Author Topic: Platform Independant Dingoo SDK  (Read 62314 times)

kswildside

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Re: Platform Independant Dingoo SDK
« Reply #20 on: April 07, 2010, 03:22:37 pm »
Nanonote has a mirror of the Ingenic FTP not sure if it is up to date

Shin-NiL

  • Posts: 355
    • Shin-NiL's Personal Web Page (Brazilian Portuguese)
Re: Platform Independant Dingoo SDK
« Reply #21 on: April 08, 2010, 01:26:36 am »
Nanonote has a mirror of the Ingenic FTP not sure if it is up to date

Sorry, I can't find it  :'(
Is it hosted at http://sharism.cc? Can you send me the link, if possible?

Thank you very much.

flatmush (OP)

  • Posts: 288
Re: Platform Independant Dingoo SDK
« Reply #22 on: April 08, 2010, 01:50:32 am »
I've mirrored the ucos/mipsel toolchain for linux here, should work with the SDK.

alekmaul

  • Posts: 330
    • Portabledev
Re: Platform Independant Dingoo SDK
« Reply #23 on: April 08, 2010, 07:11:46 am »
Version 114 is released, everybody using the SDK should update to this version since it uses patched code to allow it to run on HK dingoos too,
Hi flatmush,
What does it mean exactly ? we do not have to do anything to have an app or a sim file compatible for each dingoo model ?

flatmush (OP)

  • Posts: 288
Re: Platform Independant Dingoo SDK
« Reply #24 on: April 08, 2010, 01:11:22 pm »
Yup should do, good to see you back posting, you thinking of developing for the dingoo again?

alekmaul

  • Posts: 330
    • Portabledev
Re: Platform Independant Dingoo SDK
« Reply #25 on: April 08, 2010, 02:04:39 pm »
you thinking of developing for the dingoo again?
my first goal is to test your new sdk, and yes, i'm coming back. Lot's of my DS stuffs are now ok, i can share time between DS and Dingoo ;)

Shin-NiL

  • Posts: 355
    • Shin-NiL's Personal Web Page (Brazilian Portuguese)
Re: Platform Independant Dingoo SDK
« Reply #26 on: April 08, 2010, 02:09:59 pm »
I've mirrored the ucos/mipsel toolchain for linux here, should work with the SDK.

Thank you very much flatmush, I can finally try to do some native stuff  :D

Harteex

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  • Posts: 713
    • Harteex Productions
Re: Platform Independant Dingoo SDK
« Reply #27 on: April 08, 2010, 03:04:48 pm »
Great to have you back alekmaul.
I hope you also want to work on the SDK :)

SiENcE

  • Posts: 653
    • Crank Gaming (Dingux Apps)
Re: Platform Independant Dingoo SDK
« Reply #28 on: April 08, 2010, 03:23:55 pm »
you thinking of developing for the dingoo again?
my first goal is to test your new sdk, and yes, i'm coming back. Lot's of my DS stuffs are now ok, i can share time between DS and Dingoo ;)

Welcome back Alek :).

@Shin-NiL: You can also compile with this windows-toolchain stuff for Dingux. I have an early port of SDL compiled for this. But this is only tested when compiling for Dingux. I don't know if this SDL lib also works with flatmush-SDK. If someone is interested in, tell me, i will share it.

alekmaul

  • Posts: 330
    • Portabledev
Re: Platform Independant Dingoo SDK
« Reply #29 on: April 08, 2010, 06:57:10 pm »
thanks all for comments, nice to see again some nice people on native os scene ^^
flatmush, when i tried to install sdk, a little pb occured :
 - dingoo_sdk/src/fgl is not here and the ./install script displays an error about that

Except this point, i tested the 3d cube demo sample and it works fine, nice work flatmush :D !
« Last Edit: April 08, 2010, 07:03:10 pm by alekmaul »

flatmush (OP)

  • Posts: 288
Re: Platform Independant Dingoo SDK
« Reply #30 on: April 08, 2010, 07:03:20 pm »
Doesn't matter, it just compiles a copy of the source if you have it but I didn't release it yet, all the headers and the lib are there though so you can still compile fgl stuff.

Harteex

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    • Harteex Productions
Re: Platform Independant Dingoo SDK
« Reply #31 on: April 09, 2010, 08:52:08 pm »
I just changed the font functions a bit, you can now specify the transparent color.
Anyone using the font functions will have to replace gfx_texture to gfx_font and use the gfx_font_load function instead to load it.

flatmush (OP)

  • Posts: 288
Re: Platform Independant Dingoo SDK
« Reply #32 on: April 12, 2010, 04:22:49 pm »
OK, everyone who hasn't updated yet should update to r94, it's a big change as you can see on the google-code (I'm not repeating stuff here). The links at the top are updated.

Shin-NiL

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    • Shin-NiL's Personal Web Page (Brazilian Portuguese)
Re: Platform Independant Dingoo SDK
« Reply #33 on: April 12, 2010, 05:06:25 pm »

@Shin-NiL: You can also compile with this windows-toolchain stuff for Dingux. I have an early port of SDL compiled for this. But this is only tested when compiling for Dingux. I don't know if this SDL lib also works with flatmush-SDK. If someone is interested in, tell me, i will share it.

Thank you SiENcE, I did not know that  ;)

Did you mean a SDL for native development? It would be so great, I'm interested!

SiENcE

  • Posts: 653
    • Crank Gaming (Dingux Apps)
Re: Platform Independant Dingoo SDK
« Reply #34 on: April 12, 2010, 11:07:54 pm »
Mh. Currently this is only tested on Dingux. I don't know how much Flatmush's SDK uses from this Toolchain. Header files, libs ...? If not it SDL must be compiled against the SDK and not the Toolchain.

flatmush (OP)

  • Posts: 288
Re: Platform Independant Dingoo SDK
« Reply #35 on: April 12, 2010, 11:48:19 pm »
The SDK only uses the compiler tools and libgcc from the toolchain, not any of the headers or other libs.

SiENcE

  • Posts: 653
    • Crank Gaming (Dingux Apps)
Re: Platform Independant Dingoo SDK
« Reply #36 on: April 13, 2010, 09:10:16 am »
Ok. So it has to be tested.

flatmush (OP)

  • Posts: 288
Re: Platform Independant Dingoo SDK
« Reply #37 on: April 18, 2010, 12:55:55 am »
Critical bugfix, all users should update.

yefeng

  • Posts: 33
Re: Platform Independant Dingoo SDK
« Reply #38 on: April 23, 2010, 05:14:20 am »
Well,the color of font is white,I think it'll be nice that adding a argument "gfx_color inColor" to function "gfx_font_print" , ;)
Code: [Select]
void gfx_font_print(int16_t inX, int16_t inY, gfx_font* inFont, char* inString, gfx_color inColor) {
if((inFont == NULL) || (inString == NULL) || (inFont->texture == NULL))
return;

uint16_t* tempBuffer = gfx_render_target->address;
uint16_t* tempFont = inFont->texture->address;
uint8_t*  tempChar;
int16_t   tempX = inX;
int16_t   tempY = inY;
uintptr_t i, j, x, y;

for(tempChar = (uint8_t*)inString; *tempChar != '\0'; tempChar++) {
if(*tempChar == ' ') {
tempX += (inFont->texture->width >> 4);
continue;
}
if(*tempChar == '\t') {
tempX += ((inFont->texture->width >> 4) << 2);
continue;
}
if(*tempChar == '\r') {
tempX = inX;
continue;
}
if(*tempChar == '\n') {
tempX = inX;
tempY += (inFont->texture->height >> 4);
continue;
}
for(j = ((*tempChar >> 4) * (inFont->texture->height >> 4)), y = tempY; (j < (((*tempChar >> 4) + 1) * (inFont->texture->height >> 4))) && (y < gfx_render_target->height); j++, y++) {
for(i = ((*tempChar & 0x0F) * (inFont->texture->width >> 4)), x = tempX; (i < (((*tempChar & 0x0F) + 1) * (inFont->texture->width >> 4))) && (x < gfx_render_target->width); i++, x++) {
if (tempFont[(j * inFont->texture->width) + i] != inFont->colorKey) {
tempBuffer[(y * gfx_render_target->width) + x] = ~(tempFont[(j * inFont->texture->width) + i]) | inColor;
}
}
}
tempX += (inFont->texture->width >> 4);
}
}

« Last Edit: April 23, 2010, 05:23:41 am by yefeng »

flatmush (OP)

  • Posts: 288
Re: Platform Independant Dingoo SDK
« Reply #39 on: April 23, 2010, 07:41:49 am »
The fonts thing is currently made to support mult-colored bitmap fonts using color key for the background, if you want to change the source to have the possibility to do colorized fonts too then you can post the code and I'll add it to the SDK. I'll also add an issue ticket on this incase anybody else wants to fix it.

 

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