SDL | Simple Directmedia Layer | Game Engine library
kandi X-RAY | SDL Summary
kandi X-RAY | SDL Summary
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games. More extensive documentation is available in the docs directory, starting with README.md.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of SDL
SDL Key Features
SDL Examples and Code Snippets
def set_dlopen_flags():
if _use_rtld_global:
sys.setdlopenflags(_default_dlopen_flags | ctypes.RTLD_GLOBAL)
Community Discussions
Trending Discussions on SDL
QUESTION
I have a very basic project structure:
...ANSWER
Answered 2021-Jun-13 at 13:48Use:
QUESTION
I have an executable that by default uses EGL and SDL 1.2 to handle graphics and user input respectively. Using LD_PRELOAD
, I have replaced both with GLFW.
This works normally unless the user has installed the Wayland version of GLFW, which depends on EGL itself. Because all the EGL calls are either stubbed to do nothing or call GLFW equivalents, it doesn't work (ie. eglSwapBuffers
calls glfwSwapBuffers
which calls eglSwapBuffers
and so on). I can't remove the EGL stubs because then it would call both EGL and GLFW and the main executable is closed-source so I can't modify that.
Is there any way to make LD_PRELOAD
affect the main executable but not GLFW? Or any other solution to obtain the same effect?
I made a simplified example to demonstrate the problem.
Main Executable:
...ANSWER
Answered 2021-Jun-12 at 18:31You can check if the return address is in the executable or the library, and then call either the "real" function or do your stub code, like this:
QUESTION
I've looked at a lot of solutions for this problem but none have worked
Main:
...ANSWER
Answered 2021-Jun-09 at 20:00The player.h
file does not have a #include
in it.
You have two choices:
Make every header file able to stand on its own.
Ensure that you document and meet the pre-requisites for every header file you include.
You have done neither of these things.
QUESTION
i coded this.
...ANSWER
Answered 2021-Jun-09 at 14:40Would there be any solution to get the Window to not close?
Start up an event-handling loop and handle some events:
QUESTION
I am trying to exit the program when the escape key is pressed. I am having some trouble doing that.
When I take out the door() line it works;
...ANSWER
Answered 2021-Jun-01 at 03:05Place the door() function cose to the left side aligning below the while . As python works the door() is under while loop. Inform me if it works or please add detail about why is the door() in while loop and the use of door().
QUESTION
I created a shortcut in a Windows PC with a target path of:
C:\Users\b\Desktop\New Text Document.txt
Then I copied the shortcut to another PC with a different user name, and I want to retrieve the original target path.
If you open the shortcut file with a text editor, you can see the original path is preserved, so the goal is definitely possible.
The following code does not work, despite the presence of SLGP_RAWPATH
. It outputs:
C:\Users\a\Desktop\New Text Document.txt
It is changing the user folder name to the one associated with the running program.
I understand that the problem is not about environment variables, because no environment variable name can be seen in the file. But I can't find any documentation about this auto-relocation behavior.
...ANSWER
Answered 2021-Jun-03 at 16:40Your shortcut is a .lnk
file, just without the .lnk
file extension present. According to Microsoft's latest "Shell Link (.LNK) Binary File Format" documentation, your shortcut appears to be configured as a relative file target. The relative name is just New Text Document.txt
. I didn't dig into the file too much, but I'm guessing that it is relative to the system's Desktop folder, so it will take on whatever the actual Desktop folder of the current PC is. Which would explain why querying the target changes the relative root from C:\Users\b\Desktop
to C:\Users\a\Desktop
when you change PCs.
As for being able to query the original target C:\Users\b\Desktop\New Text Document.txt
, that I don't know. It is also present in the file, so in theory there should be a way to query it, but I don't know which field it is in, without taking the time to fully decode this file. You should try writing your own decoder, using the above documentation.
QUESTION
I'm using a schema interceptor to configure my schema. It's a multi-tenant application, so I build the schema according to the tenant's configuration. I'm mapping that configuration to SDL language (schema-first approach) and then I add it to the schema builder (schemaBuilder.AddDocumentFromString(...)
).
As said on the documentation (here), "Schema-first does currently not support filtering!". But that is the only approach I can use right now, so I'm trying to find a workaround.
What I've tried:
Manually create the input filter types and add the filtering to the server (something like this):
...ANSWER
Answered 2021-Jun-01 at 16:34Filter support for schema-first is coming with version 12. You then do not even have to specify everything since we will provide schema building directives.
QUESTION
I made a template folder for SDL2 projects. I followed this tutorial from Lazy Foo: http://lazyfoo.net/tutorials/SDL/01_hello_SDL/windows/mingw/index.php to create my makefile.
My makefile:
...ANSWER
Answered 2021-Jun-01 at 15:33You can use any of the below way to get the list of *.cpp files in the code directory:
Using find :
QUESTION
There is a problem with rendering target switch on Raspberry Pi. SDL_SetRenderTarget() hangs if multiple renderer switch occurs.
This is a working code that prints milliseconds since application starts before and after a rendering target switch:
...ANSWER
Answered 2021-Jun-01 at 09:04After further investigation I found that the problem is the use of SDL_RenderDrawPoint(). If we move Texture 4 creation at the beginning of the code the slowdown occurs after that texture creation, so after a massive use of SDL_RenderDrawPoint().
I fixed the problem passing from SDL_RenderDrawPoint() to SDL_RenderDrawPoints().
In my case it is ok because that texture is created only one time at startup and in this way we pass from 23 seconds to 200 milliseconds
QUESTION
This is the error message
...ANSWER
Answered 2021-Jun-01 at 00:06You should move your event handling code in the for
loop that polls events from pygame, because it's in that loop that event
is defined. Your first code becomes :
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