Martin Gerhardy | 31 Oct 20:30 2014
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SDL_net compile fix for mingw64_32

See here.

https://bugzilla.libsdl.org/show_bug.cgi?id=2773

Greetings
Martin

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Alexey Petruchik | 30 Oct 17:02 2014
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SDL_OpenURL proposal

Hi, I'm currently porting qfusion engine to SDL2. It has it's own kinda-sdl - a bunch of C functions with platform specific implementations. Most of them are easily replaced by sdl analogues. But there is one function that does not have analogue - Sys_OpenURLInBrowser. What do you think about adding such function to SDL?

Regards, Alexey.
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ANTA | 30 Oct 08:05 2014
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Re: Sound lag with winmm








Sik wrote:
Why does SDL demand at least 250ms? o_O

As far as I know the multimedia API always had lag though, so I would
avoid relying on it when possible (albeit somebody I know found a way
to make it lagless and claims it's quite stable, but it relies on
basically not doing something you're supposed to do - I think it's not
setting up one of the buffers, but I don't remember correctly)

In any case you probably should try to get XAudio2 working, Visual
Studio already comes with it as does MinGW-w64. I suppose you only
really need to skip it with vanilla MinGW (Code::Blocks still comes
bundled with it I believe), but in that case try to switch to
MinGW-w64 as soon as possible (SDL2 already has other issues with
vanilla MinGW, if I recall correctly related to threading).

2014-09-25 16:27 GMT-03:00, ANTA :







Quote:
By comment out this:

/* Check the buffer size -- minimum of 1/4 second (word aligned) */
// if (this->spec.samples spec.freq / 4))
// this->spec.samples = ((this->spec.freq / 4) + 3) & ~3;


in /SDL/src/audio/winmm/SDL_winmm.c



hate directX

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Dmitry Rekman | 29 Oct 21:35 2014

[PATCH] Fix for SDL_GetGlobalMouseState()

Hi,

what follows is a proposed patch to SDL_GetGlobalMouseState() that fixes it on dual monitor X11 setups. Without it, returned mouse coordinates aren't correct if the primary screen is not the leftmost one (or in general, has a non-zero X/Y offset).

This was discussed (on IRC) and tentatively Okay'ed by both icculus and Plagman.

Regards,
Dmitry


diff -r bfdc18891a60 src/video/x11/SDL_x11mouse.c
--- a/src/video/x11/SDL_x11mouse.c Mon Oct 27 19:53:44 2014 -0400
+++ b/src/video/x11/SDL_x11mouse.c Wed Oct 29 16:33:25 2014 -0400
<at> <at> -382,8 +382,14 <at> <at>
                 retval |= (mask & Button1Mask) ? SDL_BUTTON_LMASK : 0;
                 retval |= (mask & Button2Mask) ? SDL_BUTTON_MMASK : 0;
                 retval |= (mask & Button3Mask) ? SDL_BUTTON_RMASK : 0;
-                *x = data->x + rootx;
-                *y = data->y + rooty;
+                /* SDL_DisplayData->x,y point to screen origin, and adding them to mouse coordinates relative to root window doesn't do the right thing
+                 * (observed on dual monitor setup with primary display being the rightmost one - mouse was offset to the right).
+                 *
+                 * Adding root position to root-relative coordinates seems to be a better way to get absolute position. */
+                XWindowAttributes root_attrs;
+                X11_XGetWindowAttributes(display, root, &root_attrs);
+                *x = root_attrs.x + rootx;
+                *y = root_attrs.y + rooty;
                 return retval;
             }
         }

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Dmitry Cherkassov | 29 Oct 15:53 2014
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Fwd: Touch support on wayland

Hi list.

I am using weston + SDL2 (from hg)

The problem is that my application does not receive touchscreen events
(other weston apps receive touch events).

I've added a printf to SDL_waylandvideo.c : display_handle_global()
hoping that i would get
interface="qt_touch_extension"
that would call Wayland_touch_create but it doesn't receive that.

Is my assumption correct that sdl2 needs some qt compositor for touch
to work (under wayland)?

Thank you.

--
With best regards,
Dmitry
DLudwig | 29 Oct 03:23 2014
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Re: WinRT+SDL2 multitouch and current resolution








Meldryt wrote:
Is there already multitouch support with Windows Phone and SDL2?
I want to get the screen coordinates of my current pressed fingers.
for example: one finger is moving the character and another is shooting at an enemy at the same time.


Yes, SDL2's touch API is supported on Windows Phone.








Meldryt wrote:
how do i get the current resolution of my windows phone. for example when its tilted or not i can change my gui size.


The SDL_Window APIs can be used here. On Windows Phone, the SDL window is treated as if it's always fullscreen, and SDL_GetWindowSize() can be used to get the current resolution, with device orientation being taken into account. SDL_WINDOWEVENT + SDL_WINDOWEVENT_SIZE_CHANGED events will also be sent out when the device's orientation changes.

Cheers,
-- David L.
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DLudwig | 28 Oct 20:48 2014
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Re: Using SDL2 WinRT with SDL2_gfx








Meldryt wrote:
update: tried to include only the header and class files in my project. it works for the emulator.
when i compile for device i get this error: SDL2_gfxPrimitives.cpp(1770): error C3861: '__emit': identifier not found


Odd.

Can you compile the file a C code, rather than C++? I'm able to compile SDL2_gfxPrimitives for device/ARM, but only when compiling it as C code. When I compile as C++, I get the same error.

-- David L.
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Alex | 28 Oct 16:52 2014
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Re: Possible memory leak in SDL2-Image?

Thanks for information.
I just don't understand why this program used libjpeg if I never use jpeg images. And more: I made init with IMG_Init(IMG_INIT_PNG), to avoid using of libjpeg. But this is not helpful to solve this problem.
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Alex | 28 Oct 14:13 2014
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Re: Possible memory leak in SDL2-Image?

Thanks for answer.

And thank you for remind me about IMG_Quit() function.

But IMG_Quit() is not helpful in my case. This is the valgrind log after add IMG_Quit() (and IMG_Init too) and with "--leak-check=full --show-reachable=yes" :







Code:
==3645== Conditional jump or move depends on uninitialised value(s)
==3645==    at 0x8CA34E0: inflateReset2 (in /lib/x86_64-linux-gnu/libz.so.1.2.3.4)
==3645==    by 0x8CA35D8: inflateInit2_ (in /lib/x86_64-linux-gnu/libz.so.1.2.3.4)
==3645==    by 0x78F70D3: png_create_read_struct_2 (in /lib/x86_64-linux-gnu/libpng12.so.0.46.0)
==3645==    by 0x78F7296: png_create_read_struct (in /lib/x86_64-linux-gnu/libpng12.so.0.46.0)
==3645==    by 0x5139297: IMG_LoadPNG_RW (in /usr/lib/x86_64-linux-gnu/libSDL2_image-2.0.so.0.0.0)
==3645==    by 0x5132F8B: IMG_LoadTyped_RW (in /usr/lib/x86_64-linux-gnu/libSDL2_image-2.0.so.0.0.0)
==3645==    by 0x4007EF: main (main.c:9)
==3645==
Image loaded, no errors
==3645==
==3645== HEAP SUMMARY:
==3645==     in use at exit: 4,096 bytes in 1 blocks
==3645==   total heap usage: 16 allocs, 15 frees, 1,112,267 bytes allocated
==3645==
==3645== 4,096 bytes in 1 blocks are still reachable in loss record 1 of 1
==3645==    at 0x4C2B6CD: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==3645==    by 0x7B120B7: libjpeg_general_init (in /usr/lib/x86_64-linux-gnu/libjpeg.so.8.0.2)
==3645==    by 0x400F305: call_init.part.0 (dl-init.c:85)
==3645==    by 0x400F3DE: _dl_init (dl-init.c:52)
==3645==    by 0x40016E9: ??? (in /lib/x86_64-linux-gnu/ld-2.15.so)
==3645==
==3645== LEAK SUMMARY:
==3645==    definitely lost: 0 bytes in 0 blocks
==3645==    indirectly lost: 0 bytes in 0 blocks
==3645==      possibly lost: 0 bytes in 0 blocks
==3645==    still reachable: 4,096 bytes in 1 blocks
==3645==         suppressed: 0 bytes in 0 blocks
==3645==
==3645== For counts of detected and suppressed errors, rerun with: -v
==3645== Use --track-origins=yes to see where uninitialised values come from
==3645== ERROR SUMMARY: 1 errors from 1 contexts (suppressed: 2 from 2)

As you can see 4096 bytes in 1 block still reachable with IMG_Quit() function too. I try to make my program free from any leaks like this.
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Alex | 28 Oct 13:10 2014
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Re: Possible memory leak in SDL2-Image?

No answers? Any ideas how to fix it?
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JeZ-l-Lee | 28 Oct 09:23 2014
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JeZxLee's"TetriAttack 3":Open-Source Cross-Platform!

JeZxLee's"TetriAttack 3":Open-Source Cross-Platform!

Hi,

My development team and I are proud to release our new open-source cross-platform puzzle game called "TetriAttack 3".
This is a nearly completed "Release Candidate" and we were hoping some of the people here could help test it.
After the conclusion of testing, the game will be released to OpenPandora Linux handheld console computer.

If you would like to help out then please download, decompress and play the ZIP file located at the below URL link:
http://16bitsoft.com/files/TA3/TA3-WinLinux-ReleaseCandidate.zip
The ZIP contains both Windows and Linux versions(a makefile is included to build executable on any Linux distro)

Game Requirements:
- Windows XP/Vista/7/8 32Bit/64Bit desktop or notebook
- Any Linux 32Bit/64Bit desktop or notebook

* To build on Linux you will need the following:
- G++
- SDL 1.2 + dev
- SDL_Image 1.2 + dev
- SDL_Mixer 1.2 + dev
- SDL_TTF 1.2 + dev
- OpenGL for good performance

Thanks in advance!

JeZxLee
16BitSoft Inc.
Video Game Design Studio
www.16BitSoft.com


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Gmane