I’ve just ported my project (http://freeweb.lombardiacom.it/xarvh/) from
Allegro to SDL, but i encountered some minor problems:
I’m developing the game under X, but i’d like to port it to as many platforms
as possible.
-
Under ALLEGRO i write all data on a virtual memory buffer larger than
screen, then i blit only the middle part to the real screen, so that i didn’t
need clipping.
Under SDL i found that i can’t write it directly, but i must blit my virtual
buffer to an hardware surface (same size of the screen), and then update
it… this seems slower than directly blit the virtual buffer on the screen.
Is there a way to directly blit a larger (software) virtual screen to the
screen with SDL? -
I can’t set the keyboard repeat feature.
The call
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
returns no error, but does actually nothing.
Any idea? -
While in fullscreen mode the mouse becames slow, while in windowed mode it
works correctly, this happens also when i toggle the video mode runtime. -
One last question, hope is not OT.
Is there a network library i can use with SDL to compile a native win32
executable?
SDL_net is only a wrapper, and internally makes the same calls my game does.
I’d liked to compile with mingw, that is GNU and posix-compliant, but i was
not able to find a network library for it.
Thanx,
Francesco Orsenigo, Xarvh Project