> >Is there a way to blit directly to the screen for games ?
>
> I am not real familier with bliting, but if you want to access the
> display memory you can use this code.
>
>
> UInt32 *ScreenAccessPointer;
> UInt32 *screenRegister;
>
> screenRegister= (UInt32*)0xFFFFFA00;
> ScreenAccessPointer= (UInt32*)*screenRegister;
>
> 0xFFFFFA00 is the hardware reigster that points to the display memory.
> This may not be true for all roms, but it works on the Palm III. I you
> test this in POSE you will generate to warnings, a hardware register
> access warning and a display memory access warning.
this is evil stuff. it doesn't work on many of the units that are
currently for sale - there are better ways to do this :) more
specifically:
/**
* Determine the pointer to the bitmap data chunk for a specific window.
*
* @param win the window.
* @return a pointer to the bitmap data chunk.
*/
void *
DeviceWindowGetPointer(WinHandle win)
{
void *result = NULL;
// palmos 3.5+ - use BmpGetBits()
if (DeviceSupportsVersion(romVersion3_5))
result = BmpGetBits(WinGetBitmap(win));
// palmos pre 3.5 - use standard technique
else
result = (void *)win->displayAddrV20;
return result;
}
and, call:
UInt8 *ptrLCD = DeviceWindowGetPointer(WinGetDisplayWindow());
wola :) isn't that much cleaner? you'll need to make sure you can
access the internal structs.. maybe best to add a #define before and
after to get around the compiler warning (if you get it) :P
cheers.
---
Aaron Ardiri [EMAIL PROTECTED]
CEO - CTO +46 70 656 1143
Mobile Wizardry http://www.mobilewizardry.com/
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