confi wrote:the multitouch works fine when the touching points are moving, but is it possible to detect taps of the fingers on the screen? for instance if I just touch the screen with two fingers without moving them relatively to the plan of the screen (perpendicular touch on the screen if you prefer) only one of the touch is detected as a mouse event
Can you please try to download some
multitouch test from Market, and confirm that it works better than SDL? It might as well be the issue with your device touchscreen or drivers. Also, you may wish to add some debug output to the function MultiTouchInput.process() inside project/java/Video.java:166, to see the touch events Android OS is sending to the SDL.
With the last version of git, and the SDL-1.3, the video resize option in AppAndroid.cfg seem not to work anymore.
I've merged with latest SDL 1.3 codebase from libsdl.org at December, and there were too many changes in it to stick my custom videoresize hack. So now it's very much like the official SDL 1.3, although a bit more stable and with an optional mouse events support. The latest commit with the old SDL 1.3 codebase and videoresize support is 2fe92bdcf . SDL 1.2 still has all the features, I've updated only SDL 1.3.
I cannot tell you anything about the stability, I've compiled the GemRB with SDL 1.3, and it ran without issues, however I did not test it extensively.
I have simple SDL app using 32-bit bpp (both in AndroidAppSettings.cfg and SDL_SetVideoMode),
But it seems the result is incorrect compared to PC version. It seems mapped colors are lesser or
incorrect than 16-bit bpp.
It was the bug in SDL, and I've fixed it, please update your repository. If you'll be using software video mode you'd better use 24bpp, it's faster, and you have no use for an alpha channel for the main video surface anyway.