Peter Ketting | 1 Jul 04:06 2008
Picon

Full Screen Toggle

Hi all,

I've implemented a windowed/full screen toggle into my game. It does this by 
calling SDL_QuitSubSystem (SDL_INIT_VIDEO) to close the window / screen, and 
then re-initialises it with SDL_InitSubSystem (SDL_INIT_VIDEO) before 
re-creating the primary surface.

Is this about the right way to go about it? This method works well for me, 
but someone who used dual monitors experienced a crash when trying to 
re-initialise the video system (though going straight to full-screen at the 
start did not pose any problems).

Cheers,
Peter

p.s.: I never thought this much through, but it seems that all other created 
surfaces remain unchanged after calling SDL_QuitSubSystem (SDL_INIT_VIDEO), 
is this something I can rely on?
René Dudfield | 1 Jul 04:43 2008
Picon

Re: Full Screen Toggle

No, you can't rely on other surfaces being valid... but if they are
software surfaces, they'll likely be valid.

I think the SDL_WM_ToggleFullScreen finally works on most platforms
with latest SDL?

SDL doesn't know about multi monitor setups -- and seems to fail a bit
with them.  Unfortunately :(

On Tue, Jul 1, 2008 at 12:06 PM, Peter Ketting
<peterketting <at> sysmatrix.net> wrote:
> Hi all,
>
> I've implemented a windowed/full screen toggle into my game. It does this by
> calling SDL_QuitSubSystem (SDL_INIT_VIDEO) to close the window / screen, and
> then re-initialises it with SDL_InitSubSystem (SDL_INIT_VIDEO) before
> re-creating the primary surface.
>
> Is this about the right way to go about it? This method works well for me,
> but someone who used dual monitors experienced a crash when trying to
> re-initialise the video system (though going straight to full-screen at the
> start did not pose any problems).
>
> Cheers,
> Peter
>
> p.s.: I never thought this much through, but it seems that all other created
> surfaces remain unchanged after calling SDL_QuitSubSystem (SDL_INIT_VIDEO),
> is this something I can rely on?
>
(Continue reading)

Szymon Wilczek | 1 Jul 11:24 2008
Picon

Re: Many mouses and touch input support progress



2008/6/29 Gerry JJ <trick <at> icculus.org>:
Den Fri, 27 Jun 2008 07:36:53 -0700
skrev "Szymon Wilczek" <kazeuser <at> gmail.com>:
[..]
> http://wilku.ravenlord.ws/doku.php?id=start . I would be greatful for
> any feedback. Godspeed.

A few comments/questions/requests:

* Is it possible to get sub-pixel position info for tablets through
 XInput (ie higher-than-screen resolution)?  If so, I'd very much like
 SDL to support this =).  [If not, someone please patch XInput ;)]

I am afraid XInput does not support this, but I am not sure if I understand. Please write about the sub-pixel position thingy;)


* I don't see anything about proximity and "sub-tools" (pen, eraser,
 etc).  Would be nice to be able to get notified somehow when a tool
 enters/exits the tablet's sensing zone, along with the tool's id.
 Very useful for automatic tool switching (like in Gimp) and such.

Each device has it's identifier in X11. You can distinguish them by that. With the new update there will be a new event generated - proximity in and out. I hope that's what you wanted;)
 


* Pen tilt info could be nice to have sometimes. Some tablets
 support pen rotation, too.

Well I am afraid my tablet doesn't support pen rotation, but don't worry. I think that after I finish all the basic features (even after GSoC) I will try to commit updates to the SDL;)
 

Well I am afraid the relative mode will take some more time than I expected. Some not nice problems occured, but we're gonna handle them;)


- Gerry
_______________________________________________
SDL mailing list
SDL <at> lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org



--
"For those about to code"
--Szymon "Wilku" Wilczek
_______________________________________________
SDL mailing list
SDL <at> lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Jesse P. | 1 Jul 13:33 2008
Picon

Has any one successfully built SDL_gfx in Visual C++ 2008...

Has any one successfully built SDL_gfx in Visual C++ 2008...

Hi,

I am trying to build SDL_gfx using Microsoft Visual C++ 2008.
I need the LIB and/ or DLL files for SDL_gfx.

Can someone walk me through this? There are no instructions...

Jesse "JeZ+Lee" Palser
slnthero <at> aol.com
Silent Hero Productions(R)
Video Game Design Studio
http://www.SilentHeroProductions.com
Jonathan Dearborn | 1 Jul 14:55 2008
Picon

Re: Has any one successfully built SDL_gfx in Visual C++ 2008...


Hey Jesse,

Are you having trouble setting up VC++ to make the lib or are you getting compiler/linker errors?  I think
there's an option to change the Application Type to static or dynamic library when you create a new
project.  If there were errors, copy those into another email.  If there's a big problem, I can build it and
send it to you.  I'm building with GCC, but the static link library should still work for you (and of course
the dll will).

Jonny D

----------------------------------------
> Date: Tue, 1 Jul 2008 07:33:21 -0400
> From: slnthero <at> aol.com
> To: sdl <at> lists.libsdl.org
> Subject: [SDL] Has any one successfully built SDL_gfx in Visual C++ 2008...
> 
> Has any one successfully built SDL_gfx in Visual C++ 2008...
> 
> 
> Hi,
> 
> I am trying to build SDL_gfx using Microsoft Visual C++ 2008.
> I need the LIB and/ or DLL files for SDL_gfx.
> 
> Can someone walk me through this? There are no instructions...
> 
> 
> Jesse "JeZ+Lee" Palser
> slnthero <at> aol.com
> Silent Hero Productions(R)
> Video Game Design Studio
> http://www.SilentHeroProductions.com
> _______________________________________________
> SDL mailing list
> SDL <at> lists.libsdl.org
> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Jesse P. | 1 Jul 15:03 2008
Picon

Re: Has any one successfully built SDL_gfx in Visual C++ 2008...

Hi Jonny,

I don't know what i am doing wrong.
Usually with SDL library, the LIB and DLL files are included.

Yes, if you can send me the built LIB and DLL files
for SDL_gfx 2.0.17 that would be appreciated.

Also, if anyone can provide instructions for building an SDL library
that would be helpful too...

Jesse "JeZ+Lee" Palser
slnthero <at> aol.com
Silent Hero Productions(R)
Video Game Design Studio
http://www.SilentHeroProductions.com

Jonathan Dearborn wrote:
> Hey Jesse,
>
> Are you having trouble setting up VC++ to make the lib or are you getting compiler/linker errors?  I think
there's an option to change the Application Type to static or dynamic library when you create a new
project.  If there were errors, copy those into another email.  If there's a big problem, I can build it and
send it to you.  I'm building with GCC, but the static link library should still work for you (and of course
the dll will).
>
> Jonny D
>
>
>
>
> ----------------------------------------
>   
>> Date: Tue, 1 Jul 2008 07:33:21 -0400
>> From: slnthero <at> aol.com
>> To: sdl <at> lists.libsdl.org
>> Subject: [SDL] Has any one successfully built SDL_gfx in Visual C++ 2008...
>>
>> Has any one successfully built SDL_gfx in Visual C++ 2008...
>>
>>
>> Hi,
>>
>> I am trying to build SDL_gfx using Microsoft Visual C++ 2008.
>> I need the LIB and/ or DLL files for SDL_gfx.
>>
>> Can someone walk me through this? There are no instructions...
>>
>>
>> Jesse "JeZ+Lee" Palser
>> slnthero <at> aol.com
>> Silent Hero Productions(R)
>> Video Game Design Studio
>> http://www.SilentHeroProductions.com
>> _______________________________________________
>> SDL mailing list
>> SDL <at> lists.libsdl.org
>> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>>     
> _______________________________________________
> SDL mailing list
> SDL <at> lists.libsdl.org
> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>   
Simon Duvall | 1 Jul 19:58 2008
Picon

help with sdl flip "flicker"

I didn't get a response before, so I'm trying again:

I'm using SDL_Image to draw png's to the screen surface, then calling SDL_Flip.
 I have set SDL to use HWSURFACE and DOUBLEBUF.

The animation doesn't flicker necessarily, but has a strange angluar "redraw"
pixelation to it.  I'm presuming this is a vsync issue but not sure.

I'd like to see how to get this to be smooth animation if possible.  below is
the link to the code I'm talking about.  IF you have trouble accessing it or
anything, please let me know.

The screensaver is here:
http://dl.getdropbox.com/u/1534/My%20Software%20Share/SDLMazerunner.zip

The source is here:
http://dl.getdropbox.com/u/1534/My%20Software%20Share/SDL_MazeRunner_SRC.zip

Thanks,

~simon
Mason Wheeler | 1 Jul 20:18 2008
Picon

Re: help with sdl flip "flicker"

First off, try testing to make sure the surface you obtain actually has a HWSURFACE and a DOUBLEBUF.

----- Original Message ----
From: Simon Duvall <simon.duvall <at> gmail.com>
To: sdl <at> libsdl.org
Sent: Tuesday, July 1, 2008 10:58:49 AM
Subject: [SDL] help with sdl flip "flicker"

I didn't get a response before, so I'm trying again:

I'm using SDL_Image to draw png's to the screen surface, then calling SDL_Flip.
I have set SDL to use HWSURFACE and DOUBLEBUF.

The animation doesn't flicker necessarily, but has a strange angluar "redraw"
pixelation to it.  I'm presuming this is a vsync issue but not sure.

I'd like to see how to get this to be smooth animation if possible.  below is
the link to the code I'm talking about.  IF you have trouble accessing it or
anything, please let me know.

The screensaver is here:
http://dl.getdropbox.com/u/1534/My%20Software%20Share/SDLMazerunner.zip

The source is here:
http://dl.getdropbox.com/u/1534/My%20Software%20Share/SDL_MazeRunner_SRC.zip

Thanks,

~simon

_______________________________________________
SDL mailing list
SDL <at> lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Patrice Mandin | 1 Jul 21:45 2008
Picon

Re: Full Screen Toggle

Le Mon, 30 Jun 2008 22:06:47 -0400
"Peter Ketting" <peterketting <at> sysmatrix.net> a _crit:

> 
> Hi all,
> 
> I've implemented a windowed/full screen toggle into my game. It does this by 
> calling SDL_QuitSubSystem (SDL_INIT_VIDEO) to close the window / screen, and 
> then re-initialises it with SDL_InitSubSystem (SDL_INIT_VIDEO) before 
> re-creating the primary surface.
> 
> Is this about the right way to go about it? This method works well for me, 
> but someone who used dual monitors experienced a crash when trying to 
> re-initialise the video system (though going straight to full-screen at the 
> start did not pose any problems).

It's much simpler to just call SDL_SetVideoMode() with 'flags' value having (or not)
SDL_FULLSCREEN set.

--

-- 
Patrice Mandin
WWW: http://pmandin.atari.org/
Programmeur Linux, Atari
Spécialité: Développement, jeux
Peter Ketting | 2 Jul 00:23 2008
Picon

Re: Full Screen Toggle

From: "Patrice Mandin" <mandin.patrice <at> orange.fr>

> It's much simpler to just call SDL_SetVideoMode() with 'flags' value 
> having (or not)
> SDL_FULLSCREEN set.

Now why didn't I ever think of that? Sheeesh!

Cheers,
Peter

Gmane