Originally Posted by
jasonf
I'm really excited about the touch screen too, it's perfect for Crashblock's new menu system. As long as it behaves like a mouse and SDL receives a mouse move event followed by a mouse click event, then I won't have to change any code at all..
I hear that the touch screen stylus will behave like a mouse so I believe it won't be an issue (or much of one).
Originally Posted by
jasonf
I managed to get your example code to compile and run on the GP2X last night (no skill required to run a batch file after setting up the environment eh?
)
I'm glad
Originally Posted by
jasonf
I noticed that your example project contains your modified SDL files, are these changes to the JEDI headers going to be incorporated into the current JEDI?
I have used as much as possible the latest SDL files from
http://jedi-sdl.cvs.sourceforge.net/.../JEDI-SDLv1.0/
Originally Posted by
jasonf
I noticed also that all of the controls are buttons.. does this mean that the GP2X joystick is just 4 buttons or is this just how things have been implemented? I mean, I don't really care either way, I treat joystick directions as digital events at the moment, but if I wanted to make a game where how hard or how far you press the joystick influences turning speed or something like that, is that possible in your knowledge/opinion?
The GP2X joystick just uses 8 direction 'button'values that you can check for (see values below from the SDL.pas file)
Code:
SDLK_GP2X_UP = 0;
{$EXTERNALSYM SDLK_GP2X_UP}
SDLK_GP2X_UPLEFT = 1;
{$EXTERNALSYM SDLK_GP2X_UPLEFT}
SDLK_GP2X_LEFT = 2;
{$EXTERNALSYM SDLK_GP2X_LEFT}
SDLK_GP2X_DOWNLEFT = 3;
{$EXTERNALSYM SDLK_GP2X_DOWNLEFT}
SDLK_GP2X_DOWN = 4;
{$EXTERNALSYM SDLK_GP2X_DOWN}
SDLK_GP2X_DOWNRIGHT = 5;
{$EXTERNALSYM SDLK_GP2X_DOWNRIGHT}
SDLK_GP2X_RIGHT = 6;
{$EXTERNALSYM SDLK_GP2X_RIGHT}
SDLK_GP2X_UPRIGHT = 7;
{$EXTERNALSYM SDLK_GP2X_UPRIGHT}
This means you only have on or off, not how hard, etc.
Originally Posted by
jasonf
I'm not using OpenGL, I've kept everything using native SDL calls though the JEDI-SDL headers. I feel this offers the highest compatibility and future proofing..
Good idea :-)
Originally Posted by
jasonf
Is the problem with SDL_Mixer an issue with FreePascal or the C-compiled SDL_Mixer.so file? (does the GP2X use .so files?)
There seems to be less problems using SDL_Mixer and a C/C++ compiler to create the GP2X programs compared with freepascal.
Originally Posted by
jasonf
I'm all questions aren't I? :lol: but it's all for a good cause, the more I can understand about this and the things which need to be done, the faster I can get something working on it.
I know what you mean
Originally Posted by
jasonf
I'm not a big fan of fettling though, I like to just compile stuff and it works so any advances which can be made on the mixer/png/ogg front would be brilliant.
I don't know what fettling means, but I agree about the compile and go bit
Originally Posted by
jasonf
Then, we'll have another commercial game for the GP2X
Here's a taster
(faked of course)
haha, cute! :-)
I will keep you updated about the PNG and SDL_Mixer issues - I also want to get these working
cheers,
Paul
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