CVS autoconf undefined macros

when i run autoconf to generate a configure script for the cvs ver of
SDL i get the following error

You need a newer version of autoconf.

-Sam Lantinga, Lead Programmer, Loki Entertainment Software

when i run autoconf to generate a configure script for the cvs ver of
SDL i get the following error

bash-2.03$ autoconf
autoconf: Undefined macros:
configure.in:49:AC_LIBTOOL_WIN32_DLL

and when i try and run the ocnfigure script that it generated i get hte
following (most likely because of the above error)

bash-2.03$ …/SDL/configure
creating cache ./config.cache
…/SDL/configure: line 598: syntax error near unexpected token
AM_INIT_AUTOMAKE(SDL,' ../SDL/configure: line 598:AM_INIT_AUTOMAKE(SDL, $SDL_VERSION)’

My system is Slack7 witht he autoconf and friends that it comes with

Jess

i had a fealing you were gona say that :slight_smile: im a lazy bum so ill wait and
do it later :slight_smile:

Sam Lantinga wrote:> > when i run autoconf to generate a configure script for the cvs ver of

SDL i get the following error

You need a newer version of autoconf.

    -Sam Lantinga, Lead Programmer, Loki Entertainment Software

Hi,

I want to port a DirectDraw 2D engine to SDL, but I don?t know exactly how
I can do this. Can someone help me ?

Bye…
Andreas Hofmeister

Doesn’t SDL already use DirectDraw internally under Win32?>From: ahofmeister at t-online.de (Andreas Hofmeister)

Reply-To: sdl at lokigames.com
To: sdl at lokigames.com
Subject: [SDL] DDraw -> SDL how to port ?
Date: Fri, 21 Apr 2000 10:29:20 +0200

Hi,

I want to port a DirectDraw 2D engine to SDL, but I don?t know exactly how
I can do this. Can someone help me ?

Bye…
Andreas Hofmeister


Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com

Doesn’t SDL already use DirectDraw internally under Win32?

Yes, thats correct but what I want to do is what LokiGames (for example)
does, too : The 2D Engine is written with DirectDraw an I want to port it to
SDL, so that the Engine can be used under Linux or BeOS…

Andreas Hofmeister wrote:

Doesn’t SDL already use DirectDraw internally under Win32?

Yes, thats correct but what I want to do is what LokiGames (for example)
does, too : The 2D Engine is written with DirectDraw an I want to port it to
SDL, so that the Engine can be used under Linux or BeOS…

I’ve done a similar sort of thing, and in general found that ddraw maps
pretty well to SDL. So it might not be as hard as it looks. If you
original graphics code is well laid out and easy to understand it should
be reasonably painless.

As a starting point, go through each directdraw call or structure and
look up an SDL equivalent.
For example, ddraw surfaces can be replaced with SDL_Surfaces, replace
ddraw blit functions with SDL ones etc…
Lots of scanning though the ddraw and SDL docs is probably on the cards
too :slight_smile:

Also, there’s bound to some other issues to solve if you try to compile
on a non-win32 platform. Compiler differences, API incompatabilities,
filesystem case sensitivity etc etc…

Ben.–
Ben Campbell (Antipodean Straggler)
Programmer, Creature Labs
ben.campbell at creaturelabs.com
www.creatures.co.uk

Hi,
thanks, I?ve started porting (and the first header is nearly complete). But one
nice day I saw this :

LPDIRECTDRAWCLIPPER p_lpDDClipper;

Can you help me ? What can I do with this ?

Bye…
Andreas

El Fri, 21 Apr 2000 17:53:29 +0100, Ben Campbell escribi?:

Yes, thats correct but what I want to do is what LokiGames (for
example) does, too : The 2D Engine is written with DirectDraw an I
want to port it to SDL, so that the Engine can be used under Linux
or BeOS…

As a starting point, go through each directdraw call or structure and
look up an SDL equivalent.

For example, ddraw surfaces can be replaced with SDL_Surfaces,
replace ddraw blit functions with SDL ones etc… Lots of scanning
though the ddraw and SDL docs is probably on the cards too :slight_smile:

I also use an (I hope) reasonable coding style based on encapsulation.
Try to extract all the O.S. or library dependent functions out of your
code. Put it in external .C files and create your own MACROS and
FUNCTIONS (depending on the overhead) such as BlitGraphics instead
of the Win Blit or the SDL Blit. Use that BlitGraphics on all your
code (maybe it’s just a macro and there is no overhead, or maybe
is a function but the PUSH/CALL/RET takes no overhead compared to
the code executed into the function). The results? You can change
ALL the code by just changing the macro/function and recompile: this
avoids to scan ALL the code: just edit the graphics C file containing
the encapsulated functions and structures and change them. You can
also (of course :slight_smile: reuse that encapsulation scheme on future programs.
You can too have different encapsulation files for each O.S. or
library, you know what I mean.

CU!–

Salu2!

Error de Windows 98- Se ha encontrado un rutina correcta!!

------------------------------------------------------------ __ ----
| NoP / Compiler – compiler @ iname,com | /oo\ |
|-------------------------------------------------------| (/) |
| POWERED BY - Linux RedHat 6.0 - Reg. User #74.821 | / __ \ |
| http://www.ctv.es/USERS/sromero | |\ /| |
| |OO __ OO|

Andreas Hofmeister wrote:

Hi,
thanks, I?ve started porting (and the first header is nearly complete). But one
nice day I saw this :

LPDIRECTDRAWCLIPPER p_lpDDClipper;

Can you help me ? What can I do with this ?

Ummm… Just delete it… should be fine… :wink:

Seriously though, I haven’t really had anything to do with DDrawClippers

  • I don’t know much about them. I think they are used to avoid drawing
    over other windows when using ddraw in non-exclusive (non-fullscreen)
    mode. I’m probably wrong about this.

For SDL, you can always assume (or pretend) that you have exclusive
access to the entire area of a surface, so clipping shouldn’t be an
issue (except of course making sure your own drawing code stays within
the bounds of the surface).
If any peaceful coexistance with other windows is required, SDL will
handle it all for you behind the scenes (when you call SDL_UpdateRect()
to display your surface). It’s nice like that :slight_smile:

Good luck!
Ben.–
Ben Campbell (Antipodean Straggler)
Programmer, Creature Labs
ben.campbell at creaturelabs.com
www.creatures.co.uk