macsforme | 27 May 23:37 2016
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SteelSeries Nimbus support on Mac and iOS

I recently purchased a SteelSeries Nimbus controller for Mac OS X and iOS. It seems to generally work well in SDL applications, but there are some shortcomings. On Mac OS X, the Y-axis of the two thumbsticks are inverted, but everything else seems to function. On iOS, it identifies the controller as a "Generic Controller," it sees the D-pad buttons as hats (instead of buttons 9-12 on Mac OS X), and buttons 7 and 8 (labeled L2 and R2 on the controller itself, the lower trigger buttons) do not work at all.

I found another topic (https://forums.libsdl.org/viewtopic.php?p=49147#49147) where it looks like some changes were made to the iOS joystick code to invert the Y-axis. Perhaps that explains why the thumbstick orientation is different between Mac OS X and iOS. I couldn't find much else on the subject, though.

Any ideas on what it would take to have full support for this controller on Mac OS X and iOS?
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DLudwig | 27 May 21:17 2016
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Re: SDL2 program linked against FB's folly library crashes








ross.vander wrote:
After changing the way I link against SDL2, I still see the same crash.


Weird. I'm still stumped about what's causing the problem.

Here's what I get when I run g++ --version, as well as otool -L prog:








Code:

davidl <at> Wart ~/Documents/Code/SDL/bugs/folly_crash $ g++ --version
Configured with: --prefix=/Applications/Xcode.app/Contents/Developer/usr --with-gxx-include-dir=/usr/include/c++/4.2.1
Apple LLVM version 7.3.0 (clang-703.0.31)
Target: x86_64-apple-darwin15.5.0
Thread model: posix
InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
davidl <at> Wart ~/Documents/Code/SDL/bugs/folly_crash $ otool -L prog
prog:
   /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0)
   /usr/local/opt/sdl2/lib/libSDL2-2.0.0.dylib (compatibility version 5.0.0, current version 5.0.0)
   /usr/local/opt/folly/lib/libfolly.57.dylib (compatibility version 58.0.0, current version 58.0.0)
   /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 120.1.0)
   /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1226.10.1)
davidl <at> Wart ~/Documents/Code/SDL/bugs/folly_crash $


A copy of the files I used to make my build, along with an actual build, is up at https://www.dropbox.com/s/74nt44cyttjcx2n/folly_crash-DavidL.zip?dl=0 , if it helps.

I get no crash, when running './prog'.

Maybe my copies of SDL2 and/or Folly are out of date? I installed them via brew, earlier this afternoon (I had only used locally-built copies of SDL, before that). Might there be a brew package-list-updating command, that I'd need to run?

Other thoughts welcomed, at this point.

-- David L.
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DLudwig | 27 May 17:45 2016
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Re: SDL2 program linked against FB's folly library crashes

I posted a lengthy-ish reply on the Stack Overflow forum, asking for more info. (TL;DR - I wasn't able to repro this, but I think my dev environment might have significant-enough differences to alter the end-state).

I'm happy to try further debugging, either on Stack Overflow, here (in the SDL forums), or elsewhere, depending on what would help other(s).

Most of my familiarity with SDL's internals lies in the UWP backend, but I've done some amount of work on Apple platforms, mostly outside of SDL (and mostly with iOS, but some OSX, too).

Cheers!
-- David L.
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Raith | 26 May 23:13 2016
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Re: Black screen after restoring minimized window

Necro posting or not, but I have the same issue and I do not understand why does a maximized window when minimized to the taskbar and then restored again to it's maximized state from taskbar appears black with nothing rendered?

Any other actions (except, minimizing to taskbar and restoring from taskbar) restore the screen to normal, not to mention that SDL_GetError produces absolutely nothing during the time I see the black screen.
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JeZ-l-Lee | 26 May 05:36 2016
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Re: My Google Play Game Sucks, Why?








NetCraft wrote:
But why should this have more installs than 60?
Hi,

Hmmm, thanks for the constructive criticism
Now up to 90 installs with 2/3 deleted after playing.



JeZxLee
JessePalser <AT> GMail <DOT> com
16BitSoft Inc.
Video Game Design Studio
www.16BitSoft.com
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Joe | 26 May 03:44 2016
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testhaptic and steering wheels

Hello all,
Has anyone successfullly built and run the testhaptic program with a 
steering wheel? I have a Logitech MOMO FRacing wheel with force 
feedback. The testhaptic program reports that it supports all the tested 
features but it fails to create any of the effects (except ramp).
Cheers,
Joe
SparkyNZ | 25 May 11:00 2016
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Android: SDL Error findLibrary returned null

I'm trying to get an SDL2 app working on Android using the NDK. When I try running my app I get an "SDL Error" dialog which contains the same information as the last line in the logcat output below.

05-25 20:50:10.692 32502-32502/org.libsdl.app W/ApplicationPackageManager: getCSCPackageItemText()
05-25 20:50:10.702 32502-32502/org.libsdl.app V/SDL: Device: ks01lte
05-25 20:50:10.702 32502-32502/org.libsdl.app V/SDL: Model: GT-I9506
05-25 20:50:10.702 32502-32502/org.libsdl.app V/SDL: onCreate(): null
05-25 20:50:10.702 32502-32502/org.libsdl.app D/dalvikvm: Trying to load lib /data/app-lib/org.libsdl.app-29/libSDL2.so 0x42a88788
05-25 20:50:10.702 32502-32502/org.libsdl.app D/dalvikvm: Added shared lib /data/app-lib/org.libsdl.app-29/libSDL2.so 0x42a88788
05-25 20:50:10.702 32502-32502/org.libsdl.app W/System.err: Couldn't load main from loader dalvik.system.PathClassLoader[dexPath=/data/app/org.libsdl.app-29.apk,libraryPath=/data/app-lib/org.libsdl.app-29]: findLibrary returned null

Can somebody please help me understand what is going on and how to fix this? My take on it is that libSDL2.so is the main 'application' which tries to libmain.so and its failing. Would that be correct?

I cannot see any other exceptions of stack dumps in my logcat. If I have a simple libmain.so which contains nothing but int main(){ return 0; } I get the same problem.

Any ideas please?
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JeZ-l-Lee | 24 May 16:40 2016
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My Google Play Game Sucks, Why?

Hi,

So we released Beta1 of our new puzzle game on Google Play.
In 2 weeks, we only have about 60 installs with 2/3 deleting after playing?

We were hoping some nice SDL people here could visit below Google Play URL
and install and play the game on an Android O.S. smartphone or tablet
and give us opinions as to why the game sucks?

Here is the Google Play URL:
https://play.google.com/store/apps/details?id=com.sixteenBitSoft.TetrisAttackArmageddon
(game is 100% free with no advertisements and no in-game purchases)

Thanks!
We plan to release Beta2 after we receive some constructive criticism of currently published Beta1...



JeZxLee
JessePalser <AT> GMail <DOT> com
16BitSoft Inc.
Video Game Design Studio
www.16BitSoft.com
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MattRobinson | 24 May 11:17 2016
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Recommended Linux distro for SDL2 Steam / SteamOdevelopment.

Hi all,
I'm currently working with SDL 2.0.4 on Win 10 in VS2013 but I'd like to set up a Linux dev PC to do the same, for both Steam running on Linux and boxes running SteamOS.

For SteamOS the dev page says this:
Though it's built on Debian Linux, you'll be OK developing on Ubuntu, Valve's recommended desktop distribution
"All Steam applications execute using the Steam Runtime which is a fixed binary-compatibility layer for Linux applications. This enables any application to run on any Linux distribution that supports the Steam Runtime without recompiling. As long as your development environment targets Ubuntu 12.04 LTS with the Steam Runtime, it will run without change on SteamOS. If you are a Steam partner, see the Linux development page for more details on creating Steam applications for Linux and SteamOS."


So I take it that Ubuntu 12.04 LTS is the official dev distro for steamOS development?

As for Steam on standard desktop linux, taking Debian for example;
I've found SDL 2.0.4 as libsdl2-dev for the Sid unstable release here > https://packages.debian.org/sid/libsdl2-dev There is a stable SDL 2.0.2 package for Debian Jessie (Stable) here > https://packages.debian.org/jessie/libsdl2-dev
As 2.0.4 is not in the stable branch how would I go about getting that installed into Jessie?

And is there a recommended distro for developing games to run on Steam for general desktop linux, (Not steamOS)?

Thanks in advance.
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DLudwig | 23 May 17:26 2016
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Visual Studio Packages + Templates, any interest?

Hi all,

I've been thinking of doing some work to try making SDL2 apps easier to create within Visual C++, and have been thinking of either posting one or more app templates to Visual Studio's in-app-accessible 'Visual Studio Gallery', and/or post some SDL2 packages to their NuGet package-installation system.

Might anyone be interested in something like this? If so, might anyone be willing to help test said packages, or otherwise help with development?

Any thoughts on platform(s) to support? Win32/Windows-Desktop comes to mind as one, but there are others.

Cheers,
-- David L.
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Mark Sibly | 22 May 00:26 2016
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SDL_WaitEvent not waking up properly?

Hi,

Windows 10 SDL2 user here!

I'm using an SDL timer to SDL_PushEvent a user event to the event queue, but this does not appear to be 'waking up' SDL_WaitEvent immediately - there's some weird delay between when I push the event (from the timer thread) and when SDL_WaitEvent wakes up.

However, if I replace this:

SDL_WaitEvent( Null );
ProcessEvents();  //polls/pops events

...with this...

SDL_Delay(1);
ProcessEvents();

It all starts to work properly, ie: timer user events are processed immediately.

With SDL_WaitEvent, the delivery of the user event gets 'delayed' by some amount of time - or more precisely, appears to be 'quantized' to 10ms-ish.

I have tried both SDL_PushEvent and SDL_PeepEvents from the timer thread, same result.

Is this expected behaviour of SDL_WaitEvent? Does it always wait at least 10ms or something? Can it not be interrupted by pushing an event?

Bye!
Mark

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Gmane