2008-08-27 15:10:03 +00:00
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/*
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2011-04-08 13:03:26 -07:00
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Simple DirectMedia Layer
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Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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2008-08-27 15:10:03 +00:00
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*/
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#ifndef _SDL_config_nintendods_h
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#define _SDL_config_nintendods_h
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#include "SDL_platform.h"
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/* This is a set of defines to configure the SDL features */
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2009-08-02 12:54:59 +00:00
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#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
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2008-08-27 15:10:03 +00:00
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typedef signed char int8_t;
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typedef unsigned char uint8_t;
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typedef signed short int16_t;
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typedef unsigned short uint16_t;
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typedef signed int int32_t;
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typedef unsigned int uint32_t;
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typedef signed long long int64_t;
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typedef unsigned long long uint64_t;
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/* LiF: __PTRDIFF_TYPE__ was causing errors of conflicting typedefs with the
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<stdint.h> shipping with devkitARM. copied a similar ifdef from it. */
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#ifndef __PTRDIFF_TYPE__
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typedef unsigned long uintptr_t;
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#else
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typedef unsigned __PTRDIFF_TYPE__ uintptr_t;
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#endif
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2009-08-02 12:54:59 +00:00
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#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
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2008-08-27 15:10:03 +00:00
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2011-02-12 11:36:56 -08:00
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#define SIZEOF_VOIDP 4
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2008-08-27 15:10:03 +00:00
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/* Useful headers */
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#define HAVE_SYS_TYPES_H 1
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#define HAVE_STDIO_H 1
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#define STDC_HEADERS 1
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#define HAVE_STRING_H 1
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#define HAVE_CTYPE_H 1
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/* C library functions */
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#define HAVE_MALLOC 1
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#define HAVE_CALLOC 1
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#define HAVE_REALLOC 1
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#define HAVE_FREE 1
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#define HAVE_ALLOCA 1
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#define HAVE_GETENV 1
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2009-12-16 10:59:51 +00:00
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#define HAVE_SETENV 1
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2008-08-27 15:10:03 +00:00
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#define HAVE_PUTENV 1
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#define HAVE_QSORT 1
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#define HAVE_ABS 1
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#define HAVE_BCOPY 1
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#define HAVE_MEMSET 1
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#define HAVE_MEMCPY 1
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#define HAVE_MEMMOVE 1
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#define HAVE_MEMCMP 1
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#define HAVE_STRLEN 1
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#define HAVE_STRDUP 1
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#define HAVE_INDEX 1
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#define HAVE_RINDEX 1
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#define HAVE_STRCHR 1
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#define HAVE_STRRCHR 1
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#define HAVE_STRSTR 1
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#define HAVE_STRTOL 1
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#define HAVE_STRTOD 1
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#define HAVE_ATOI 1
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#define HAVE_ATOF 1
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#define HAVE_STRCMP 1
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#define HAVE_STRNCMP 1
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#define HAVE_STRICMP 1
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#define HAVE_STRCASECMP 1
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#define HAVE_SSCANF 1
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#define HAVE_SNPRINTF 1
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#define HAVE_VSNPRINTF 1
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/* DS isn't that sophisticated */
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#define LACKS_SYS_MMAN_H 1
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/* Enable various audio drivers */
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#define SDL_AUDIO_DRIVER_NDS 1
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/*#define SDL_AUDIO_DRIVER_DUMMY 1 TODO: uncomment this later*/
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/* Enable various input drivers */
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#define SDL_JOYSTICK_NDS 1
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/*#define SDL_JOYSTICK_DUMMY 1 TODO: uncomment this later*/
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/* DS has no dynamic linking afaik */
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#define SDL_LOADSO_DISABLED 1
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/* Enable various threading systems */
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/*#define SDL_THREAD_NDS 1*/
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#define SDL_THREADS_DISABLED 1
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/* Enable various timer systems */
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#define SDL_TIMER_NDS 1
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/* Enable various video drivers */
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#define SDL_VIDEO_DRIVER_NDS 1
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a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
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#ifdef USE_HW_RENDERER
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2011-02-12 11:36:56 -08:00
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#define SDL_VIDEO_RENDER_NDS 1
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a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
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#else
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#define SDL_VIDEO_RENDER_NDS 0
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#endif
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2008-08-27 15:10:03 +00:00
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2009-06-07 06:06:35 +00:00
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/* Enable system power support */
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#define SDL_POWER_NINTENDODS 1
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2011-02-12 11:36:56 -08:00
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/* Enable haptic support */
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#define SDL_HAPTIC_NDS 1
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|
|
|
a Nintendo ds update
Frank Zago to SDL
For those interested, here's a snapshot of the current port. I did away with
most of the previous attempt which was based of the sprite engine, because the
support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
The drawback is that either the frame buffer or the gl engine can be used
because there's not that much video memory on a DS.
With minimal changes to their code, it can now run the following tests: ,
testspriteminimal, testscale and testsprite2. The last 2 only run under the
emulator for some reason. The tests are not included in this patch for size
reason.
In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
is not displayed. So I had to patch a few core file to set that bit to 1. See
patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
there a better way ?
The nds also doesn't support windowed mode, so I force the fullscreen in
src/video/SDL_video.c. Is that ok, or is there a better way ?
To get a smaller library, I also tried to not compile the software renderer
when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
itself ?
2011-03-06 21:12:19 -08:00
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#define SDL_BYTEORDER SDL_LIL_ENDIAN
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2008-08-27 15:10:03 +00:00
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#endif /* _SDL_config_nintendods_h */
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