[SDL] multiple keyboards in SDL 2?

Constantin Berhard constantin at exxxtremesys.lu
Sat Mar 23 05:58:02 PDT 2013


You also can't use it on other platforms reliably.  The general
recommendation on all platforms is to draw the entire scene each frame.
 Hardware textures make this generally cheap.

On Fri, Mar 8, 2013 at 6:32 AM, Gabriel Jacobo <gabomdq at gmail.com> wrote:

> I've discussed this with Dimitris off list, and I've added a note on the
> README.android file regarding the use of this rendering technique.
>
> TL;DR: AFAICT, you can't use it on Android :)
>
> Sorry for the top post!
>
>
> 2013/3/8 Dimitris Zenios <dimitris.zenios at gmail.com>
>
>> Ok in order for everyone to be more clear.Attached you will find the
>> simple application.It doesn matter if i use two textures or just one which
>> at first i blit with NULL rects and then i pass a rect.
>>
>>
>> Below is the more important part.
>>
>>     SDL_Rect rect;
>>
>>     rect.x = 0;
>>     rect.y = 0;
>>     rect.w = 128;
>>     rect.h = 128;
>>
>>
>> SDL_LockTexture(MooseTexture,NULL,&texture_surface->pixels,&texture_surface->pitch);
>>     SDL_BlitSurface((SDL_Surface*)surface, NULL, texture_surface,NULL);
>>     SDL_UnlockTexture(MooseTexture);
>>
>>     SDL_RenderClear(renderer);
>>     SDL_RenderCopy(renderer, MooseTexture, NULL, NULL);
>>     SDL_RenderPresent(renderer);
>>
>>     /* Loop, waiting for QUIT or the escape key */
>>     while (!done) {
>>         while (SDL_PollEvent(&event)) {
>>             switch (event.type) {
>>             case SDL_KEYDOWN:
>>                 if (event.key.keysym.sym == SDLK_ESCAPE) {
>>                     done = SDL_TRUE;
>>                 }
>>                 break;
>>             case SDL_QUIT:
>>                 done = SDL_TRUE;
>>                 break;
>>             }
>>         }
>>
>>
>>         SDL_RenderCopy(renderer, MooseTexture, &rect, &rect);
>>         SDL_RenderPresent(renderer);
>>     }
>>
>> I first draw the whole texture and present and then in a loop i only draw
>> a portion of a texture and present.I end up seeing only the portion.You can
>> see than i dont call anywhere in the loop RenderClear.Only copy and present.
>>
>> I have also tried with a static texture instead of streaming with the
>> same results.
>>
>> I am using GLES2.
>>
>> Please tell me if you need anything else
>>
>> P.S:I could not upload bg.jpeg cause of size limits.Its an empty white
>> background with some text in it
>>
>>
>> On Fri, Mar 8, 2013 at 10:57 AM, Dimitris Zenios <
>> dimitris.zenios at gmail.com> wrote:
>>
>>> Ok in order for everyone to be more clear.Attached you will find the
>>> simple application.It doesn matter if i use two textures or just one which
>>> at first i blit with NULL rects and then i pass a rect.
>>>
>>>
>>> Below is the more important part.
>>>
>>>     SDL_Rect rect;
>>>
>>>     rect.x = 0;
>>>     rect.y = 0;
>>>     rect.w = 128;
>>>     rect.h = 128;
>>>
>>>
>>> SDL_LockTexture(MooseTexture,NULL,&texture_surface->pixels,&texture_surface->pitch);
>>>     SDL_BlitSurface((SDL_Surface*)surface, NULL, texture_surface,NULL);
>>>     SDL_UnlockTexture(MooseTexture);
>>>
>>>     SDL_RenderClear(renderer);
>>>     SDL_RenderCopy(renderer, MooseTexture, NULL, NULL);
>>>     SDL_RenderPresent(renderer);
>>>
>>>     /* Loop, waiting for QUIT or the escape key */
>>>     while (!done) {
>>>         while (SDL_PollEvent(&event)) {
>>>             switch (event.type) {
>>>             case SDL_KEYDOWN:
>>>                 if (event.key.keysym.sym == SDLK_ESCAPE) {
>>>                     done = SDL_TRUE;
>>>                 }
>>>                 break;
>>>             case SDL_QUIT:
>>>                 done = SDL_TRUE;
>>>                 break;
>>>             }
>>>         }
>>>
>>>
>>>         SDL_RenderCopy(renderer, MooseTexture, &rect, &rect);
>>>         SDL_RenderPresent(renderer);
>>>     }
>>>
>>> I first draw the whole texture and present and then in a loop i only
>>> draw a portion of a texture and present.I end up seeing only the
>>> portion.You can see than i dont call anywhere in the loop RenderClear.Only
>>> copy and present.
>>>
>>> I have also tried with a static texture instead of streaming with the
>>> same results.
>>>
>>> I am using GLES2.
>>>
>>> Please tell me if you need anything else
>>>
>>>
>>>
>>>
>>> On Fri, Mar 8, 2013 at 6:55 AM, Sik the hedgehog <
>>> sik.the.hedgehog at gmail.com> wrote:
>>>
>>>> No idea, unless texture A is broken it should work... What device is
>>>> it? It could be useful to know whether it's OpenGL ES 1 or 2.
>>>>
>>>> Also: did you try drawing more textures besides the second one? Maybe
>>>> it would help us to get more hindsight on the issue (to see if only
>>>> the first texture is skipped or all but the last).
>>>>
>>>> 2013/3/7, Dimitris Zenios <dimitris.zenios at gmail.com>:
>>>> > Hello guys i have a problem on android
>>>> >
>>>> > i have two textures for now lets call them textureA and textureB.I am
>>>> doing
>>>> > these operations
>>>> >
>>>> > SDL_RenderClear(renderer);
>>>> > SDL_RenderCopy(renderer,texrureA,NULL,NULL);
>>>> > SDL_RenderCopy(renderer,textureB,srcrect,dstrect);
>>>> > SDL_RenderPresent(renderer);
>>>> >
>>>> > I end up with the first texture not beeing drawn and only the second
>>>> on a
>>>> > black background.
>>>> >
>>>> > It seems that somebody else had the same problem
>>>> >
>>>> http://forums.libsdl.org/viewtopic.php?t=7412&sid=664cf34c6d37a355564cf5c04bb0859a
>>>> >
>>>> > Any idea?
>>>> >
>>>> > Best Regards
>>>> > Dimitris Zenios
>>>> >
>>>> _______________________________________________
>>>> 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
>>
>>
>
>
> --
> Gabriel.
>
> _______________________________________________
> SDL mailing list
> SDL at lists.libsdl.org
> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>
>
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