ruler501 | 1 Oct 00:39 2014
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Seg fault in SDL for android

While working with SDL for android I started getting semi random segfaults. When I debugged I couldn't get a stack trace(It would just give two lines of addresses and question marks with a warning about a possible corrrupted stack).

Manually commenting out lines till I found one that would let it keep running led me to find that the line that caused the crash was

JNIEnv *aEnv = (JNIEnv *)SDL_AndroidGetJNIEnv();

Any ideas on why this might occur, my idea was that maybe I'm not initiating something when I call SDL_Init so I tried with SDL_Init(SDL_INIT_EVERYTHING) with no change. Anything else I might try to figure out this bug?
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JeZ-l-Lee | 30 Sep 01:41 2014
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SDL Game Ported To OpenPandora Linux Pocket Computer!

SDL Game Ported To OpenPandora Linux Pocket Computer!

Hi,

Just wanted to mention that we have successfully ported our SDL 1.2/OGL game
to the awesome OpenPandora Linux pocket computer device!

You can check out the game by visiting the following URL link:
http://boards.openpandora.org/topic/17077-limited-edition-tetricrisis-only-for-openpandora

On the slowest 600MHz OpenPandora device we a seeing excellent performance.
We will be porting other SDL 1.2/OGL games to OpenPandora soon...
Thanks!

_________________
JeZ+Lee
JessePalser Gmail com
16BitSoft Inc.
Video Game Design Studio
www.16BitSoft.com

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MrTAToad | 28 Sep 13:16 2014

Test programs

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MrTAToad | 28 Sep 13:15 2014

Test programs

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MrTAToad | 27 Sep 13:29 2014

SDL_CreateWindow

I have found that when creating a full screen (by passing the SDL_FULLSCREEN value) to SDL_CreateWindow, I can't toggle between full and window mode properly (the renderer seems to be destroy or is no longer valid for some reason), and you just get a corrupt window.

However, by not passing this value and then immediately call SDL_SetWindowFullscreen to set full screen, everything is okay.
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MrTAToad | 26 Sep 09:52 2014

SDL2 surfaces

Are surfaces hardware accelerated by default, or does it depend on setting ? I have a text display routine which converts surfaces to texture to which positions need to be calculated etc etc, and I was wondering if it would be more efficient (and just as fast) to just render the surface instead of the conversion.
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Ryan C. Gordon | 26 Sep 08:49 2014

libsdl.org updated...


In part to close the bash exploit, I upgraded libsdl.org to Ubuntu 
14.04. If anything appears to be broken, please let me know!

Thanks,
--ryan.
quequotion | 26 Sep 08:10 2014

PCSXR: Properly? implmented Haptic fails

PCSXR has implemented Haptic almost exactly as it's done in the testrumble.c example.

I cannot find any problem with this code, but it fails to play the effect with the error:







Code:
Haptic: Error updating the effect: Invalid argument









Code:
void JoyInitHaptic()
{
#if SDL_VERSION_ATLEAST(2,0,0)
   uint8_t i;
    //unsigned int haptic_query = 0;
   for (i = 0; i    {
      SDL_Joystick *curJoy = g.PadState[i].JoyDev;
      if (!curJoy && g.PadState[i].GCDev)
                {
         curJoy = SDL_GameControllerGetJoystick(g.PadState[i].GCDev);
      }
      if (SDL_JoystickIsHaptic(curJoy))
      {
         if (g.PadState[i].haptic != NULL)
         {
            SDL_HapticClose(g.PadState[i].haptic);
            g.PadState[i].haptic = NULL;
         }

         g.PadState[i].haptic = SDL_HapticOpenFromJoystick(curJoy);
         if (g.PadState[i].haptic == NULL)
            continue;

         if (SDL_HapticRumbleSupported(g.PadState[i].haptic) == SDL_FALSE)
         {
            printf("\nRumble not supported\n");
            g.PadState[i].haptic = NULL;
            continue;
         }

         if (SDL_HapticRumbleInit(g.PadState[i].haptic) != 0)
         {
            printf("\nFailed to initialize rumble: %s\n", SDL_GetError());
            g.PadState[i].haptic = NULL;
            continue;
         }
      }
   }
#endif
}

int JoyHapticRumble(int pad, uint32_t low, uint32_t high)
{
#if SDL_VERSION_ATLEAST(2,0,0)
  float mag;

  if (g.PadState[pad].haptic)
  {

    /* Stop the effect if it was playing. */
    SDL_HapticRumbleStop(g.PadState[pad].haptic);

    mag = ((high * 2 + low) / 6) / 127.5;
    printf("low: %d high: %d mag: %f\n", low, high, mag); //debug

    if (SDL_HapticRumblePlay(g.PadState[pad].haptic, mag, 500) != 0)
    {
      printf("\nFailed to play rumble: %s\n", SDL_GetError());
      return 1;
    }
  }
#endif
  return 0;
}
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quequotion | 25 Sep 13:00 2014

Re: Haptic broken (for sixad)

Well, there doesn't seem to be any way to get SDL's Haptic working with sixad.

sixad is a userland driver that overrides the bluez4 stack.

SDL's Haptic only seems to work with the bluez5 stack and it's new sixaxis plugin.

This is a non-trivial upgrade:

The bluez5 sixaxis plugin is non-configurable:
The accelerometers cannot be disabled, making controller configurations all but impossible (this can be worked around by setting them to an impossible range with jstest-gtk)

bluez5 is incomplete (support for HSP/HFP was omitted: no skype, teamspeak or other telephony applications can be used with bluetooth devices. there are no plans to ever restore this functionality in bluez.)

Those are some serious sacrifices for me, but I'll find a way to overcome them I suppose.

I have run testrumble with the bluez5 stack and the new plugin; it works. Force feedback in mupen64plus was restored. Force feedback is still broken in PCSXR and PCSX2. PCSXR's problem may or may not be internal (apparently valid code is throwing errors). PCSX2's SDL2 support seems quite broken, still looking into it.

Long story short: SDL2 does not support force feedback on sixad. This is not documented. The only workaround is to upgrade to bluez5 and the new plugin, which may significantly change how your system works, including the permanent removal of important functionality.
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Alberto Martín Fernandez | 25 Sep 09:58 2014

i would like to post the following: sdl 1.2 flickering when overlays a picture while a video is playing

Hi;

Iḿ developing a media player using SDL1.2 .

I have flickering when i try to overlay an image in the screen during the video is playing.(Like full screen buttons or an ad).

To display the video i'm creating overlay using SDL_CreateYUVoverlay function. Then I set the rectangle and call SDL_DisplayYUVOverlay.

I'm trying to show a picture while the video is playing.
For showing the picture i tried YUV overlays(SDL_CreateYUVoverlay + SDL_DisplayYUVOverlay ) and also with surfaces(SDL_BlitSurface + SDL_UpdateRect or SDL_Flip) but it always flickers.

I read something about merge two YUV overlays in one (2 input to 1 output), but i could not found information or examples about that.

Does anyone knows how to do this?

Thanks a lot!


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mr_tawan | 24 Sep 15:12 2014
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Re: MouseMove events + long taking poll loop = infinite loop

Separate the event handler into another thread might helps a little, but it would create the synchronization complexity .

There's another thing I can think of, which is just to poll the events in the loop, store in a queue, and then process them one by one outside of the event polling loop.

Anyway if the processing an event takes 500ms (0.5 seconds) then there's some problem in that processing I believe. Especially when the event processing is inside the rendering loop, as it would hit the frame rate quite a lot. I think if the event processing takes an appropriate time then the infinite loop wouldn't occurs.
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Gmane