by NY00123 » 2019-11-20 @ 08:38
Thanks to Dominus for testing the patch. I've updated it after applying required fixes for OS X and updating to r4293.
Notes that I should add first:
- Whatever I previously said about SDL_sound still applies. Additionally, as I'd been informed by Dominus, SDL_sound had been updated (during 2018) so it now requires SDL2. There were also other various changes, partially done in order to relicense SDL_sound under zlib. However, I've found out that with this version, Sound_Decode may incorrectly return half the expected value, leading to very clearly audible issues with playback under DOSBox. I suspect that it's related to an internal conversion between differing sample formats.
- Dominus has reported that a 32-bit SDL2 build may crash on OS X, reason being that there's no Metal support for 32-bit EXEs, yet it doesn't seem to lead to a failure, and the SDL_renderer code doesn't try another renderer driver.
In case you observe the above crash:
- If you have a ready conf file for the SDL2 build, edit it so "output" differs from texture/texturenb. Alternatively, change "renderer" to "opengl" (or "software", although that's probably less recommended).
- Otherwise, set the environment variable SDL_RENDER_DRIVER to opengl (or software) before starting DOSBox. After it creates a .conf file, you may edit it as described above
- Alternatively, if you can, make and run a 64-bit SDL2 build, at least for temporarily creating the .conf file.
This time, I've further decided to attach a smaller patch, which removes most of the Android-related code, but still keeps the adapted SDL_cdrom 1.2 code. In particular:
- This removes the whole android_project dir. It's probably incompatible with newer Android development setups, anyway (the move from Ant to Gradle is just one reason).
- This also removes code which is clearly specific to Android and touch input (like the alternative mouse input), and also a few bits which might actually be related to STLport (unsure about this).
- Eventually, though, I still kept a great deal of the code originally added for Android in, albeit it's untested. This includes OpenGL ES 1.1 functionality and the always-fullscreen changes, but also minor changes related to running in portrait orientation while an on-screen keyboard is displayed (moving the viewable area to the top of the screen).
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