(And a reply to myself :), I spoke before writing the code, so one 
correction)

Patch is available at-
ftp://ftp.minirl.com/pub/directfb_sdl/directfb_sdl-12-26-2001.diff

There is some hacky stuff in there like dfb_core->is_sdl, and the 
call to SDL_UpdateRect before calling gBlit.  Anyway though, it's 
fully functional in terms of input (mouse and keyboard) and drawing 
to the screen.

My plan is to stick this out there, and move onto implementing the 
skin support since it's not dependent on any design work in directfb. 
 After that's done I'll circle back and clean up the SDL stuff for 
directfb following adequate discussion.

Oh..., do we have a standard "indent" line for directfb?..., the 
indention on my code is a little bit wrong (3 spaces instead of 5), I 
mucked around with automating tools for re-doing the code, but they 
messed things up very badly in terms of the diff.  Anyway, I'll fix 
that before I submit a final patch.  (Believe it or not I spent more 
time mucking with that than getting SDL input working)

> The current method I'm using is just stuffing all the input related
> stuff into the "sdl' subsystem that is replacement for fbdev.  (I'm
> doing this right now anyway, just starting on some work now after a
> huge Christmas dinner)  Right now I'm focussed on achieving
> baseline functionality so that the app programmers can get busy on
> this stuff.

This was a dumb idea, and I decided against it.  Instead I sort of 
hacked together exclusionary cases for keyboard and ps2mouse, and an 
inclusionary case for sdlinput.  I think this is probably in the 
right "vein", but not exactly the Right Way.  Sdlinput now works via 
the regular method of module loading in input.c .

Thanks,
Shane Nay.


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