Are any of the existing amiga based ports (mos/os4) using mui/reaction and other "native" code paths, or are they relying on SDL backend for most everything?
The OS4 one uses Reaction (things will need tweaking for OS3.9, but largely it should work unaltered)
The old MOS version uses MUI. Note that the interface to NetSurf's frontends has changed significantly, so this frontend will not work "out of the box" with the latest core.
Does the 68k port use the SDL and therefore need an RTG....is that about right? If so it might be possible to remove the SDL requirement and code an AGA chunky mode instead.
No, don't do that. The framebuffer frontend (which is what the existing 68k port is) is not really suitable and should not be hacked around for this purpose. The NetSurf core devs don't like it either. Create a proper OS3/68k frontend.
@all
The
only code you need to touch to modify my OS4 frontend is in the "amiga" directory.
Anything relating to graphics output is in the file "plotters.c". Currently it uses a mix of graphics.library, (optionally Cairo) and Picasso96 calls. The graphics.library part sets colours using new OS4 32-bit calls - that will need modifying to use FindColor() - or ObtainBestPen() if you can figure out a way of keeping track of which pens can be unlocked.
I've recently added back in direct to screen rendering, it's buggy atm but should work better for 8-bit modes.
A lot of functions could be stubbed out with #ifdef __amigaos4__ to get it compiled, and then gradually fix functions as they are needed. There is a heck of a lot of code which is extra UI stuff which won't really matter for an initial porting effort.
I will help! Ask me questions and I will answer them!