OS, version, CPU

Please tell me you’re joking?

I will not be implementing package manager access in SDL. If for
some bat-crap crazy reason you need this, you’re on your own.

JosephOn Thu, Oct 31, 2013 at 02:02:32AM -0500, Jared Maddox wrote:

Probably 99 out of 100 apps that someone could write using SDL (and
I’m being generous) don’t care whether you have dpkg, rpm, KDE,
Gnome, Enlightenment, or twm. :slight_smile:

But for those that do, I figure that all that we need to give them is
enough info to interact with the package manager system. Still, it’s
not like I’m going to be the one implementing this.

Den 30. okt. 2013 17:41, skrev T. Joseph Carter:

Plain boring comparisons are what I’m after here. As I’ve said, I’m not
looking for a diagnostic tool or even a full OS identification. The
thing I feel is needed is a platform identification. Think closer to
the kind of stuff you get out of config.guess than you do from examining
something found in /etc to determine a distribution.

Unless I misunderstand you (entirely possible), isn’t that all
information that a program can easily tell at compile time with a few
#ifdefs? Why would you want to get it as a string from SDL?

I mean, you said you’re not even interested in the OS architecture. I
don’t see what you’re after here.

-g

Unless I misunderstand you (entirely possible), isn’t that all information
that a program can easily tell at compile time with a few #ifdefs? Why
would you want to get it as a string from SDL?

I mean, you said you’re not even interested in the OS architecture. I
don’t see what you’re after here.

-g

Yes, and no. That would only give you information on the computer that
build the executable/library, and not on the current computer. For
instance, I am running arch linux, and I could build my app, and run it on
ubuntu - if I used the preprocessor for this identification, it would only
know about my arch linux system.

Basically driver versions and supported features. But on Linux,
driver versions tend to be tied to the kernel version. On Android,
it’s more of a question of the full OS release. On iOS it tends to
be based on the major version of the OS. On a Mac it’s usually the
major and minor, though 3rd party drivers are possible for things
like joysticks. Windows is more complicated, but it can be greatly
narrowed down a lot by NT kernel and DirectX versions. If uname were
universal and consistent, there’d be little need for a patch. It’s
not though, and on some systems uname’s structure does not contain
the pertinent information anyway (if it even exists.)

Add to that a vague description of CPU architecture and you have what
I’m after. The major reason that tends to matter is that x86_64
platforms can usually handle i686 code, but the two cannot be quite
freely intermixed. Messes with plugins and the like.

I’ll have a look at queryable driver info afterward. I think video
and sound are probably mostly covered to the extent those matter, but
when I’m done, if some part of SDL’s hardware interaction doesn’t
work as intended on some system, it should be real easy to figure out
what SDL is working with.

For example, recently someone protested that SDL’s joystick code was
"broken". We were able to determine that on Windows, he was using an
XBox 360 controller using the DirectInput driver without XInput.
Consequently, on Windows XP 32 bit, I get the same result and I still
do not know why. As it stands, I still do not know:

  1. Is XInput not available on my Windows installation?
  2. Does my build system not actually support XInput despite headers
    and libs all being there?
  3. Would XInput work if I took my SDL library and used it on Windows
    Vista/7? (I don’t have either?)
  4. Does the driver for the XBox 360 controller simply not do XInput
    on my system to try and make me upgrade to Vista/7/8?

I could make SDL spew some debugging info itself in the joystick
driver to tell me what I need to know, and I probably will. But at
some point it should be possible for someone to say “My joystick
isn’t working right in your game” and your game being able to,
through SDL, answer all three of those questions?right down to the
fact that you’re running a WindowsNT platform (version 5, 1, “2600”,
with patch level 3, 0) on an x86 architecture in case that
information is somehow relevant to figuring out the problem.

In fact, issues surrounding what driver SDL was using for joysticks
on Windows has now come up 3 times in the past two months in addition
to my own personal issue. It’s come up under Linux once where the
solution was that SDL needed to be rebuilt with libudev. You
presently can’t query the joystick driver info like you can display
or sound driver, and I honestly don’t know what to say about the
possibility of knowing eg which joysticks are XInput and which are
DirectInput yet. I’m still thinking that one over?the querying of
the OS I have pretty well sorted out in my head.

Now I just need to finish working out the kinks in my Mavericks
upgrade so I can get back to work. :slight_smile:

JosephOn Thu, Oct 31, 2013 at 10:22:12AM +0100, Gerry JJ wrote:

Den 30. okt. 2013 17:41, skrev T. Joseph Carter:

Plain boring comparisons are what I’m after here. As I’ve said, I’m not
looking for a diagnostic tool or even a full OS identification. The
thing I feel is needed is a platform identification. Think closer to
the kind of stuff you get out of config.guess than you do from examining
something found in /etc to determine a distribution.

Unless I misunderstand you (entirely possible), isn’t that all
information that a program can easily tell at compile time with a few
#ifdefs? Why would you want to get it as a string from SDL?

I mean, you said you’re not even interested in the OS architecture. I
don’t see what you’re after here.

Now I just need to finish working out the kinks in my Mavericks
upgrade so I can get back to work. :slight_smile:

I hope by ‘getting back to work on Mavericks’ means adding a
GCController backend to SDL for Apple’s new MFi based game controller
API for Mac & iOS. :stuck_out_tongue:

Thanks,
Eric–
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/

It might first mean porting the tattiebogle driver to GCController.
Since I upgraded to Mavericks the driver doesn’t work as-is, and
under VMWare Ubuntu’s 3.11.0-generic-12 (I believe) is softlocking
when I connect the receiver device. I MAY see if I can pick up a
wired XBox 360 controller or clone whose sticks and DPad aren’t
sucktastic to eliminate a variable in getting the driver to play nice
in its current form with xnu 13.x.x at all.

Windows XP sees the XBox 360 controller properly under VMWare, but I
still seem to be lacking the ability to use the thing as an XInput
device in SDL.

Mostly making Mavericks behave thus far has meant getting things like
MacPorts’ cyrus-sasl2 working so I can actually send email. :slight_smile:
Libtool may be a broken turd, but it tends to become more broken when
upstream is Doing It Wrong and nobody really wants to accept the
authority and responsibility of Doing It Right even if they don’t.

Hopefully I’ll get back to SDL-related stuff this weekend.

JosephOn Thu, Oct 31, 2013 at 01:45:25PM -0700, Eric Wing wrote:

Now I just need to finish working out the kinks in my Mavericks
upgrade so I can get back to work. :slight_smile:

I hope by ‘getting back to work on Mavericks’ means adding a
GCController backend to SDL for Apple’s new MFi based game controller
API for Mac & iOS. :stuck_out_tongue:

Thanks,
Eric

Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/


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

Message-ID: <20131031075411.GC46741 at amaya.spiritsubstance.com>
Content-Type: text/plain; charset=utf-8; format=flowed

Probably 99 out of 100 apps that someone could write using SDL (and
I’m being generous) don’t care whether you have dpkg, rpm, KDE,
Gnome, Enlightenment, or twm. :slight_smile:

But for those that do, I figure that all that we need to give them is
enough info to interact with the package manager system. Still, it’s
not like I’m going to be the one implementing this.

Please tell me you’re joking?

I will not be implementing package manager access in SDL. If for
some bat-crap crazy reason you need this, you’re on your own.

I wasn’t suggesting it, I was suggesting providing the information to
guess what package manager needs to be interacted with. If I actually
wasn’t clear on this, then I apologize. My limited experience with
*nix has been “corner-case distros” where every bell & whistle from
A-Z isn’t installed, but instead just a decent selection.> Date: Thu, 31 Oct 2013 00:54:11 -0700

From: “T. Joseph Carter”
To: SDL Development List
Subject: Re: [SDL] OS, version, CPU
On Thu, Oct 31, 2013 at 02:02:32AM -0500, Jared Maddox wrote:

It might first mean porting the tattiebogle driver to GCController. Since
I upgraded to Mavericks the driver doesn’t work as-is, and under VMWare
Ubuntu’s 3.11.0-generic-12 (I believe) is softlocking when I connect the
receiver device. I MAY see if I can pick up a wired XBox 360 controller or
clone whose sticks and DPad aren’t sucktastic to eliminate a variable in
getting the driver to play nice in its current form with xnu 13.x.x at all.

Probably off topic, but a working tattiebogle driver for Mavericks is here


It even supports FEZ with rumble :slight_smile:

VittorioOn Saturday, November 2, 2013, T. Joseph Carter wrote:

Windows XP sees the XBox 360 controller properly under VMWare, but I still
seem to be lacking the ability to use the thing as an XInput device in SDL.

Mostly making Mavericks behave thus far has meant getting things like
MacPorts’ cyrus-sasl2 working so I can actually send email. :slight_smile: Libtool
may be a broken turd, but it tends to become more broken when upstream is
Doing It Wrong and nobody really wants to accept the authority and
responsibility of Doing It Right even if they don’t.

Hopefully I’ll get back to SDL-related stuff this weekend.

Joseph

On Thu, Oct 31, 2013 at 01:45:25PM -0700, Eric Wing wrote:

Now I just need to finish working out the kinks in my Mavericks

upgrade so I can get back to work. :slight_smile:

I hope by ‘getting back to work on Mavericks’ means adding a
GCController backend to SDL for Apple’s new MFi based game controller
API for Mac & iOS. :stuck_out_tongue:

Thanks,
Eric

Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/


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


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