Support for XP

I thought I would be smart a** and complie sdl in WinXP just in case. It
complie with no problems, but went I wrote an app that used key input. I got
down = left, spacebar = escape, etc. Is this just me? Has anyone complie sdl
in WinXP and tested the keys? :slight_smile:

Hi,

I didn’t compile SDL on XP but I’m using the precompiled win32-packages of SDL from sdllib.org without any problems
with the keys!

Why do you want to recompile it??

Bye,
Alex

I’ve not had this problem. I’ve compiled (under duress) SDL fully under XP using
Visual Studio…On Sun, Dec 09, 2001 at 02:11:43AM -0800, Corey Carter wrote:

I thought I would be smart a** and complie sdl in WinXP just in case. It
complie with no problems, but went I wrote an app that used key input. I got
down = left, spacebar = escape, etc. Is this just me? Has anyone complie sdl
in WinXP and tested the keys? :slight_smile:

It’s XP pro and I didn’t want any bugs :)> ----- Original Message -----

From: "Alexander Bierbrauer"
Sent: Sunday, December 09, 2001 2:35 AM
Subject: Re: [SDL] Support for XP

Hi,

I didn’t compile SDL on XP but I’m using the precompiled win32-packages of
SDL from sdllib.org without any problems
with the keys!

Why do you want to recompile it??

Bye,
Alex

Hello all;

I’m still busy abusing alpha-blending effects in order to keep my current
employers happy :slight_smile: But the one part that lacks, and could really use some
nice alpha blending, is the fonts, and text is quite a large part of the
game. Has anybody come up with a scheme, using the standard SDL_ttf
library, to generate a bitmap that stores alpha-blending information
around its edges rather than being faded toward a background colour? The
way I understand it, the TTF_RenderText_Blended call generates a 32-bit
RGBA surface but it’s used the alpha blending already to blur the font
colours with a given background colour. What I’d like is a routine that
gave me back an RGBA surface which didn’t taper the colour off at all, but
applied the blending in the alpha channel instead, so that when the
surface is blitted, it blends with its background.

If nobody has done this, would I be right in thinking that it would be a
simple adaption of the existing TTF_RenderUTF8_Blended rountine?

Finally: miscellaneous query about per-surface alpha blending. What are
the circumstances in which it doesn’t work? i.e. you use SDL_SetAlpha()
to set a surface’s alpha channel and plot it. But on the video card in my
girlfriend’s machine, nothing gets plotted. I’m plotting from a software
to a hardware surface; should this make a difference? Then I’m plotting
to my display, a hardware surface. Should I be doing this differently to
achieve reliable results?

cheers,–
Matthew > http://www.soup-kitchen.net/
> ICQ 19482073

Hello all;

I’m still busy abusing alpha-blending effects in order to keep my current
employers happy :slight_smile: But the one part that lacks, and could really use some
nice alpha blending, is the fonts, and text is quite a large part of the
game. Has anybody come up with a scheme, using the standard SDL_ttf
library, to generate a bitmap that stores alpha-blending information
around its edges rather than being faded toward a background colour? The
way I understand it, the TTF_RenderText_Blended call generates a 32-bit
RGBA surface but it’s used the alpha blending already to blur the font
colours with a given background colour. What I’d like is a routine that
gave me back an RGBA surface which didn’t taper the colour off at all, but
applied the blending in the alpha channel instead, so that when the
surface is blitted, it blends with its background.

If nobody has done this, would I be right in thinking that it would be a
simple adaption of the existing TTF_RenderUTF8_Blended rountine?

But I think it is just TTF_RenderUTF8_Blended, which returns you
a RGBA surface, with per-pixel alpha channel instead of bluring
the font to a particular color (TTF_RenderUTF8_Shaded), it is alpha
blended. You see in the function signature, there isn only fg color.

Finally: miscellaneous query about per-surface alpha blending. What are
the circumstances in which it doesn’t work? i.e. you use SDL_SetAlpha()
to set a surface’s alpha channel and plot it. But on the video card in my
girlfriend’s machine, nothing gets plotted. I’m plotting from a software
to a hardware surface; should this make a difference? Then I’m plotting
to my display, a hardware surface. Should I be doing this differently to
achieve reliable results?

I am not sure about this, but have you convert your surface to display
format?

Regards,
.paul.On Mon, Dec 10, 2001 at 01:06:29AM +0000, Matthew Bloch wrote:

Ok, I have the same problem in win98 with the pre compiled lib. I had it
print the keys pressed and; up is 17, down is 18, left is 20 and right is
19. This time I useing DirectX 7. It works fine if I say: if(key == 17).