Vittorio G. | 1 Oct 01:02 2010
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strange crash, any idea?

Hi, my game usually crashes when i try to create a new sdl_window
after one is destroyed
the crash is at sdl_video.c in SDL_OnWindowFocusLost(), at this point

if (display->gamma && _this->SetDisplayGammaRamp) {
        _this->SetDisplayGammaRamp(_this, display, display->saved_gamma);
    }

display pointer is not nil so it crashes when accessing the gamma value.
any idea why? what is this piece of code for?
bye
Vittorio
Vittorio G. | 1 Oct 01:11 2010
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Re: we got approved! (was: iOS license revised...may allow dynam

by all means

you can start by downloading all the code and graphics from
hedgewars.googlecode.com, then install the fpc toolchain from the link
i posted in a previous message and finally compile all the SDL
libraries (and their dependendecies, libvorbis and freetype) -- notice
that you need to remove sdl_uikitappdelegate.{m,h} from the build
process as we supply our own

then open project_files/HedgewarsMobile/Hedgewars.xcodeproj and check
that you have all the dependecies ready; if any of them is maked in
red you have to tell xcode where to find them (usually you can just
drag and drop them in the Frameworks group)
before running you'll need to launch the script "UpdateDataFolder"
that will generate the graphics for the game

finally hit build & run and enjoy :)
bye
Vittorio

On Thu, Sep 30, 2010 at 11:39 AM, Neil White <neil <at> cloudsprinter.com> wrote:
>
> maybe you can pay for your shameless advert by sharing us your code
> framework or doing a sweet tutorial so us people who cant tolerate apples
> level of crap have a fighting chance? or is that gonna break apple rules?
> _______________________________________________
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> SDL <at> lists.libsdl.org
> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>
(Continue reading)

Vittorio G. | 1 Oct 01:18 2010
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some problems for the iphone project files after the gsoc merges

hi all,
i identified some problems compiling the SDL library for iphone in the
latest revision.

SDL_shape.h is not found by several files, i resolved it by putting
the include folder in the header search path (but maybe it's not the
optimal way)
sdl_atan2 create a link error, it's only because HAVE_ATAN and
HAVE_ATAN2 defines are missing from the config_iphoneos.h
testsdl.app is broken as it tries to load a MainWindow.nib that is
non-existant; i have no fix for this one, but i'm sure that supplying
MainWindow is absolutely non mandatory.

hope this helps (and gets fixed ;) )
bye
Vittorio
Nikos Chantziaras | 1 Oct 10:17 2010
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Linking against SDL_sound and SDL_mixer crashes Mix_CloseAudio()

When linking against SDL_sound and SDL_mixer at the same time, even when 
not using anything from SDL_sound (nothing at all, just liking against 
it), will result in a segmentation fault when calling Mix_CloseAudio().

Is this a known issue?  Any workarounds?

I'm on Linux with ALSA (no PulseAudio or anything.)  SDL 1.2.14, 
SDL_mixer 1.2.11, SDL_sound 1.0.3.
Brian Barrett | 1 Oct 10:18 2010
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Re: A mouse problem on my minesweeper project.

There is no obvious reason why clicking quickly should crash your program. Have you tried running it in a debugger and finding which line it crashes on?

On 29 September 2010 12:38, Gokotti <gokotti <at> hotmail.com> wrote:

Anyways, there's a problem bothering me now, which I can't debug on my own.
Whenever you click too furiously around the minefield, the game crashes. It's okay if you try to open the slots with a very slow speed, it goes on. If you do over 2 clicks per second it crashes. Here's a part of the code where you do clicking...


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Sergiy Pylypenko | 1 Oct 11:10 2010
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Features in SDL for touchscreen devices

Hi

When developing Android libSDL port I've added there two features that might be useful
for other ports to mobile platforms (thinking of iPhone mainly):

Resize application to the device screen - i.e. get the app that works only in 320x200 resolution,
and make it stretch video to variety of screen sizes by adding #define when compiling SDL.
My implementation only works with OpenGL ES renderer currently (and I don't think it will be
of any use to platforms other than mobile devices).

On-screen keyboard - basically it will intercept mouse events and send keyboard events instead
when you click on screen area where button should be, plus it will draw overlay buttons inside SDL_Flip().
Each game requires it's own key configuration, so the keyboard is tuned with another set of #defines,
but I consider that better than messing up with the internal game UI and input routines.
The implementation is also works only with OpenGL ES, is not portable and the code needs cleanup,
but that's not hard to do.
An example of that on-screen keyboard can be found on Android Market - check out OpenTyrian or
Ur-Quan Masters game (the graphics may need touch up, and keys sometimes stuck, you may also enjoy
my very first effort by selecting keyboard theme named "Ugly Arrows by pelya").

So, what do you think about porting that features to SDL HG? The majority of games around
uses SDL 1.2, and if you'll develop new game for SDL 1.3 I assume you'll design it touchscreen-friendly
from the very start, so the features will benefit mainly SDL 1.2 branch, but it's kinda frozen.
I'll prepare patches on the request.

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Jonathan Dearborn | 1 Oct 13:23 2010
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Re: Features in SDL for touchscreen devices

Would it be better to release this as a separate library?  It would be simple enough to replace SDL_Flip with a different call (or separate the calls, like DrawKeyboard(screen)) and do these other things without needing special modification to SDL.


Jonny D


On Fri, Oct 1, 2010 at 5:10 AM, Sergiy Pylypenko <x.pelya.x <at> gmail.com> wrote:
Hi

When developing Android libSDL port I've added there two features that might be useful
for other ports to mobile platforms (thinking of iPhone mainly):

Resize application to the device screen - i.e. get the app that works only in 320x200 resolution,
and make it stretch video to variety of screen sizes by adding #define when compiling SDL.
My implementation only works with OpenGL ES renderer currently (and I don't think it will be
of any use to platforms other than mobile devices).

On-screen keyboard - basically it will intercept mouse events and send keyboard events instead
when you click on screen area where button should be, plus it will draw overlay buttons inside SDL_Flip().
Each game requires it's own key configuration, so the keyboard is tuned with another set of #defines,
but I consider that better than messing up with the internal game UI and input routines.
The implementation is also works only with OpenGL ES, is not portable and the code needs cleanup,
but that's not hard to do.
An example of that on-screen keyboard can be found on Android Market - check out OpenTyrian or
Ur-Quan Masters game (the graphics may need touch up, and keys sometimes stuck, you may also enjoy
my very first effort by selecting keyboard theme named "Ugly Arrows by pelya").

So, what do you think about porting that features to SDL HG? The majority of games around
uses SDL 1.2, and if you'll develop new game for SDL 1.3 I assume you'll design it touchscreen-friendly
from the very start, so the features will benefit mainly SDL 1.2 branch, but it's kinda frozen.
I'll prepare patches on the request.

_______________________________________________
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
Nikos Chantziaras | 1 Oct 13:49 2010
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SDL_mixer plays 22kHz WAV files at double speed

This:

   SDL_RWops* rw = SDL_RWFromConstMem(dataBuf, size);
   Mix_Chunk* chunk = Mix_LoadWAV_RW(rw, 1);

where 'dataBuf' contains 22kHz of "Microsoft WAV audio" data, results in 
'chunk' sounding like a chipmunk when it's played (it's played back at 
44kHz).

Is there a way to avoid this?
Sergiy Pylypenko | 1 Oct 14:09 2010
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Re: Features in SDL for touchscreen devices

You have the point, I'll try to make a library out of screen keyboard. However what about multitouch functionality? SDL still lacks that, and my code resides between HW layer and SDL to process multitouch input.

And screen resizing definitely goes inside SDL (that's just few #ifdefs here and there).

On Fri, Oct 1, 2010 at 2:23 PM, Jonathan Dearborn <grimfang4 <at> gmail.com> wrote:
Would it be better to release this as a separate library?  It would be simple enough to replace SDL_Flip with a different call (or separate the calls, like DrawKeyboard(screen)) and do these other things without needing special modification to SDL.

Jonny D


On Fri, Oct 1, 2010 at 5:10 AM, Sergiy Pylypenko <x.pelya.x <at> gmail.com> wrote:
Hi

When developing Android libSDL port I've added there two features that might be useful
for other ports to mobile platforms (thinking of iPhone mainly):

Resize application to the device screen - i.e. get the app that works only in 320x200 resolution,
and make it stretch video to variety of screen sizes by adding #define when compiling SDL.
My implementation only works with OpenGL ES renderer currently (and I don't think it will be
of any use to platforms other than mobile devices).

On-screen keyboard - basically it will intercept mouse events and send keyboard events instead
when you click on screen area where button should be, plus it will draw overlay buttons inside SDL_Flip().
Each game requires it's own key configuration, so the keyboard is tuned with another set of #defines,
but I consider that better than messing up with the internal game UI and input routines.
The implementation is also works only with OpenGL ES, is not portable and the code needs cleanup,
but that's not hard to do.
An example of that on-screen keyboard can be found on Android Market - check out OpenTyrian or
Ur-Quan Masters game (the graphics may need touch up, and keys sometimes stuck, you may also enjoy
my very first effort by selecting keyboard theme named "Ugly Arrows by pelya").

So, what do you think about porting that features to SDL HG? The majority of games around
uses SDL 1.2, and if you'll develop new game for SDL 1.3 I assume you'll design it touchscreen-friendly
from the very start, so the features will benefit mainly SDL 1.2 branch, but it's kinda frozen.
I'll prepare patches on the request.

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



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SDL <at> lists.libsdl.org
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ebyard | 1 Oct 14:53 2010
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Re: Window & Image scaling

Anyone? I need help!
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Gmane