2.0.2 release

The 2.0.2 release is coming next week!

If you have any critical bugs that require fixing before that happens,
please say so as soon as possible. We don’t promise we’ll get all of them
fixed, but we’ll do our best.

Thanks!–
Gabriel.

The 2.0.2 release is coming next week!

If you have any critical bugs that require fixing before that happens,
please say so as soon as possible. We don’t promise we’ll get all of them
fixed, but we’ll do our best.

Was there any movement on the licensing issue for the jack audio plugin?On Mon, January 27, 2014 11:05 pm, Gabriel Jacobo wrote:


Patrick Shirkey
Boost Hardware Ltd

Hi,

I think the following bugs are relevant:

SDL_FlushEvent(SDL_MOUSEMOTION) doesn’t work -
https://bugzilla.libsdl.org/show_bug.cgi?id=2369 ()

Relative Mouse Mode buggy due to Windows “Security Software” that makes
RegisterRawInputDevices() fail -
https://bugzilla.libsdl.org/show_bug.cgi?id=2368

Cheers,
DanielAm 27.01.2014 13:05, schrieb Gabriel Jacobo:

The 2.0.2 release is coming next week!

If you have any critical bugs that require fixing before that happens,
please say so as soon as possible. We don’t promise we’ll get all of
them fixed, but we’ll do our best.

Thanks!


Gabriel.

Den 27. jan. 2014 13:05, skrev Gabriel Jacobo:

The 2.0.2 release is coming next week!

If you have any critical bugs that require fixing before that happens,
please say so as soon as possible. We don’t promise we’ll get all of
them fixed, but we’ll do our best.

I noticed by chance that the Wayland patch (rev 8062) added
SDL_SYSWM_WAYLAND into the middle of the SDL_SYSWM_TYPE enum in
SDL_syswm.h, before *DIRECTFB, *COCOA and *UIKIT. Seems like that would
break backwards compatibility for those systems?

-g

Den 28. jan. 2014 10:12, skrev Gerry JJ:

Den 27. jan. 2014 13:05, skrev Gabriel Jacobo:

The 2.0.2 release is coming next week!

If you have any critical bugs that require fixing before that happens,
please say so as soon as possible. We don’t promise we’ll get all of
them fixed, but we’ll do our best.

I noticed by chance that the Wayland patch (rev 8062) added
SDL_SYSWM_WAYLAND into the middle of the SDL_SYSWM_TYPE enum in
SDL_syswm.h, before *DIRECTFB, *COCOA and *UIKIT. Seems like that would
break backwards compatibility for those systems?

Binary compatibility, I mean. Things built against older SDL using the
newer one.

-g

2014-01-28 Gerry JJ

Den 27. jan. 2014 13:05, skrev Gabriel Jacobo:

The 2.0.2 release is coming next week!

If you have any critical bugs that require fixing before that happens,
please say so as soon as possible. We don’t promise we’ll get all of
them fixed, but we’ll do our best.

I noticed by chance that the Wayland patch (rev 8062) added
SDL_SYSWM_WAYLAND into the middle of the SDL_SYSWM_TYPE enum in
SDL_syswm.h, before *DIRECTFB, *COCOA and *UIKIT. Seems like that would
break backwards compatibility for those systems?

-g

Fixed, thanks!–
Gabriel.

It’s definitely not a critical bug, but I saw it many times on the bugzilla with different specifications.

SDL_RenderSetClipRect is always relative to the point 0,0 of the window. I not really useless but it’s a nonsense, I think the SDL clipping rectangle should just be relative to the SDL viewport (or to the point 0,0 of the render texture, if any).

Did anything ever happen on SDL_CreateGLWindowFrom()? I think Sam mentioned wanting to add it, but I’m not sure if it made it in or not.

I did some work on SDL_CreateWindowFrom(), but due to lack of time I only
got it working on Windows. Every platform has to be implemented and tested
separately, so it’s more complicated than it looks at first glance.

I’ll get back to this once I find some spare time over the next few weeks,
unless someone shows up in the meantime.

2014-01-28 tehcloud > Did anything ever happen on SDL_CreateGLWindowFrom()? I think Sam

mentioned wanting to add it, but I’m not sure if it made it in or not.


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

Stefanos,

I’m willing to test it (and maybe try to make it work) on Linux/X11 if you point me to the correct branch/repo/whatever.

Additionally, I wanted to try the last snapshot to check if some OSX bugs are already solved, but I’m blocked by “SDL for Mac OS X must be built with a 10.7 SDK or above.” error on SDL_cocoawindow.m

What is the reason of disallowing the compilation on 10.5 and 10.6 ?

PS : Sorry for forgotten words in my previous post.
The point is just that SDL_RenderSetClipRect is currently unusable in fullscreen (except if the screen and the application have the same ratio), and if the window is resized :wink:

Greetings,

My apologies if this is not the right place to discuss SDL2_ttf – but if it is, then perhaps the bug report I filed could help things along!

My bug report is in regards to an issue I had when building SDL2_ttf for iOS and can be found at https://bugzilla.libsdl.org/show_bug.cgi?id=2333. I was able to resolve the linking issue, and so I attached a patch for it.

Thanks,
Cheers!

Jeff <@Jeffrey_Carpenter>

2014-01-28 tehcloud

Stefanos,

I’m willing to test it (and maybe try to make it work) on Linux/X11 if you
point me to the correct branch/repo/whatever.

Thanks for the offer, but so far I have only implemented this on Windows.
Each platform needs its own implementation for setting a
pixelformat/visual/etc, which can range from trivial to annoying.

Hi.

I have one more request which concern a bug. I don’t know if it’s already fixed or on the bugzilla (if not, I’ll open the issue), but the “SDL-generic” viewport resize have a round or truncate issue. It still isn’t critical, but I post it here because every game maker will have the problem.

If you resize the window and let SDL adjust the viewport, there will be some round problem visible here ==> http://www.youtube.com/watch?v=QUUTCma9HNI
The original game size is 320x240, and the default window size is 640x480 : there is no problem. If I resize to a non-multiple size, some tiles are wrong placed because of the round/truncate issue.

Please let me know if I should open the issue on bugzilla.

Le lundi, 27 janvier 2014 ? 13:05, Gabriel Jacobo a ?crit :

The 2.0.2 release is coming next week!

If you have any critical bugs that require fixing before that happens, please say so as soon as possible. We don’t promise we’ll get all of them fixed, but we’ll do our best.
I just found out about this annoying one regarding text events and key repeats on osx:

https://bugzilla.libsdl.org/show_bug.cgi?id=2387

Daniel

I think sdl-config… might not work with sdl-mixer.h it doesnt appear to make it it point to the sdl2 directory in linux, i might be doing somthing wrong but dont think so. Thread on it here
http://forums.libsdl.org/viewtopic.php?t=9974&sid=5f3a420d72644d567e0e9bde7292574e

Sorry should have said on linux ubuntu

should it be sdl2-config rather than sdl-config ? I think both SDL and SDL2 can live with each other on one system.

I believe his sdl2 mixer lives in /usr and his sdl does not. (or vice
versa) meaning the sdl2-config include dir isn’t pointing to the same dir
sdl2 mixer is in.On Feb 8, 2014 9:59 AM, “mr_tawan” <mr_tawan at hotmail.com> wrote:

should it be sdl2-config rather than sdl-config ? I think both SDL and
SDL2 can live with each other on one system.


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

Sorry meant to say sdl2 using kindel typo.
And both exist in usr sdl2 directory.
In code if i do

Code:

#include “sdl.h”
#include “sdl_image.h”
#include “sdl_mixer.h”

It gives errors for sdl_mixer.h

If i type SDL2/sdl_mixer.h it works, so everything except mixer works.
Apologies for case and typos im using my phone it keeps trying to correct everything :s