Ok I've been working a few hours on all this SDL/GP32 SDK thing...
In fact both API are very similar, but SDL misses a lot of stuff. SDL is very very simple, I originaly thought it was much more close to DirectX... Anyway, it makes the port easier on the one hand, because there is not a lot of things to port, but on the other hand, this is much more complicated, because of all the GP32 functions (such as all "Flip" functions) that have no equivalence in the SDL API.
This will make me do some strange choice... Adding functions to the SDL API for a specific GP32 use, and to make it easier to use GP32 special effects under a SDL context (this way, coders familiar with SDL will code fastly). Or not adding functions to the SDL API, restricting SDL use to provide only a simple (and easy) port from other platforms... What do you think? I know that the first idea obviously includes the second one, if I add the functions, people can not use them... Anyway it's much more work to make things SDLish
I warn you guys for -maybe- being enthousiast, I have just written a few lines of code... I know this will not take a long time to build a SDL wrapper, but I don't have a lot of time... :-\
About the complexity and the lack of performance of a wrapper, as far as I know for the SDL and the GP32 API (well in fact, I don't know a lot but till then it seems to be enought), most of the wrapper functions will simply do acces to global structures and then GP32 API function calls, so I don't think we'll lose a lot of CPU...
Any idea, comment, insult, nice words are welcome...
wammy