there will be enough time for the
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processing of the audio data.
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At default, SDL/2 runs the audio thread at ForegroundServer+0 priority. Well
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written and well behaving SDL applications should work well in this mode.
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For other applications, you can tell SDL/2 to run the audio thread at
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TimeCritical priority by setting an env.variable before starting the SDL app:
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SET SDL_USE_TIMECRITICAL_AUDIO=1
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Please note that this is a bit risky, because if the SDL application runs a
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tight infinite loop in this thread, this will make the whole system
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unresponsive, so use it with care, and only for applications that need it!
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8. Next steps...
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----------------
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Things to do:
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- Implement missing stuffs (look for 'TODO' string in source code!)
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- Finish video driver (the 'wincommon' can be a good example for missing
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things like application icon and so on...)
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- Enable MMX/SSE/SSE2 acceleration functions
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- Rewrite CDROM support using DOS Ioctl for better support.
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9. Contacts
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-----------
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You can contact the developers for bugs:
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Area Developer email
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General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu
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CDROM and Joystick Caetano daniel@caetano.eng.br
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Notice however that SDL/2 is 'in development' stage so ... if you want to help,
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please, be our guest and contact us!
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10. Changelog of the OS/2 port
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------------------------------
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Version 1.2.10 - 2006-05-17 - Doodle
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- Small modifications for v1.2.10 release
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- Changed DLL name to include version info (currently SDL12.dll)
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Version 1.2 - 2006-05-01 - Doodle
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- Modified makefile system to have only one makefile
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- Included FSLib headers, DLL and LIB file
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Version 1.2 - 2006-02-26 - Doodle
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- Updated the official SDL version with the OS/2 specific changes.
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- Added support for real unicode keycode conversion.
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Version 1.2.7 - 2006-01-20 - Doodle
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- Added support for selectively using timecritical priority for
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audio threads by SDL_USE_TIMECRITICAL_AUDIO environment variable.
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(e.g.:
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SET SDL_USE_TIMECRITICAL_AUDIO=1
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dosbox.exe
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)
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Version 1.2.7 - 2005-12-22 - Doodle
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- Added support for proportional SDL windows.
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There are two ways to have proportional (aspect-keeping) windows for
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a given SDL application: Either set the SDL_USE_PROPORTIONAL_WINDOW
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environment variable to something before starting the application
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(e.g.:
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SET SDL_USE_PROPORTIONAL_WINDOW=1
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dosbox.exe
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)
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or, if you have the HOME environment variable set, then SDL12.DLL will
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create a file in that directory called .sdl.proportionals, and you can
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put there the name of executable files that will be automatically made
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proportional.
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Version 1.2.7 - 2005-10-14 - Doodle
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- Enabled Exception handler code in FSLib to be able to restore original
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desktop video mode in case the application crashes.
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- Added the missing FSLib_Uninitialize() call into SDL.
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(The lack of it did not cause problems, but it's cleaner this way.)
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- Fixed a mouse problem in Fullscreen mode where any mouse click
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re-centered the mouse.
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Version 1.2.7 - 2005-10-09 - Doodle
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- Implemented window icon support
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Version 1.2.7 - 2005-10-03 - Doodle
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- Reworked semaphore support again
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- Tuned thread priorities
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Version 1.2.7 - 2005-10-02 - Doodle
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- Added support for custom mouse pointers
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- Fixed WM_CLOSE processing: give a chance to SDL app to ask user...
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- Added support for MMX-accelerated audio mixers
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- Other small fixes
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Version 1.2.7 - 2005-09-12 - Doodle
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- Small fixes for DosBox incorporated into public release
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- Fixed semaphore support (SDL_syssem.c)
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- Fixed FSLib to have good clipping in scaled window mode,
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and to prevent occasional desktop freezes.
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Version 1.2.7 - 2004-09-08a - Caetano
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- Improved joystick support (general verifications about hardware).
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- Added support up to 8 buttons in 2 axes joysticks and 6 buttons in 3 axes joysticks.
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- Added support to environment variable SDL_OS2_JOYSTICK to specify a joystick.
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- Improved Joystick test to handle every type of joystick and display only relevant information.
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- Merged with Doodle 2004-09-08
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- Little tid up in README.OS2
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- Added explanation about SDL_OS2_JOYSTICK environment variable on README.OS2
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Version 1.2.7 - 2004-09-07 - Caetano
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- Merged with changes in headers for GCC compiling.
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- Added Joystick support using basic IBM GAME$ support, allowing it to work with all joystick drivers since OS/2 2.1.
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- Improved joystick detection (hacked!). OS/2 do not allow real joystick detection, so...
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- Modified makefile in test to compile "testjoystick". Anyway, it's useless, since it seems to cause a lot of trouble in OS/2 (because os video routines, not Joystick support).
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- Created separated Joystick test program to test only joystick functions.
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- Improved joystick auto-centering.
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- Improved the coordinate correction routine to use two scale factors for each axis.
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Version 1.2.7 - 2004-07-05 - Caetano
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- Corrected the time returned by status in CDROM support (it was incorrect)
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- Added the testcdrom.c and corrected the linking directive (it was causing an error)
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Version 1.2.7 - 2004-07-02a - Caetano
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- Corrected a little problem in a comment at SDL-1.2.7\test\torturethread.c, line 18 (missing */, nested comment)
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- Added CDROM support to tree (SDL-1.2.7\src\cdrom\os2\SDL_syscdrom.c)
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- Modified makefile (SDL-1.2.7\src\makefiles.wat and SDL-1.2.7\watcom.mif) to build with CDROM support
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- Added the "extra" SDL_types.h forgotten in 2004-07-02 version.
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<End-Of-File>
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