Trev | 1 Aug 01:48 2012

Re: Latest SDL2 rendering black screen.








stevo5800 wrote:
http://www.libsdl.org/hg.php








Trev wrote:
Ok, glad to know I wasn't just doing something wrong.

Regarding downloading SDL from the website, exactly where else is SDL2 being hosted besides the mercurial site?
http://www.libsdl.org/download-1.2.php and http://www.libsdl.org/release/ don't seem to have SDL2.
Did you try the SDL2 linked there? It still just renders the black screen for me.
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Sam Lantinga | 1 Aug 01:56 2012

Re: Latest SDL2 rendering black screen.

Try now.  I think I just fixed it. :)

On Tue, Jul 31, 2012 at 7:48 PM, Trev <trevor <at> lackeyccg.com> wrote:



stevo5800 wrote:

http://www.libsdl.org/hg.php




Trev wrote:

Ok, glad to know I wasn't just doing something wrong.

Regarding downloading SDL from the website, exactly where else is SDL2 being hosted besides the mercurial site?
http://www.libsdl.org/download-1.2.php and http://www.libsdl.org/release/ don't seem to have SDL2.




Did you try the SDL2 linked there? It still just renders the black screen for me.

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Trev | 1 Aug 02:55 2012

Re: Latest SDL2 rendering black screen.








Sam Lantinga wrote:
Try now.  I think I just fixed it.

It does indeed work now.

And that's why Sam is the man.
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Sam Lantinga | 1 Aug 04:40 2012

Re: Latest SDL2 rendering black screen.

Yay! :)

On Tue, Jul 31, 2012 at 8:55 PM, Trev <trevor <at> lackeyccg.com> wrote:



Sam Lantinga wrote:

Try now.  I think I just fixed it.


It does indeed work now.

And that's why Sam is the man.

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Sam Lantinga | 1 Aug 04:44 2012

Re: Should SDL2 handle standard keyboard shortcuts?

Fair enough, let's make it so.


As an additional data point, most X11 window managers catch shortcuts before they get to SDL applications, so there's really no way to avoid shortcut handling in that environment.

Also Apple, as Ryan said, will reject applications which don't conform to the system standards.

I'm fine with SDL 2.0 having well behaved OS semantics.  If people really want a hint to disable that when possible, that's fine too, but that should be the exception.

On Sat, Jul 28, 2012 at 2:37 PM, Ryan C. Gordon <icculus <at> icculus.org> wrote:

I'll start with my vote, I'm 51% in favor of handling these combos
internally.

As an anecdote: Every game I port to the Mac with SDL 1.2 ends up with this code...

while (SDL_PollEvent(&e)) {
    switch (e.type) {
        case SDL_KEYDOWN:
            #ifdef __APPLE__
            if ((e.key.keysym.sym == SDLK_q) && (e.key.keysym.mod & KMOD_META))
                doTheSameThingThatSDL_QUITHandlerWouldDo();
            #endif
     }
}


And, not to mention: if you want to handle the standard minimize, etc hotkeys, you catch them much the same way, but then you have to have a small Objective-C file to invoke the proper Cocoa:


http://hg.icculus.org/icculus/hge-unix/file/99e499f0cc69/src/core/unix/macosx_support.mm

...which is annoying if your project is otherwise all C/C++. Similar issues exist on other platforms, and this is even more egregious on Unix, where the proper thing to do is less clear than a standard Cocoa or Win32 call.

My thought is that SDL _should_ handle these things; it already handles them for mouse clicks on the window decorations, and it prevents annoying code that must be implemented in every app.

Perhaps a SDL_HINT_HANDLE_OS_HOTKEYS should be added (that defaults to catching this stuff inside SDL, but can be turned off for apps that care deeply about this stuff)?

--ryan.



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Mason Wheeler | 1 Aug 05:18 2012
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Re: Should SDL2 handle standard keyboard shortcuts?

Glad to see you're in agreement here.  :)

From: Sam Lantinga <slouken <at> libsdl.org>
To: SDL Development List <sdl <at> lists.libsdl.org>
Sent: Tuesday, July 31, 2012 7:44 PM
Subject: Re: [SDL] Should SDL2 handle standard keyboard shortcuts?

Fair enough, let's make it so.

As an additional data point, most X11 window managers catch shortcuts before they get to SDL applications, so there's really no way to avoid shortcut handling in that environment.

Also Apple, as Ryan said, will reject applications which don't conform to the system standards.

I'm fine with SDL 2.0 having well behaved OS semantics.  If people really want a hint to disable that when possible, that's fine too, but that should be the exception.

On Sat, Jul 28, 2012 at 2:37 PM, Ryan C. Gordon <icculus <at> icculus.org> wrote:

I'll start with my vote, I'm 51% in favor of handling these combos
internally.

As an anecdote: Every game I port to the Mac with SDL 1.2 ends up with this code...

while (SDL_PollEvent(&e)) {
    switch (e.type) {
        case SDL_KEYDOWN:
            #ifdef __APPLE__
            if ((e.key.keysym.sym == SDLK_q) && (e.key.keysym.mod & KMOD_META))
                doTheSameThingThatSDL_QUITHandlerWouldDo();
            #endif
     }
}


And, not to mention: if you want to handle the standard minimize, etc hotkeys, you catch them much the same way, but then you have to have a small Objective-C file to invoke the proper Cocoa:


http://hg.icculus.org/icculus/hge-unix/file/99e499f0cc69/src/core/unix/macosx_support.mm

...which is annoying if your project is otherwise all C/C++. Similar issues exist on other platforms, and this is even more egregious on Unix, where the proper thing to do is less clear than a standard Cocoa or Win32 call.

My thought is that SDL _should_ handle these things; it already handles them for mouse clicks on the window decorations, and it prevents annoying code that must be implemented in every app.

Perhaps a SDL_HINT_HANDLE_OS_HOTKEYS should be added (that defaults to catching this stuff inside SDL, but can be turned off for apps that care deeply about this stuff)?

--ryan.



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D B | 1 Aug 07:39 2012
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Re: SDL2 Windows Joysticks failing to load on start-up

Please forgive me for replying to myself.  I have new information.

One of our Windows developers found that initializing the joystick
system after the video system will make the error go away.  Is this
what is supposed to happen with SDL2? or is just good or common
practice anyways?  Having to load the subsystems in a specific order
wasn't something we had to worry about with SDL 1.2.

Also, I found this old mailing list patch for 1.2 that looks like it
may be the same problem:

http://lists.libsdl.org/pipermail/sdl-libsdl.org/2004-October/046575.html

Maybe?

Thanks,
D

On Mon, Jul 30, 2012 at 8:07 PM, D B <buckyballreaction <at> gmail.com> wrote:
> Hi,
>
> In Windows (tested both in XP and 7), if I have a USB controller
> plugged in before starting my SDL2-based game, the game fails to
> detect the joystick upon start-up.  I've traced the error to
> SDL_dxjoystick.c line 405:
>
> ---snip---
>     result =
>         IDirectInputDevice2_SetCooperativeLevel(joystick->hwdata->
>                                                 InputDevice, SDL_HelperWindow,
>                                                 DISCL_EXCLUSIVE |
>                                                 DISCL_BACKGROUND);
> ---snap
>
> The above call fails when starting the game; however, it works when
> called again in the options menu of the game.  The method I am calling
> in my game is Joystick::initJoystick(), and fails at
> SDL_JoystickOpen() at:
>
> https://code.google.com/p/bitfighter/source/browse/zap/Joystick.cpp#160
>
> Would anyone know why this is failing on start-up of the game, but not
> when it is loaded?
>
> I'm afraid I am not familiar with Windows programming (much less DX).
> Also, I do not have this problem in Mac OS X or Linux.
>
> Thanks for any help!
> D
Petr Pisar | 1 Aug 08:58 2012
Picon

Re: Should SDL2 handle standard keyboard shortcuts?

On Tue, Jul 31, 2012 at 10:44:54PM -0400, Sam Lantinga wrote:
> As an additional data point, most X11 window managers catch shortcuts
> before they get to SDL applications, so there's really no way to avoid
> shortcut handling in that environment.
> 
Unless you put put the SDL window to fullscreen. Then the SDL grabs keyboard
input, so the window manager cannot handle it. This realy irritates me.

-- Petr
Chris Bush | 1 Aug 09:30 2012
Picon

Drafts on the Wiki

This message from the Feedback Form to the Docs list comes from a user who is, understandably, confused by one of the many "draft" pages on the SDL2 Wiki:

---------- Forwarded message ----------
From: Quick Feedback Form <noreply <at> wiki.libsdl.org>
Date: Tue, Jul 31, 2012 at 12:07 AM
Subject: [SDL docs] SDL Wiki Feedback
To: docs <at> libsdl.org


Feedback from page:
http://wiki.libsdl.org/moin.cgi/SDL_QuitEvent Formatting is thoroughly broken in the remarks section.
______________________________


------------------------------


The Style Guide (http://wiki.libsdl.org/moin.cgi/SGFunctions) states that

Pages with DRAFT at the top are in progress and will often contain unusual content, formatting, or notes. Please do not remove or modify these. That will all be corrected/removed upon final edit.
 
But it's a wiki. There will never be a final edit. Liner notes? The ideas are preserved in past edits on the Info page, so keeping the page clean for the benefit of readers need not hurt the creative process.

I suggest we lift the ban on editing draft pages and adopt the "be bold™" edit mentality. That is, current editors should be empowered to effect decisions on these draft pages. (Meanwhile, anyone interested in contributing to the Wiki should check out http://wiki.libsdl.org/moin.cgi/Contributing to get involved.)

Thoughts?

CB


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stevo5800 | 1 Aug 10:24 2012
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Re: Latest SDL2 rendering black screen.

Thanks the game center banner is now working properly also








Sam Lantinga wrote:
Yay!

On Tue, Jul 31, 2012 at 8:55 PM, Trev wrote:







Quote:



Sam Lantinga wrote:

Try now.  I think I just fixed it.



It does indeed work now.

And that's why Sam is the man.


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Gmane