Jesse Palser | 1 Jun 2011 01:15
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[1.2+OGL]-Exit Full Screen-Desktop Corruption-Linux

[1.2+OGL]-Exit Full Screen-Desktop Corruption-Linux

Hi,

My team and I are working on a
cross-plaftorm open-source freeware game called:
"TetriCrisis 3 100% C.P.U."

I recently added an option to go full screen.
Works 100% perfectly on Windows(R)
but on my Ubuntu 11.04 64bit Linux
there is desktop screen corruption?

Anyone know why this works OK on Windows(R)
and its not working well on Ubuntu Linux?

Thanks!

Jesse "JeZ+Lee" Palser
JessePalser <at> GMail.com
16BitSoft
Video Game Design Studio
www.16BitSoft.com
Jesse Palser | 1 Jun 2011 01:18
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Re: [1.2+OGL]-Exit Full Screen-Desktop Corruption-Linux

On 05/31/2011 07:15 PM, Jesse Palser wrote:
> [1.2+OGL]-Exit Full Screen-Desktop Corruption-Linux
>
> Hi,
>
> My team and I are working on a
> cross-plaftorm open-source freeware game called:
> "TetriCrisis 3 100% C.P.U."
>
> I recently added an option to go full screen.
> Works 100% perfectly on Windows(R)
> but on my Ubuntu 11.04 64bit Linux
> there is desktop screen corruption?
>

(I mean there is desktop corruption after exiting the game)

> Anyone know why this works OK on Windows(R)
> and its not working well on Ubuntu Linux?
>
> Thanks!
>
> Jesse "JeZ+Lee" Palser
> JessePalser <at> GMail.com
> 16BitSoft
> Video Game Design Studio
> www.16BitSoft.com
>
> _______________________________________________
> SDL mailing list
(Continue reading)

Chris Eineke | 1 Jun 2011 02:18

Re: [1.2+OGL]-Exit Full Screen-Desktop Corruption-Linux

On 11-05-31 07:18 PM, Jesse Palser wrote:
> (I mean there is desktop corruption after exiting the game)

Try restoring the previous video mode before you exit.

- chris
msturner | 1 Jun 2011 02:18

Re: SDL 1.2: Restart joysticks on WM_DEVICECHANGE (equivalent)

Thanks for your help everyone.

René and Jonny D:
I do have a preference screen, pause, etc. so that's no problem. Rescanning every time the menu or pause pops up is a good idea.

Brian:
Thanks for the suggestion of using SDL_SysWMEvent. I'll play around with it and see what comes through on Linux and Mac. Hopefully I can get consistent behavior on all three platforms.
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greno | 1 Jun 2011 02:47
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SDL 1.3: Clipboard API where are you?

I read through a few old threads about SDL 1.3 would be getting a clipboard API.

But all of these just end without any resolution or agreement it seems.

Is this being worked on for SDL 1.3?

Or did the idea just die?


.
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René Dudfield | 1 Jun 2011 10:04
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Re: SDL 1.3 scaling

On Tue, May 3, 2011 at 3:08 PM, Andreas Schiffler <aschiffler <at> ferzkopp.net> wrote:

As author of SDL_gfx, I can update/modify the license of that library to be in sync with SDLs. Any feedback or suggestions?


Hello,

Matching SDL would be cool.
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Tim Angus | 1 Jun 2011 17:02

iPhone screen orientation hint (patch included)

For a title I'm developing, the default behaviour of allowing either 
both portrait orientations or both landscape orientatins doesn't really 
work to the point where it makes the game unplayable. Setting 
SDL_WINDOW_RESIZABLE and enabling all rotations makes the problem worse. 
Really what I want to do is restrict which orientations are allowable. 
I've banged together a patch (attached) to do this using the hint API. 
In my particular case I want portrait only:

SDL_SetHint( "SDL_HINT_ORIENTATIONS", "Portrait" );

The second parameter is a space delimited list of the orientations 
required. If you wanted all orientations then you would call:

SDL_SetHint( "SDL_HINT_ORIENTATIONS", "Portrait PortraitUpsideDown 
LandscapeLeft LandscapeRight" );

I think this is a fairly important bit of functionality to have, so it 
would be nice to see it committed at some point. Does anybody have any 
comments/objections/suggestions? If not I'll punt it into bugzilla...
diff -r cd2167525827 src/video/uikit/SDL_uikitwindow.m
--- a/src/video/uikit/SDL_uikitwindow.m	Fri Apr 22 09:06:29 2011 -0700
+++ b/src/video/uikit/SDL_uikitwindow.m	Wed Jun 01 15:49:05 2011 +0100
 <at>  <at>  -24,6 +24,7  <at>  <at> 
 #include "SDL_video.h"
 #include "SDL_mouse.h"
 #include "SDL_assert.h"
+#include "SDL_hints.h"
 #include "../SDL_sysvideo.h"
 #include "../SDL_pixels_c.h"
 #include "../../events/SDL_events_c.h"
 <at>  <at>  -48,6 +49,37  <at>  <at> 
 }

 - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient {
+    const char *orientationsCString;
+    if ((orientationsCString = SDL_GetHint("SDL_HINT_ORIENTATIONS")) != NULL) {
+        BOOL rotate = NO;
+        NSString *orientationsNSString = [NSString stringWithCString:orientationsCString
+                                                            encoding:NSUTF8StringEncoding];
+        NSArray *orientations = [orientationsNSString componentsSeparatedByCharactersInSet:
+                                 [NSCharacterSet characterSetWithCharactersInString: <at> " "]];
+        
+        switch (orient) {
+            case UIInterfaceOrientationLandscapeLeft:
+                rotate = [orientations containsObject: <at> "LandscapeLeft"];
+                break;
+                
+            case UIInterfaceOrientationLandscapeRight:
+                rotate = [orientations containsObject: <at> "LandscapeRight"];
+                break;
+                
+            case UIInterfaceOrientationPortrait:
+                rotate = [orientations containsObject: <at> "Portrait"];
+                break;
+                
+            case UIInterfaceOrientationPortraitUpsideDown:
+                rotate = [orientations containsObject: <at> "PortraitUpsideDown"];
+                break;
+                
+            default: break;
+        }
+        
+        return rotate;
+    }
+
     if (self->window->flags & SDL_WINDOW_RESIZABLE) {
         return YES;  // any orientation is okay.
     }
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farakon | 3 Jun 2011 03:44
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SDL Current state ?

Hi,

From the mercurial repositry it seems that SDL library has not been updated for at least 5 weeks, is it still being developed ?

Also, are the other libraries, such as SDL_mixer going to be zlib licensed as SDL ?

Regards,
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Gabriele Greco | 3 Jun 2011 18:31
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Re: iPhone screen orientation hint (patch included)


SDL_SetHint( "SDL_HINT_ORIENTATIONS", "Portrait" );

The second parameter is a space delimited list of the orientations required. If you wanted all orientations then you would call:

SDL_SetHint( "SDL_HINT_ORIENTATIONS", "Portrait PortraitUpsideDown LandscapeLeft LandscapeRight" );

I think this is a fairly important bit of functionality to have, so it would be nice to see it committed at some point. Does anybody have any comments/objections/suggestions? If not I'll punt it into bugzilla...

Great patch!

I've applied this patch and the Armin one about  rotations & screen sensitivity and now I have a fully usable SDL version for my purposes. In my option both patches should be committed to the official repository, the Armin one is a bit rough (but fixes a critical bug), and this one using SDL_SetHint it seems to me very reasonable (SDL_SetHint is born for similar issues...).

--
Bye,
 Gabry
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Section | 2 Jun 2011 10:46
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Re: SDL Input in an existing window








Nathaniel J Fries wrote:
Is this window in another application? If that's the case, then I am fairly confident I know the root of the issue but am unaware of a work-around that would not require modifying SDL (SDL modifies storage reserved for the window, since this is in another process it would cause an access violation); but I'm unsure as to why you'd be attempting this if that were the case.



It is a seperate application of which I'm injecting into.

I'm using it to try and learn about modifying existing application functionality.
There's no specific end goal project, I'm just interested in learning it.
An example would be the various mods for roguelikes.
Such as a dwarf fortress mod that reads the base game data from the application and provides isometric or 3d graphics over the standard display.

I can get CEGUI to draw over the existing window on an external application with a DLL hook, and was hoping to use SDL's simple yet effective input management to pass the input to CEGUI from the same window.
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Gmane