Frame Buffer patches

Okay I’m new at patch generation - so please tell me if there’s a better
way
I could have done this.

Attached are two patch files generated with ‘cvs diff -u’

SDL-fb-open-lock.patch applies to SDL_fbvideo.c
Modifies the open loop to check /dev/fb/0 found on devfs…

Modifies the lock code to return failure if the current virtual terminal

is not the one opened for frame buffer writing…
Lock would hang forever if switched away (ctrl-alt-F1) …

SDL-fb-mousedrv-screensave.patch applies to SDL_fbevents.c
Switches default mouse mode based on SDL_MOUSEDRV - currently only
accepts PS2 - otherwise default is MS Mouse.

When the screen is switched - exisiting code (wrapped in ifdef

SAVE_SCREEN_COTENTS) would save the wrong bit of the screen…
( I run frame buffer 1600x1200, the size I requested was 800x600 - the
save would save the top 800 lines (non biased) and restore them… Adding
screen->offset fixed that )

However, if that option is not set, then a call to SDL_UpdateRect (full

screen) is made. (which may have had it’s contents changed since the screen
is not entirely locked because of lock-failure patch)

Jim

-------------- next part --------------
A non-text attachment was scrubbed…
Name: SDL-fb-open-lock.patch
Type: application/octet-stream
Size: 2911 bytes
Desc: not available
URL: http://lists.libsdl.org/pipermail/sdl-libsdl.org/attachments/20030304/94114a40/attachment-0014.obj
-------------- next part --------------
A non-text attachment was scrubbed…
Name: SDL-fb-mousedrv-screensave.patch
Type: application/octet-stream
Size: 2306 bytes
Desc: not available
URL: http://lists.libsdl.org/pipermail/sdl-libsdl.org/attachments/20030304/94114a40/attachment-0015.obj

Okay I’m new at patch generation - so please tell me if there’s a better
way
I could have done this.

Looks pretty good. I’ll have to review the patches because SDL uses C
style comments /* */ and the timings based on the GeForce 4 may not work
for all cards.

After I get a chance to review everything, I’ll add it to CVS.

Thanks!
-Sam Lantinga, Software Engineer, Blizzard Entertainment