Nintendo DS screens

Hello,

I’ve got the 2 screens working on the DS, but I’m unsure how to present them.
I think I should give several options:

  • only the bottom display (and use the top one for a text console)
  • aggregate both displays with no gap to give a 256*384 screen
  • aggregate both displays with a ghost zone of 92 line in between to give a
    256*476 screen

If I do that, should I call SDL_AddDisplayMode() 3 times with the different
parameters or should everything be handled in CreateWindowFramebuffer() ?

Regards,
Frank.

Why don’t you just add both of them as two different displays, and let the
application decide how to use them?On Mon, Feb 14, 2011 at 9:27 PM, Frank Zago wrote:

Hello,

I’ve got the 2 screens working on the DS, but I’m unsure how to present
them.
I think I should give several options:

  • only the bottom display (and use the top one for a text console)
  • aggregate both displays with no gap to give a 256*384 screen
  • aggregate both displays with a ghost zone of 92 line in between to give a
    256*476 screen

If I do that, should I call SDL_AddDisplayMode() 3 times with the different
parameters or should everything be handled in CreateWindowFramebuffer() ?

Regards,
Frank.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and CEO, Galaxy Gameworks

You can even give them bounds rectangles reflecting their actual physical
relationship.On Mon, Feb 14, 2011 at 10:39 PM, Sam Lantinga <@slouken> wrote:

Why don’t you just add both of them as two different displays, and let the
application decide how to use them?

On Mon, Feb 14, 2011 at 9:27 PM, Frank Zago wrote:

Hello,

I’ve got the 2 screens working on the DS, but I’m unsure how to present
them.
I think I should give several options:

  • only the bottom display (and use the top one for a text console)
  • aggregate both displays with no gap to give a 256*384 screen
  • aggregate both displays with a ghost zone of 92 line in between to give
    a
    256*476 screen

If I do that, should I call SDL_AddDisplayMode() 3 times with the
different
parameters or should everything be handled in CreateWindowFramebuffer() ?

Regards,
Frank.


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and CEO, Galaxy Gameworks


-Sam Lantinga, Founder and CEO, Galaxy Gameworks

Why don’t you just add both of them as two different displays, and let the
application decide how to use them?

Will the application have to deal with 2 different screens ? Will
CreateWindowFramebuffer() be called once per display ? It’s not clear to me.
Is there some documentation somewhere ? I didn’t find anything.

Frank.On 02/15/2011 12:39 AM, Sam Lantinga wrote:

On Mon, Feb 14, 2011 at 9:27 PM, Frank Zago <@Frank_Zago mailto:Frank_Zago> wrote:

Hello,

I've got the 2 screens working on the DS, but I'm unsure how to present them.
I think I should give several options:
- only the bottom display (and use the top one for a text console)
- aggregate both displays with no gap to give a 256*384 screen
- aggregate both displays with a ghost zone of 92 line in between to give a
256*476 screen

If I do that, should I call SDL_AddDisplayMode() 3 times with the different
parameters or should everything be handled in CreateWindowFramebuffer() ?

Regards,
 Frank.

_______________________________________________
SDL mailing list
SDL at lists.libsdl.org <mailto:SDL at lists.libsdl.org>
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and CEO, Galaxy Gameworks


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

If they are two different screens, then CreateWindowFramebuffer() would be
called for each of them, and the application would treat them like two
monitors.

I don’t have a strong preference, but I think keeping them as separate
displays gives the application the most flexibility and awareness of what’s
going on.

If you’re strongly in favor of creating a “merged” display, I would
recommend leaving the default as two displays and using the hint
(SDL_hint.h) system to let the application tell you it wants to see them as
a single display.

See ya!On Tue, Feb 15, 2011 at 6:37 PM, Frank Zago wrote:

On 02/15/2011 12:39 AM, Sam Lantinga wrote:

Why don’t you just add both of them as two different displays, and let
the
application decide how to use them?

Will the application have to deal with 2 different screens ? Will
CreateWindowFramebuffer() be called once per display ? It’s not clear to
me.
Is there some documentation somewhere ? I didn’t find anything.

Frank.

On Mon, Feb 14, 2011 at 9:27 PM, Frank Zago <frank at zago.net <mailto:frank at zago.net>> wrote:

Hello,

I've got the 2 screens working on the DS, but I'm unsure how to

present them.

I think I should give several options:
- only the bottom display (and use the top one for a text console)
- aggregate both displays with no gap to give a 256*384 screen
- aggregate both displays with a ghost zone of 92 line in between to

give a

256*476 screen

If I do that, should I call SDL_AddDisplayMode() 3 times with the

different

parameters or should everything be handled in

CreateWindowFramebuffer() ?

Regards,
 Frank.

_______________________________________________
SDL mailing list
SDL at lists.libsdl.org <mailto:SDL at lists.libsdl.org>
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and CEO, Galaxy Gameworks


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


-Sam Lantinga, Founder and CEO, Galaxy Gameworks