Concepts I would like to see in SDL 2.0

Hi,

SDL is great. However, in some ways SDL is not as flexible as it could
be, some of my concept suggestions could solve some of these issues:

I would like to see SDL more modular, currently SDL_INIT_VIDEO starts
the keyboard code. This makes it difficult to debug remotely and to
debug non-video SDL code. Without passing it with a working display but
not initalising a surface.

Removing the constraint of SDL_INIT_VIDEO being required for events?
Perhaps this could be abstracted from SDL? Something like
SDL_Init(SDL_INIT); could initalise only the event
system and no specific SDL modules.

I would like to SDL supporting more video game consoles, with their
specific features, e.g. Video flags (PAL & NTSC) etc could be added etc.

How to get host info when SDL is running? such as the
mipsel-unknown-linux-gnu style output from ./config.guess? Is this
stored somewhere when SDL is compiled? ARCH is set in makefiles.

Regarding joysticks/joypads:

Something that I think would be a good addition is a way to send two
axes in one event, this has been reasonably common in my previous video
game console work and I think the current position of sending the axis
separately might be an issue at some point. All four axes on the PS2
Controller are available, however I believe only one SDL_JOYAXISMOTION
event can be read per SDL_PollEvent(&event). (Hat events are already
combined)

Also I would be interested to know why hats do not support
RELEASED/PRESSED? (as the other digital buttons do)

The force feedback API, I will write another email about this when my
concept ideas are typed up.

A way to find out what joystick module is currently in use.

What do you all think? I know everyone has their own favorite concepts
they would like SDL to feature. If we can work out the best way to
convert concepts to cross platform abstractions these should all be
possible.

Cheers

JG

What do you all think? I know everyone has their own favorite concepts
they would like SDL to feature. If we can work out the best way to
convert concepts to cross platform abstractions these should all be
possible.

How about HW vertex- and pixel- shaders.

/Pontus

See OpenGL ARB extensions

GL_ARB_vertex_program and
GL_ARB_fragment_program

from http://oss.sgi.com/projects/ogl-sample/registry/

Those are the base for universal OpenGL vertex and pixel shaders support
The unfortunate fact though is that there are only two chips that
support both of them. One from Nvidia and one from ATI.

Even GForce 4 doesn’t support the fragment program extension, because
GF4 fragment progs can’t alter the fragments Z-value. The nvidia
drivers can software emulate those, but even small demos are slide
shows. But if one is starting to code and wants to use shaders the
alterantive aproach is to use the chip specific extensions.On Monday 07 April 2003 09:14, Pontus Pihlgren wrote:

What do you all think? I know everyone has their own favorite
concepts they would like SDL to feature. If we can work out the
best way to convert concepts to cross platform abstractions these
should all be possible.

How about HW vertex- and pixel- shaders.

Even more render code i never use :frowning:
IMHO we need a build switch ( #define ) that allows one to remove all the
SDL renderer code for those that use OpenGL only.> ----- Original Message -----

From: pontus.pihlgren.5501@student.uu.se (Pontus Pihlgren)
To:
Sent: Monday, April 07, 2003 8:14 AM
Subject: Re: [SDL] Concepts I would like to see in SDL 2.0

What do you all think? I know everyone has their own favorite concepts
they would like SDL to feature. If we can work out the best way to
convert concepts to cross platform abstractions these should all be
possible.

How about HW vertex- and pixel- shaders.

/Pontus


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