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<0> yes <1> code::blocks 's devpak downloader will probably ease your development needs <1> and it also comes with mingw <0> I am not tedious about visual c++ at all, just had it here preinstalled <0> so devpak has sdl in its repertoire? <1> sure. <0> well.. that's a much better idea then.. I am using visual c++ mostly as luxurious notepad anyway, that's all <1> personally I prefer no IDEs, but the devpak stuff helps <1> otherwise I am all for mingw+ msys+ ConTEXT <0> I program under windows? <0> you <0> not i ? <0> :) <0> ****ty keyboard here <1> I make my linux stuff work on windows (= <0> heh
<2> My code all compiles without warnings or errors on both g++ and vs2k5. <2> All you need to do is use portable libs and standard-compliant code. <1> mine also works, after a little nudging <1> last time I had a problem with SDL_Delay working differently on windows <1> the other time SDL did some -Dmain=SDL_Main, so my own code which used "main" got screwed <1> like namespace bsdl{ struct main{.. <1> but that was fixed later. <0> sdl is supposed to be platform independent right? <1> supposed to be portable <0> that's good.. after all.. first when I head of SDL I was so prejudged.. I start to like it more and more.. <0> still I cant await ogl 2.0 <2> SDL you mean? <2> OpenGL is up to 2.1.1 or something already. <0> sdl <0> I mean I like ogl but glut is so outdated <1> why would you want sdl 2.0 <1> anything wrong with 1.2 ? <0> I gues it has potential <0> can I use the devpacks in mingw? <1> wait, what have we been typing about ? <0> can I use the devpacks in mingw? <1> no, you can't. <0> okay <1> I can, though <0> yea in your linux console under windows :) <0> I am a 'family' programer ! <1> so this is german humor <0> I guess its polish <0> who said I am german? <1> now I have to learn more about europe <0> where are you from? <0> let me guess.. naber lan <3> which function(s) should i use if i want to keep a surface on a different surface? <3> i'm building an fps meter, which works, and i want to display it (using SDL_ttf) on my surface <3> problem is, it doesn't erase the last fps count already on my surface (duh), so i need to remove it somehow <3> i figured out i can get my surface, and copy the left hand corner of it to a different surface, then blit it from the second surface to my original surface, then use SDL_ttf to write the new fps <3> however, it's not really working :) <4> either save your background or just redraw it <3> how do i save the background? <4> blit it to another surface <3> http://cpp.sourceforge.net/?show=28603 <3> here is what i have so far <3> however it isn't working <4> never say "it isnt working" <3> (font() works, and clip() basically copy the other parameter into the first one, SDL_Rect&) <3> well it is working, but not the way i want it to work <5> it is working, but as you don't need ;) <3> instead of deleting the last fps check, it keeps the old, and overwrite the new one on the old ones <3> ;) <3> what am i doing wrong? <4> you are ... copying surface to prefps, then copying prefps to surface, then drawing the font aren't you ? <3> yes <3> point is, i'm copying surface to prefps BEFORE the first fps font() is being written <3> or, that's what i'm looking to achieve <3> i figured "if i could save the picture before the first fps draw, i could simply redraw it on surface every time i get a new fps" <4> well i'm not sure i get your code <4> make sure the copied surface is what you expect with savebmp <3> ah! that's a good solution! i must have missed it when going through the html files SDL gives <4> i might look into it further with a minimal runnable example <3> thank you. well i'm gonna have a small break and return later to complete the function <6> Hello
<6> Is libSDL still being developped? it's been quite a time since there was an update <6> Or am I just wrong? <4> yes, it's being developed <6> when was the last release, then? Didn't see anythign on the page, maybe I'm blind <6> or better: Where can I find a list of changes / changelog? <7> http://libsdl.org/release/changes-1.2.html <7> 1.2.11 was released january 21 (so it is about two weeks old now) <7> Oh, wait, no, that isn't right at all <7> Timestamps have all been reset. Thought it sounded much too recent. <7> Summer 2006 then :) <6> ah, ok, thanks <6> always thought, it was much older <6> Wasn't there some development on SDL 2.x or something like that? <7> Overall it depends, no big feature releases are really expected, but maintenance and minor feature bumps is very much active and ongoing. <8> there were some rumours at least but there weren't anything major to add so the rumours stopped :) <7> There have been past attempts at a 2.0, but nothing is really happening <6> I saw SDLmm (isn't directly related to SDL afaik) and it stopped. too bad :7 <6> I'd love an OOP SDL <9> hi there, im having problems with smpeg playing very slowly. Looks like a painters algorithm (ie it starts with a decent framerate and then slows after each frame). <7> I don't really like C++ wrappers for the sake of C++ wrappers, an good application would probably just construct its own appropriate abstraction anyway. <9> here is the code: http://rafb.net/p/89Zn9j31.html <8> pwned, what was that sdl thingie you were making? <6> tesmako, well, SDL in itself should be probably OOP, yes. :) <1> Eclipser: a boost signals wrapper for the events. <8> ah <9> can you see anything obviously wrong here <6> the SDLmm _wrapper_ isn't too good in the end <7> Nembutal: SDL is pretty OO. <8> pwned, have you worked on it lately? :) <1> Eclipser: not really why? <8> just wondering <6> tesmako, never looked in the source of SDL (not before today) :) <1> there's an invaders example in it <8> yea I saw that <6> but cl***es would be pretty... structs are nice for making things look cleaner but they don't suffice in my opinion <7> Nembutal: I disagree, the approach used is just fine. <6> tesmako, why? Would C++ be slower in the end? <8> pwned, I refactored the xmms2 c++ bindings a bit - removed about 2kloc :) <7> No, but rather unnecessary. <6> or why do you think it is better the way it is? <8> tesmako, that's just whatever one likes <7> C++ linking is a fair bit more restrictive for other languages. <7> Eclipser: ? <6> Most bigger applications are written OOP these days <1> Eclipser: great. You had your own type which wraps it , right ? <7> Right, but SDL has a small simple API <1> by it I mean boost function and stuff <7> Which is already very much object-oriented. Throwing in C++ for the sake of it would achieve rather lirrle. <7> s/rr/tt/ <1> yeah, throw in c++ for benefit, not for the sake of it <8> pwned, the C api had its own callback functions and I exploited it to use boost.signals.. <7> pwned: Exactly what benefit would we derive from it? <6> besides, talking of APIs and such, is there anything similar like SDL (in size) for linux ? <7> ...SDL? <1> tesmako: being able to adapt it to even more c++! using member functions as callbacks and stuff <1> I know, it is a matter of style, but it at least provides more compatibility with existing c++ APIs. <7> pwned: Callbacks to member functions is one of the things one just might actually want to do yes, but they are rather trivial to fake anyway <8> tesmako, what I meant earlier was that c++ coders are usually used to nice stuff like member function callbacks, exception safety and stuff :) <8> but one can always wrap SDL pointers to boost.shared_ptr's <7> Throwing exceptions from callbacks would be a rather horrid design in any language. <8> tesmako, of course, I never intended that :o <1> yeah nobody says bring them together <8> tesmako, exception safety overall, like in constructors <7> I am starting to suspect that I don't understand this problem, what impact does exceptions have on SDL currently? <8> tesmako, none really, but you must release all reserved memory by hand if it's not wrapped in for example shared_ptr, which is annoying - ending up with function wide try-catch blocks <7> Either which way, my argument is rather straightforward here: SDL is tiny, and any use of SDL in an application should be abstracted away a bit anyway, and using C gives us the advantage of bindings to all languages imaginable. C++ would be slightly nice for C++ user, but that is about it. <8> tesmako, of course, SDLmm just wrapped SDL for "nicer" usage in C++, didn't it? :) <1> SDLmm ****s, sorry. <8> pwned, agreed <6> mh, there are quite a few OOP languages, that use SDL <6> java for example <1> I could do better standing upside down with my hands tied at the back <7> Eclipser: But using C++ reference counting stuff would not only *really* *really* wreck interoperability but also have actual performance impact. <8> Nembutal, they all wrap the C version :)
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