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All times shown according to UTC.
| Time | Nick | Message |
|---|---|---|
| 03:51 | KatrinaTheLamia | wait? SDLPerl on Wii? |
| 03:51 | well, since I learned how screwed I am anyways should my Wii need replacing--I dunno, I am conflicted here. | |
| 03:52 | I enjoying buying games off of Wii Shop... but if I need to replace my Wii, that money is gone. I also want to do homebrew on my Wii =( | |
| 04:19 | garu | yeah |
| 04:20 | KatrinaTheLamia, but with the new update you can export them to a SIM card | |
| 04:21 | KatrinaTheLamia | well--just got told by my brother, Jappiy, that those games are tied to the Wii--and will not work on a different Wii. |
| 04:21 | Which again, makes it so that having to replace a Wii will eventually screw me over. | |
| 04:33 | garu | I'm not entirely sure that information is accurate... you should test it :) |
| 06:17 | acme | kthakore: okay, will push what i have. it's not entirely working |
| 06:18 | CIA-1 | SDL_perl: 03Leon Brocard 07redesign * r88a46ef 10/ (8 files in 4 dirs): try seperating out surface - not quite working yet - http://bit.ly/4eUDMA |
| 06:20 | acme | also, i fell into the trap of trying to add useful methods to Surface.xs too |
| 08:25 | FullMetalHarlot joined #sdl | |
| 08:58 | kthakore | acme++ |
| 08:58 | acme: move your useful method to TODO for SDL::Game::Surface | |
| 08:58 | acme: let me work on the surface stuff I will show you what I meant | |
| 08:59 | ok study time | |
| 08:59 | bye guys tty guys from $work :P | |
| 08:59 | hi FullMetalHarlot | |
| 08:59 | morning Garu | |
| 09:00 | FullMetalHarlot | er... wait... |
| 09:00 | this is odd.. | |
| 09:01 | KatrinaTheLamia | why the hell was this nick still connected? |
| 09:45 | kthakore | KatrinaTheLamia: hi |
| 09:46 | KatrinaTheLamia | hai~ sorry about not getting to KREPES of PerlSDL itself D= |
| 09:47 | kthakore | KatrinaTheLamia: np |
| 09:47 | KatrinaTheLamia: make a ticket though some time outlining your plans | |
| 09:48 | KatrinaTheLamia: that way if we overlap somewhere we can help each other out | |
| 09:48 | KatrinaTheLamia: read the front page of the wiki on how to make tickets | |
| 09:48 | KatrinaTheLamia | ah, okay. Well, KREPES is more of an engine/framework, where as PerlSDL is merely a single API. |
| 09:48 | kthakore | KatrinaTheLamia: don't tell me here write in Ticket |
| 09:48 | KatrinaTheLamia | I mean, KREPES will likely pull stuff from other spots too. |
| 09:48 | kthakore | :p |
| 09:49 | KatrinaTheLamia | well, I am not certain why I am making a ticket for this >.> |
| 09:49 | kthakore | SDL::Game is going to be framework |
| 09:49 | thats why | |
| 09:49 | SDL::Game::2D | |
| 09:49 | SDL::Game::3D so on | |
| 09:49 | k gtg | |
| 09:49 | KatrinaTheLamia | ah okay. |
| 09:49 | kthakore | bb later |
| 09:50 | KatrinaTheLamia | c-ya |
| 10:17 | kthakore | KatrinaTheLamia: break time |
| 10:17 | KatrinaTheLamia: so as I was saying | |
| 10:17 | KatrinaTheLamia | ah, okay |
| 10:17 | kthakore | SDL::Game will have SDL bindings as Perlish niceties for several diff types of games |
| 10:18 | Game::Tools | |
| 10:18 | will have modular algorithm and Design patterns s | |
| 10:18 | and Game::Base will package these Game::Tools | |
| 10:19 | so if you want to make a 2D game of pong for example | |
| 10:19 | you do this | |
| 10:19 | use SDL::2D | |
| 10:19 | use Game::Tools::Collision::Simpler | |
| 10:19 | user Game::Base::Arcade | |
| 10:20 | KatrinaTheLamia: catch my drift? | |
| 10:23 | KatrinaTheLamia | just writing down what I plan to do with KREPES right now. |
| 10:24 | kthakore | yay! |
| 10:25 | KatrinaTheLamia: but what do you think of the modules? | |
| 10:25 | put the Ticket in extend milestone | |
| 10:25 | KatrinaTheLamia | yeah, I know |
| 10:26 | kthakore | acme and me have to fix the SDL:: layer first :| |
| 10:29 | KatrinaTheLamia: ok gtg get ready for $work!!! | |
| 10:29 | KatrinaTheLamia: thanks let me about your thoughts on the Game::Tools/Game::Base/SDL::Game stuff | |
| 10:42 | KatrinaTheLamia | well, from what I have seen on the stuff, it really is not what I want. |
| 11:02 | kthakore | KatrinaTheLamia: well what do you need then :) |
| 11:03 | * kthakore | is always happy when he has real specs from real users |
| 11:03 | kthakore | !! |
| 11:05 | KatrinaTheLamia | okay--ticket sent it. Did not really go over it too much in preview. |
| 11:05 | kthakore | np |
| 11:07 | KatrinaTheLamia | http://sdlperl.ath.cx/projects/SDLPerl/ticket/38 << here we go... KREPES. |
| 11:08 | kthakore | yay!! |
| 11:09 | KatrinaTheLamia | from what I read from documentation on SDL::Game, that would be slightly hard to do, without including other stuff I really do not desire. |
| 11:11 | kthakore | ok that means it need s to be more modular then |
| 11:11 | kk gtg | |
| 13:03 | acme | but yes, rewrite base SDL will before important first |
| 13:28 | kthakore | back |
| 13:28 | acme: I am moving the stuff to proper src dirs | |
| 13:34 | CIA-1 | SDL_perl: 03Kartik Thakore 07redesign * rf9be87f 10/ (5 files in 3 dirs): Moved Rect and Color to Core/objects - http://bit.ly/4Etsjv |
| 13:36 | kthakore | acme: what is the trouble with Surface Right now? |
| 13:42 | acme | for some reason the screen wasn't actually updating |
| 13:44 | kthakore | hmmm |
| 13:44 | ahh | |
| 13:44 | I remember | |
| 13:44 | ok I think I got it | |
| 13:46 | acme: so now that Surface is a OBJECT in typemap | |
| 13:46 | it is already blessed | |
| 13:46 | so where ever in Surface.pm we need to use Update and so on | |
| 13:46 | we don't need the pointer to the pointer of the surface anymore $$self | |
| 13:46 | that was old implementation | |
| 13:47 | more over whereever we pass stuff to UpdateRects (an example) | |
| 13:47 | we use ${$surface} | |
| 13:47 | now we just need $surface | |
| 13:47 | I got this got this one | |
| 13:48 | let me push and then check for me as Idon't have GUI at the momemnt | |
| 13:49 | acme: oh wait | |
| 13:49 | we got rid of that right ... | |
| 13:51 | acme | one thing we'll need is lots of simple examples too ;-) |
| 13:51 | kthakore | ya ... |
| 13:52 | acme: btw I only want the SDL_Surface struct and its accessors in Surface.xs | |
| 13:53 | all the other stuff will got into Core/Video.xs or whereever it is in organized in the SDL docs | |
| 13:53 | is bouncy using the new code? | |
| 13:54 | acme: I want to try it ... and see why the XS Flip is not working | |
| 13:56 | acme can you do this in bouncy where you want it to update | |
| 13:57 | surface_update_rect($app, 0, 0, 0, 0); | |
| 13:57 | acme: tell me if that updates? | |
| 13:57 | acme | kthakore: yup, i agree about the code |
| 13:58 | kthakore | acme: lets try to make Surface work and then move |
| 13:59 | acme: also guess what our memleaks are down by 3 kb !!! after we did rects | |
| 13:59 | and color | |
| 13:59 | run the surfacememleak.t test | |
| 13:59 | oops | |
| 13:59 | surfaceML.t | |
| 14:00 | I go get cofee let me knwo | |
| 14:02 | acme | so $app->update_rect(0, 0, $screen_width, $screen_height); just gives me a black screen on bouncy. no idea why |
| 14:05 | kthakore | up |
| 14:05 | because update_rects was always a little broken | |
| 14:06 | try SDL::Surface::surface_update_rect($app, 0, 0, 0, 0); | |
| 14:06 | that updates the whole screen | |
| 14:07 | acme | SDL::Surface::update_rect($app, 0, 0, 0, 0); is the same thing. still all black |
| 14:08 | (this is where i got stuck ;-) | |
| 14:08 | kthakore | ok ... how are you writing to the surface ($app) blit or fill rect |
| 14:08 | acme | a bit of both |
| 14:08 | kthakore | ok |
| 14:08 | let me see | |
| 14:08 | acme | so better to come up with simple examples |
| 14:08 | kthakore | yeah |
| 14:08 | ... | |
| 14:09 | t/integration1.t | |
| 14:09 | does that show the boxes? | |
| 14:09 | red expanding and blue background? | |
| 14:10 | acme | well it segfaults, let me see |
| 14:10 | kthakore | acme: how are doing blit and fill_rect |
| 14:10 | acme: there is our problem ... we are dying when we write to surface | |
| 14:51 | CIA-1 | SDL_perl: 03Leon Brocard 07redesign * ra0f3f32 10/ (lib/SDL/App.pm src/SDL.xs t/intergation1.t): Make surfaces work again (bad hack though) - http://bit.ly/ocsBY |
| 14:52 | kthakore | acme: now I have to fix the organization of this Surface |
| 14:53 | also there are a gazillion memleaks I found in Surface ... | |
| 14:53 | acme | someone needs to figure out how to fix that better |
| 14:53 | kthakore | I think I got an idea |
| 14:54 | acme: can you make the TODO for SDL::Game::Surface (stuff you found that would be nice to have) | |
| 14:54 | I will work on making Surface only struct + accessors | |
| 14:54 | and move the functions to Video.xs | |
| 14:56 | fudge I segfaulted ... | |
| 14:56 | umm ssh sucks for this | |
| 14:56 | ok I gtg get code on $work | |
| 14:57 | acme: gtg ttyl | |
| 21:08 | acme: any clue on how we can make pixels writable in Surface.xs? | |
| 21:08 | or give direct access to it> | |
| 21:19 | TonyC | why do you want to give access to a void *? |
| 21:20 | kthakore | void * is pixels in Surface |
| 21:21 | void * can be multiple data types which is defined by pixelformat | |
| 21:21 | TonyC | yep, I had to deal with that in Imager::SDL |
| 21:21 | long ago | |
| 21:21 | kthakore | http://sdl.beuc.net/sdl.wiki/SDL_PixelFormat |
| 21:22 | TonyC: so the need for it is there and requested too http://rt.cpan.org/Public/Bug/[…]lay.html?id=48963 | |
| 21:22 | so how did you do it? | |
| 21:23 | TonyC | well, except I grab it at the XS level |
| 21:23 | kthakore | TonyC: we only have XS level too |
| 21:23 | SDL:: is just XS -> C | |
| 21:23 | TonyC | urr, C level |
| 21:23 | kthakore | ah |
| 21:23 | TonyC | I don't pass the raw pixel pointer around |
| 21:23 | kthakore | well share the wisdom oh mighty wizard |
| 21:23 | TonyC | but, give me a sec |
| 21:24 | kthakore | ok |
| 21:24 | well I gotta head home I will read your post here | |
| 21:25 | TonyC | http://nopaste.snit.ch/18349 something like that (untested) |
| 21:26 | kthakore | that could work |
| 21:26 | ... | |
| 21:26 | since pixel is just Uint | |
| 21:26 | ... | |
| 21:26 | TonyC | IV is always large enough to store a pointer |
| 21:27 | of course, that doesn't late the caller directly modify pixel, except maybe with pack() | |
| 21:28 | kthakore | pack() ? where is that? |
| 21:28 | TonyC | perldoc -f pack |
| 21:28 | kthakore | ok thanks |
| 21:28 | I will be back | |
| 21:28 | TonyC | but I'd hate to go there, perhaps you'd be better giving him a setpixels() method that blits the whole (or part) of the surface |
| 21:30 | maybe it's time for Imager::SDL to solve this problem | |
| 21:31 | time for a shower | |
| 23:04 | kthakore | ok |
| 23:05 | * kthakore | kthakore really likes it when other people fix his problems |
| 23:13 | TonyC | that XS I posted doesn't really solve the problem in that RT ticket |
| 23:14 | kthakore | no it doesn't |
| 23:15 | TonyC: how would we do raw access to pixels like that? | |
| 23:16 | 'pump a string back in to SDL_Surface' | |
| 23:16 | does that mean | |
| 23:16 | TonyC | unpack with P maybe |
| 23:16 | kthakore | can we not just make a clone of pixels and pointer |
| 23:17 | TonyC | but I wouldn't want to try it, or support people using it |
| 23:17 | kthakore | provide a string for that with your XS |
| 23:17 | TonyC | Imager::SDL lets you draw on an SDL surface as if it were an Imager image |
| 23:17 | kthakore | then later if they call surface_pixel_set($string) |
| 23:18 | just take the clone and equate it ot surface->pixels | |
| 23:18 | and free the old pointer | |
| 23:18 | ? | |
| 23:18 | * TonyC | checks the source |
| 23:19 | TonyC | well, you wouldn't overwrite the pointer, if it's a device surface you're going to break things |
| 23:20 | you'd want to memcpy() the supplied data over the surface | |
| 23:20 | kthakore | oooh |
| 23:20 | ok | |
| 23:20 | let me try that | |
| 23:20 | what do you think a good test be for that? | |
| 23:21 | TonyC | make a run of white pixels in a string and set that to the image |
| 23:22 | kthakore | ok |
| 23:23 | TonyC | http://nopaste.snit.ch/paste something like that I guess |
| 23:23 | oops | |
| 23:23 | http://nopaste.snit.ch/18351 that | |
| 23:52 | kthakore | TonyC: how do I catch a null pointer before I try to send it PTR2IV( ? |
| 23:53 | TonyC | a null surface or a null pixels? |
| 23:53 | kthakore | null pixels |
| 23:53 | TonyC | though, I'm not sure how you'd get either in a valid surface |
| 23:53 | kthakore | basically surface->pixels is null when first initialized |
| 23:53 | TonyC | if (!surface->pixels) croak("Incomplete surface"); |
| 23:54 | kthakore | ok |
| 23:54 | thanks | |
| 23:55 | wait I can do croak in XS? | |
| 23:55 | ? | |
| 23:55 | TonyC: I meant how do I do die in XS for null pixels? | |
| 23:56 | TonyC | that code was C |
| 23:56 | it croaks if surface->pixels is NULL | |
| 23:57 | which is equivalent to die | |
| 23:57 | kthakore | I didn;t know croak was provided! |
| 23:57 | nice | |
| 23:57 | I have been doing printf shit | |
| 23:57 | .... | |
| 23:58 | TonyC | it takes printf() format specifiers too |
| 23:59 | croak("bad co-ordinate %dx%d", x, y); // for example |
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