Hi Benoit could you please add the Window.Grabbed function to the sdl2
component like
we had with Sdl1
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Le 03/11/2016 à 23:17, Shane a écrit :
> I Think there id a bug in the SDL Image.Copy method when used it is
>
> not working as expected and when you try to copy a large amount of Image
>
> it crashes this program.
>
>
I don't have any crash. Do you have more details?
--
Benoît Minisini
---
I Think there id a bug in the SDL Image.Copy method when used it is
not working as expected and when you try to copy a large amount of Image
it crashes this program.
[System]
Gambas=3.9.1
OperatingSystem=Linux
Kernel=4.4.0-45-generic
Architecture=x86_64
Distribution=Linux Mint 17.2 Rafaela
Des
Thanks Benoit that works really well
as for a name maybe "Capture"
On 03/07/14 18:33, Benoît Minisini wrote:
> Le 16/06/2014 15:25, Shane a écrit :
>> hi benoit would it be possible to include the ability to keep the mouse
>> within the bounds of the sdl window
>>
>> thanks Shane
>>
> I have added
Maybe "Trapped" ?
Am 03.07.2014 10:33, schrieb Benoît Minisini:
> Le 16/06/2014 15:25, Shane a écrit :
>> hi benoit would it be possible to include the ability to keep the mouse
>> within the bounds of the sdl window
>>
>> thanks Shane
>>
>
> I have added a "Window.Grabbed" property in revision #
Le 16/06/2014 15:25, Shane a écrit :
> hi benoit would it be possible to include the ability to keep the mouse
> within the bounds of the sdl window
>
> thanks Shane
>
I have added a "Window.Grabbed" property in revision #6359 for that.
Please test it and tell me if it works. And if you find a be
Ok, that may make sense. But I'm not in game programming, so I don't
know anything about it. Interesting aspect, anyway!
Rolf
Am 03.07.2014 09:52, schrieb Shane:
> yea It is problematic if that happens. but i have seen it done with some
> game engines and the reason i need it is if i have a win
yea It is problematic if that happens. but i have seen it done with some
game engines and the reason i need it is if i have a windowed action
game that use,s the mouse i doesn't take long before the user is
clicking outside the game window and losing focus on the game which is a
problem
i did t
Isn't that dangerous? If the application crashes, the mouse is caught
within the dead window's boundaries.
Maybe you can read the mouse coordinates and reset them to within the
window, by code of your application, so that the mouse gets free if the
application dies.
Rolf
Am 03.07.2014 07:44,
any word on this
On 16/06/14 23:25, Shane wrote:
> hi benoit would it be possible to include the ability to keep the mouse
> within the bounds of the sdl window
>
> thanks Shane
>
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> HPCC Systems Open Source Big Data P
hi benoit would it be possible to include the ability to keep the mouse
within the bounds of the sdl window
thanks Shane
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Thanks Benoit
On 15/06/14 21:58, Benoît Minisini wrote:
> Le 15/06/2014 05:58, Shane a écrit :
>> Could we please have the ability in SDL to hide and show the cursor?
>>
>> thanks Shane.
>>
> Done in revision #6318.
>
> Mouse.Hide() hides the cursor.
> Mouse.Show() shows the cursor.
>
> Or use th
Le 15/06/2014 05:58, Shane a écrit :
> Could we please have the ability in SDL to hide and show the cursor?
>
> thanks Shane.
>
Done in revision #6318.
Mouse.Hide() hides the cursor.
Mouse.Show() shows the cursor.
Or use the Mouse.Visible property.
Regards,
--
Benoît Minisini
---
Could we please have the ability in SDL to hide and show the cursor?
thanks Shane.
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Ope
On 28/01/14 05:46, Benoît Minisini wrote:
> Le 27/01/2014 19:39, Benoît Minisini a écrit :
>> Le 27/01/2014 11:17, Shane a écrit :
>>> Can Someone please add a playing property to the sdl music component it
>>> looks easy
>>> using
>>>
>>>
>>> 4.5.19 Mix_PlayingMusic
>>>
>>> |int *Mix_Play
Le 27/01/2014 19:39, Benoît Minisini a écrit :
> Le 27/01/2014 11:17, Shane a écrit :
>> Can Someone please add a playing property to the sdl music component it
>> looks easy
>> using
>>
>>
>>4.5.19 Mix_PlayingMusic
>>
>> |int *Mix_PlayingMusic*()|
>>
>> Tells you if music is actively playi
Le 27/01/2014 11:17, Shane a écrit :
> Can Someone please add a playing property to the sdl music component it
> looks easy
> using
>
>
>4.5.19 Mix_PlayingMusic
>
> |int *Mix_PlayingMusic*()|
>
> Tells you if music is actively playing, or not.
> *Note*: Does not check if the channel has bee
Le 27/01/2014 13:52, Benoît Minisini a écrit :
> Le 27/01/2014 13:43, Benoît Minisini a écrit :
>>
>> It's difficult for me to test as we have differents cards.
>>
>> But as soon as we are sure that the CPU core running the Gambas program
>> is 10O% busy, (i.e. there is no vsync), we can run the pr
Le 27/01/2014 13:43, Benoît Minisini a écrit :
>
> It's difficult for me to test as we have differents cards.
>
> But as soon as we are sure that the CPU core running the Gambas program
> is 10O% busy, (i.e. there is no vsync), we can run the program with
> valgrind and use kcachegrind to detect wh
Le 27/01/2014 02:55, Kevin Fishburne a écrit :
> On 01/26/2014 06:49 PM, Benoît Minisini wrote:
>> Le 20/01/2014 05:28, Kevin Fishburne a écrit :
>>> It must provoke some acid reflux deep within the bowels of SDL. :) I
>>> don't know...it's damn strange for sure. I also find it strange that the
>>>
Can Someone please add a playing property to the sdl music component it
looks easy
using
4.5.19 Mix_PlayingMusic
|int *Mix_PlayingMusic*()|
Tells you if music is actively playing, or not.
*Note*: Does not check if the channel has been paused.
*Returns*: Zero if the music is not playing,
On 01/26/2014 06:49 PM, Benoît Minisini wrote:
> Le 20/01/2014 05:28, Kevin Fishburne a écrit :
>> It must provoke some acid reflux deep within the bowels of SDL. :) I
>> don't know...it's damn strange for sure. I also find it strange that the
>> FPS is around 500, but when you minimize the window
Le 20/01/2014 05:28, Kevin Fishburne a écrit :
>
> It must provoke some acid reflux deep within the bowels of SDL. :) I
> don't know...it's damn strange for sure. I also find it strange that the
> FPS is around 500, but when you minimize the window it jumps to over
> 2000. Even if it's just refresh
Le 19/01/2014 09:11, Kevin Fishburne a écrit :
> On 01/17/2014 11:00 PM, Kevin Fishburne wrote:
>> On 01/16/2014 05:07 PM, Benoît Minisini wrote:
>>> Le 16/01/2014 22:40, Benoît Minisini a écrit :
Le 16/01/2014 06:03, Kevin Fishburne a écrit :
> The results are in, and they don't tell me m
On 01/17/2014 11:00 PM, Kevin Fishburne wrote:
> On 01/16/2014 05:07 PM, Benoît Minisini wrote:
>> Le 16/01/2014 22:40, Benoît Minisini a écrit :
>>> Le 16/01/2014 06:03, Kevin Fishburne a écrit :
The results are in, and they don't tell me much. :( I attached the
updated test project, whi
On 01/16/2014 05:07 PM, Benoît Minisini wrote:
> Le 16/01/2014 22:40, Benoît Minisini a écrit :
>> Le 16/01/2014 06:03, Kevin Fishburne a écrit :
>>> The results are in, and they don't tell me much. :( I attached the
>>> updated test project, which includes the test results in comments at the
>>> t
Le 16/01/2014 22:40, Benoît Minisini a écrit :
> Le 16/01/2014 06:03, Kevin Fishburne a écrit :
>>
>> The results are in, and they don't tell me much. :( I attached the
>> updated test project, which includes the test results in comments at the
>> top. They are:
>>
>> ' No Stop Event | No Geometry
Le 16/01/2014 06:03, Kevin Fishburne a écrit :
>
> The results are in, and they don't tell me much. :( I attached the
> updated test project, which includes the test results in comments at the
> top. They are:
>
> ' No Stop Event | No Geometry | Binary NVIDIA driver | 236 FPS
> ' Stop Event| No
Le 15/01/2014 06:17, Kevin Fishburne a écrit :
> On 01/14/2014 10:19 PM, Benoît Minisini wrote:
>> Le 15/01/2014 03:33, Kevin Fishburne a écrit :
>>> I noticed a month or two ago that the frame rate on the server side of
>>> my game went from around 300 to 50. I assumed it was an OpenGL driver
>>>
On 01/14/2014 10:19 PM, Benoît Minisini wrote:
> Le 15/01/2014 03:33, Kevin Fishburne a écrit :
>> I noticed a month or two ago that the frame rate on the server side of
>> my game went from around 300 to 50. I assumed it was an OpenGL driver
>> issue or that I'd added some really inefficient code.
Le 15/01/2014 03:33, Kevin Fishburne a écrit :
> I noticed a month or two ago that the frame rate on the server side of
> my game went from around 300 to 50. I assumed it was an OpenGL driver
> issue or that I'd added some really inefficient code. It appears this is
> not the case, but rather it se
I noticed a month or two ago that the frame rate on the server side of
my game went from around 300 to 50. I assumed it was an OpenGL driver
issue or that I'd added some really inefficient code. It appears this is
not the case, but rather it seems the Draw event raised by opening a
screen using
Dear all,
I've a strange problem and I'm not sure whether it's a bug or an unlucky
configuration of my system.
Unfortunately, the built-in project sender didn't work as well, so I
manualy packed it.
The crash occurs during the implicit call of Draw.End() in the
Window-Event handler for the draw
Le 15/12/2013 22:57, Shane a écrit :
> sorry wrong one try this
>
> On 15/12/13 22:53, Benoît Minisini wrote:
>> Le 15/12/2013 07:06, Shane a écrit :
>>> i did a small program
>> That program does not use SDL at all. Please provide a project that
>> shows your problem!
>>
>
OK, the bug should be f
sorry wrong one try this
On 15/12/13 22:53, Benoît Minisini wrote:
Le 15/12/2013 07:06, Shane a écrit :
i did a small program
That program does not use SDL at all. Please provide a project that
shows your problem!
SDLtest-0.0.1.tar.gz
Description: application/gzip
Le 15/12/2013 07:06, Shane a écrit :
> i did a small program
That program does not use SDL at all. Please provide a project that
shows your problem!
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i did a small program
On 15/12/13 11:59, Shane wrote:
what's going on here i'm trying to display and image with a rectangle
around it on an SDL Window
using
Screen.Clear
Draw.Image
Draw.Rect
when i do this i get just the Rect
if i comment out the Draw.Rect the Image shows
and if i comment out t
what's going on here i'm trying to display and image with a rectangle
around it on an SDL Window
using
Screen.Clear
Draw.Image
Draw.Rect
when i do this i get just the Rect
if i comment out the Draw.Rect the Image shows
and if i comment out the Screen.Clear the image and rect show
-
2009/12/16 kevinfishburne :
>
>
> Fabien Bodard-4 wrote:
>>
>> gb.sdl is incomplete ... in fact Laurent have begin to redraw all the
>> gb.sdl lib by using OpenGl... but ... still incomplete ... i think the
>> lack of users on this lib mess his enthusiasm
>>
>
> Hi Fabien, I agree with your comment
Fabien Bodard-4 wrote:
>
> gb.sdl is incomplete ... in fact Laurent have begin to redraw all the
> gb.sdl lib by using OpenGl... but ... still incomplete ... i think the
> lack of users on this lib mess his enthusiasm
>
Hi Fabien, I agree with your comments. I'm guessing that GAMBAS 3 is still
gb.sdl is incomplete ... in fact Laurent have begin to redraw all the
gb.sdl lib by using OpenGl... but ... still incomplete ... i think the
lack of users on this lib mess his enthusiasm
(sorry for my english)
Maybe if there is more user to test his work on gb3 he will purchase
his work.. :/
I've noticed that the documentation for the SDL component is incomplete.
There are some basic examples in the BeastScroll example application
packaged with GAMBAS, but is there a more extensive list of procedures
implemented in GAMBAS for SDL?
I'm guessing that the next best way of figuring out w
I have discovered that running gambas2.12 in fluxbox, gnome, kde,
enlightenment, or xfce had no effect on the SDL Mouse problem.
But I also found out the mouse cursor is controllable on Forms in these
environments (I am on Wolvix 2.0- a Slackware 12.2 enviro) but the cursor is
not controllable i
MY SDL mouse problem only occurs on Wolvix 2.0 which is running a XFCE
environment. This is the same environment that would not let me change
border colors etc.
I can change mouse cursor just fine on UBUNTU so,
Has anyone gotten mouse cursors to change with XFCE?
Or am I barking up wrong tree?
Well In my program I wrote one version to use qt.drawing area and one to use
sdl (by calling the sdl as a shell)
The sdl outperformed the qt hands down- not only speed but in the qt drawing
version I get a weird vertical refresh distortion that runs down thru the
display and looks bad- in sdl I d
Hi!
I had same problem with one of my project. And I think the best way to
resolve it, is doing prototype.
Start with widgets (Qt is faster than GTK+) and test with worst case
scenario, if it's too slow think why!
There is big possibility that your code is slow, not the graphics methods.
DrawingAre
IN my current project it has equal widgets and equal game graphics.
With that said how much performance difference is there between the two?
I read sdl is faster and but is it a 10%, 20% improvement, enough to give
up the widgets?
JB SKaggs
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