Editing Game development

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Things to remember:
Things to remember:
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* The screen is natively 800x480 pixels. No resolution changes are supported. Maybe in the future we might have support for 400x240 res for faster graphics but this is quite unlikely. If trying to set a fullscreen window that is smaller than the native screen size, you will just have black borders.
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* The screen is natively 800x480. No resolution changes are supported. Maybe in the future we might have support for 400x240 res for faster graphics but this is quite unlikely. If trying to set fullscreen window smaller than the native screen size, you will just have black borders.
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* In windowed mode, matchbox will force the window to certain size (you should look at the UI specifications to see the actual window size). If your requested window is smaller than this, your window will be aligned to the upper-left and have black borders on the lower-right. Generally, SDL windows (not fullscreen) look quite bad with the theme, if nothing for the theme is done inside the SDL window, but it's up to you to decide.
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* In windowed mode matchbox will force the window to certain size (you should look at the UI specifications to see the actual window size). If your requested window is smaller than this, your window will be aligned to the upper-left and have black borders on the lower-right.
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* Avoid full 800x480 screen updates. Memory bandwidth is limited. If you still have to do these for some reason, you should make the area smaller (for example, having some statusbar or any GUI elements which doesn't need to be updated each time). Also do not use <code>SDL_Flip()</code>, since it will update the whole screen. Use rect updating functions instead. Thank you.
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Generally SDL windows (not fullscreen) look quite bad with the theme if nothing for the theme is done inside the SDL window, but it's up to you to decide.
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* 32 bit mode doesn't work. The reason was that there was a bug that caused SDL to segfault when you had 32 bit window and you recreated the window. Since the display is only 16 bit, there is no reason to support 32 bit mode, which would just give an extra round of pixel conversion and therefore slow things down. Convert your images on loading to native 16-bit with SDL.
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* Avoid full 800x480 screen updates. Memory bandwidth is limited. If you still have to do these for some reason, you should make the area smaller (eg having some statusbar or any GUI elements which doesn't need to be updated each time). Also do not use SDL_Flip(), since it will update whole screen. Use rect updating functions instead. Thank you.
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* Mouse events. There is touchscreen, and you cannot assume that an average end user would hack the device to give USB host mode and use the USB mouse. So, use absolute coordinates as much as possible. One example where relative coordinates are used is scummvm. If you use the keypad to move the cursor, and then use the touchscreen, the actuall cursor will be at offset from original touchpadpress. Think absolutely, not relatively ;)
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* 32 bit mode doesn't work. The reason was that there was a bug that caused SDL to segfault when you had 32 bit window and you recreated the window. Since the display is only 16 bit, there is no reason to support 32 bit mode, which would just give extra round of pixel conversion and therefore slow things down. Convert your images on loading to native 16-bit with SDL.
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* Mouse events. There is touchscreen, and you can't assume average end user Billy-Bob would hack the device to USB host mode and use the USB mouse. So use absolute coordinates as much as possible. One example where relative coordinates are used is scummvm. If you use keypad to move the cursor, and then use the touchscreen, the actuall cursor will be at offset from original touchpadpress. Think absolutely, not relatively ;)
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===Adding support for the Task Navigator===
===Adding support for the Task Navigator===

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