Re: Problems Installing SDL

2017-06-06 Thread Kartik Thakore
H Tobias! And Garu! 

Sent from my iPhone

> On Jun 5, 2017, at 7:36 AM, Tobias Leich  wrote:
> 
> Hi, I pushed a fix: 
> https://github.com/PerlGameDev/SDL/commit/8bbe63d0b9b0e565bdfce3d8f4ed945c5d950ee5
> 
> I also replied to this mailing list thread already, but perhaps it did not 
> get through...
> 
> 
>> Am 05.06.2017 um 16:15 schrieb breno:
>> Hello!
>> 
>> After downloading/unpacking the SDL dist, try adding the following line to 
>> the top of inc/My/Builder/Darwin.pm:
>> 
>> use File::Spec::Functions qw(rel2abs);
>> 
>> and let us know how the build goes.
>> 
>> If it still fails, please let us know the output of:
>> 
>> * perl -V  (note capital V)
>> * set | grep -e SDL -e PERL
>> * perl -MData::Dumper -MAlien::SDL -E 'say 
>> Dumper(Alien::SDL->config(q(libs))); say 
>> Dumper(Alien::SDL->config(q(ld_shlib_map)))'
>> 
>> Thanks!
>> 
>>> On Sat, Jun 3, 2017 at 7:52 PM pmesa1  wrote:
>>> Hello, 
>>> 
>>> I need SDL for a project that I am working on however I am unable to 
>>> install it because when I run Build.pl I receive an error "Undefined 
>>> subroutine &My::Builder::Darwin::rel2abs called at inc/My/Builder/Darwin.pm 
>>> line 115.". The same thing happens when I install using cpan or manually. I 
>>> don’t know where to go from here so any help would be appreciated. Thank 
>>> you. 
>>> 
>>> Best, 
>>> 
>>> Paul 
> 


Re: Problems Installing SDL

2017-06-05 Thread Kartik Thakore
Thanks Breno!


Pmesa1. Although the irc channel is quite I can help you out on there later in 
the evening. I am on PDT to


> On Jun 5, 2017, at 7:15 AM, breno  wrote:
> 
> Hello!
> 
> After downloading/unpacking the SDL dist, try adding the following line to 
> the top of inc/My/Builder/Darwin.pm:
> 
> use File::Spec::Functions qw(rel2abs);
> 
> and let us know how the build goes.
> 
> If it still fails, please let us know the output of:
> 
> * perl -V  (note capital V)
> * set | grep -e SDL -e PERL
> * perl -MData::Dumper -MAlien::SDL -E 'say 
> Dumper(Alien::SDL->config(q(libs))); say 
> Dumper(Alien::SDL->config(q(ld_shlib_map)))'
> 
> Thanks!
> 
>> On Sat, Jun 3, 2017 at 7:52 PM pmesa1  wrote:
>> Hello, 
>> 
>> I need SDL for a project that I am working on however I am unable to install 
>> it because when I run Build.pl I receive an error "Undefined subroutine 
>> &My::Builder::Darwin::rel2abs called at inc/My/Builder/Darwin.pm line 115.". 
>> The same thing happens when I install using cpan or manually. I don’t know 
>> where to go from here so any help would be appreciated. Thank you. 
>> 
>> Best, 
>> 
>> Paul 


Re: [TetrisPL] unable to locate SDL/App.pm win8.1 strawberry 5.18.2 (#1)

2014-08-02 Thread Kartik Thakore
We need to update tetrispl. Feel free to fork it and use SDL perl. I can merge 
when done.


Also cc sdl-devel@perl.org

On Fri, Aug 1, 2014 at 11:45 PM, David Horner 
wrote:

> By updated do you mean to use SDLx::App?  I'd be happy to help with the 
> updates given a little guidance.
> Thanks.
> --dave
> ---
> Reply to this email directly or view it on GitHub:
> https://github.com/kthakore/TetrisPL/issues/1#issuecomment-50952995

Re: [Alien-SDL2] Don't use $ENV{"HOME"} (#6)

2014-08-02 Thread Kartik Thakore
Oh right! 


Also hi tobais!!

On Sat, Aug 2, 2014 at 11:32 AM, Tobias Leich  wrote:

> HOME is gone since Win7+, one should really use: File::HomeDir->my_home
> Cheers
> Am 02.08.2014 17:25, schrieb Kartik Thakore:
>> Hi! 
>> Hmm weird. Can you set your %home% variable?
>>
>>
>> On Sat, Aug 2, 2014 at 7:53 AM, Alex > <mailto:notificati...@github.com>> wrote:
>>
>> Hi!
>>
>> I just installed Alien::SDL2 on my computer and I got the
>> following output:
>>
>> Set up gcc environment - 3.4.5 (mingw-vista special r3)
>> Build option used:
>> Binaries Win/32bit SDL2 (20130305) RECOMMENDED
>> (gfx, image, mixer, net, smpeg, ttf)
>> Building Alien-SDL2
>> Use of uninitialized value $ENV{"HOME"} in concatenation (.) or
>> string at C:/Per
>> l/lib/CPAN/Config.pm line 6.
>> Fetching
>> 'http://strawberryperl.com/package/kmx/sdl/32bit_SDL2_20130305.zip'...
>>
>> There is $ENV{"HOME"}. Is it something that has to do with
>> Alien::SDL2 or is it not related to this module? If it is related,
>> then could we switch to File::HomeDir?
>>
>> —
>> Reply to this email directly or view it on GitHub
>> <https://github.com/PerlGameDev/Alien-SDL2/issues/6>.
>>
>>

Re: [Alien-SDL2] Don't use $ENV{"HOME"} (#6)

2014-08-02 Thread Kartik Thakore
Hi! Hmm weird. Can you set your %home% variable?

On Sat, Aug 2, 2014 at 7:53 AM, Alex  wrote:

> Hi!
> I just installed Alien::SDL2 on my computer and I got the following output:
> Set up gcc environment - 3.4.5 (mingw-vista special r3)
> Build option used:
> Binaries Win/32bit SDL2 (20130305) RECOMMENDED
> (gfx, image, mixer, net, smpeg, ttf)
> Building Alien-SDL2
> Use of uninitialized value $ENV{"HOME"} in concatenation (.) or string at 
> C:/Per
> l/lib/CPAN/Config.pm line 6.
> Fetching 
> 'http://strawberryperl.com/package/kmx/sdl/32bit_SDL2_20130305.zip'...
> There is $ENV{"HOME"}. Is it something that has to do with Alien::SDL2 or is 
> it not related to this module? If it is related, then could we switch to 
> File::HomeDir?
> ---
> Reply to this email directly or view it on GitHub:
> https://github.com/PerlGameDev/Alien-SDL2/issues/6

Re: [TetrisPL] unable to locate SDL/App.pm win8.1 strawberry 5.18.2 (#1)

2014-08-01 Thread Kartik Thakore
This needs to be updated.


What is your current version of SDL Perl?

On Fri, Aug 1, 2014 at 10:35 PM, David Horner 
wrote:

> SDL::Tutorial::Tetris is up to date. (0.04)
> Can't locate SDL/App.pm in @INC (you may need to install the SDL::App module) 
> (@INC contains: C:/strawberry/perl/site/lib/MSWin32-x64-multi-thread C:/s
> trawberry/perl/site/lib C:/strawberry/perl/vendor/lib C:/strawberry/perl/lib 
> .) at C:/strawberry/perl/site/lib/SDL/Tutorial/Tetris/View.pm line 11.
> BEGIN failed--compilation aborted at 
> C:/strawberry/perl/site/lib/SDL/Tutorial/Tetris/View.pm line 11.
> Compilation failed in require at 
> C:/strawberry/perl/site/lib/SDL/Tutorial/Tetris.pm line 4.
> BEGIN failed--compilation aborted at 
> C:/strawberry/perl/site/lib/SDL/Tutorial/Tetris.pm line 4.
> Compilation failed in require.
> BEGIN failed--compilation aborted.
> ---
> Reply to this email directly or view it on GitHub:
> https://github.com/kthakore/TetrisPL/issues/1

Re: SDL and wxPerl

2013-09-29 Thread Kartik Thakore
Hi Eriam,

Actually I haven't had a lot of luck with this, sorry.


On Mon, Sep 23, 2013 at 5:40 AM, Eriam Schaffter wrote:

> Hello Kartik
>
> I've seen your "Interfacing SDL Perl and WxPerl" post on the wxPerl
> mailing list.
>
> Have you been able to get some of that working ?
>
> A SDL window inside a wxPerl application ?
>
> Thanks for the update !
>
> Regards
>
> Eriam
>


Re: travis buildbots for various SDL_Perl repos

2013-08-28 Thread Kartik Thakore
Awesome work! Thank you!



On Wed, Aug 28, 2013 at 1:09 AM, Mason James  wrote:

> hi Peeps
>
> I've managed to sort some working travis buildbots for the various
> SDL_perl repos
>
> we now have passing builds for the 'master' branch of...
>
> SDL -> https://travis-ci.org/PerlGameDev/SDL
> SDL2-> https://travis-ci.org/PerlGameDev/SDL2
> Alien-SDL   -> https://travis-ci.org/PerlGameDev/Alien-SDL
> Alien-SDL2  -> https://travis-ci.org/PerlGameDev/Alien-SDL2
>
>
> cheers, Mason


Re: SDL2 + POGL2 + PDL confluence

2013-08-18 Thread Kartik Thakore
There is no need to. I made a PDL to SDL_surface work before. And in SDL2
you can create template from surface.


On Sun, Aug 18, 2013 at 12:33 AM, Mason James  wrote:

>
> On 2013-08-17, at 1:37 AM, Chris Marshall wrote:
>
> > On Thu, Aug 15, 2013 at 6:05 PM, Kartik Thakore
> >  wrote:
> >>
> >> I am definitely interested in helping with this. Perhaps we should make
> a
> >> test module that tests just these integration.
> >>
> >> It will get latest branches of the 3 projects and run tests.
> >>
> >> What do you think?
> >
> > I'm glad to see the interest but most of the base work
> > is still needing to be done as far as the OpenGL stuff.
> > We need modern OpenGL support in POGL before a lot of
> > the specific development can occur.
> >
> > However, one important piece that could be investigated
> > is how we could make conversion between SDL2 objects
> > and PDL objects work.  Ideally we could have a fast
> > conversion to take a piddle and use it for an SDL2 surface
> > or texture or whatever and similarly for the other direction.
> >
> > Currently, the approach used for SDL is to create the PDL
> > object with the right sized data segment and then pass that
> > to SDL to make a surface from that.  I'm not sure what would
> > work for SDL2 stuff.
> >
> > --Chris
>
>
> hi Chris,
>
> i was looking at elmex's construder code recently, and noticed that the
> passing of an SDL surface to OpenGL was done by dumping the SDL surface to
> a BMP temp file (via File::Temp), then loading the BMP with OpenGL.
>
> obviously this solution is a little slower than others, but... it should
> 'just work' without much effort
>
> we could always use this lazy technique for initial testing, until a more
> 'correct' solution is sorted with SDL_Texture :)
>
>
> Mason


Re: Alien::SDL2 - updated libs

2013-08-17 Thread Kartik Thakore
Awesome cool. Gonna merge to master!


On Sat, Aug 17, 2013 at 3:56 PM, kmx  wrote:

>  Now fixed
> https://travis-ci.org/PerlGameDev/Alien-SDL2/builds/10316295
>
>  On 17.8.2013 21:19, Kartik Thakore wrote:
>
> We are getting fails because of something with png and libz.
>
>  https://travis-ci.org/PerlGameDev/Alien-SDL2/builds/10315397
>
>  https://travis-ci.org/PerlGameDev/Alien-SDL2/jobs/10315398
>
>
>
>
> On Sat, Aug 17, 2013 at 3:08 PM, kmx  wrote:
>
>>  now also in experimental
>>
>> --
>> kmx
>>
>>   On 17.8.2013 20:52, Kartik Thakore wrote:
>>
>> Actually I have made some changes to that file, can you move those
>> changes to the experimental branch? I have a patch in there too.
>>
>>
>> On Sat, Aug 17, 2013 at 2:48 PM, kmx  wrote:
>>
>>>  I have commited the patch to 'master' see
>>> https://github.com/PerlGameDev/Alien-SDL2/commit/f796a3d
>>>
>>> Needs testing
>>>
>>> --
>>> kmx
>>>
>>
>>
>>
>
>


Re: Alien::SDL2 - updated libs

2013-08-17 Thread Kartik Thakore
oops nevermind


On Sat, Aug 17, 2013 at 3:31 PM, Kartik Thakore wrote:

> I am also getting these errors with vorbis now:
>
>  /bin/bash ../libtool   --mode=install /usr/bin/install -c   libvorbis.la
> libvorbisfile.la libvorbisenc.la'/root/Alien-SDL2/sharedir/0.002_5fb04777/lib'
> libtool: install: /usr/bin/install -c .libs/libvorbis.so.0.4.6
> /root/Alien-SDL2/sharedir/0.002_5fb04777/lib/libvorbis.so.0.4.6
> libtool: install: (cd /root/Alien-SDL2/sharedir/0.002_5fb04777/lib && { ln
> -s -f libvorbis.so.0.4.6 libvorbis.so.0 || { rm -f libvorbis.so.0 && ln -s
> libvorbis.so.0.4.6 libvorbis.so.0; }; })
> libtool: install: (cd /root/Alien-SDL2/sharedir/0.002_5fb04777/lib && { ln
> -s -f libvorbis.so.0.4.6 libvorbis.so || { rm -f libvorbis.so && ln -s
> libvorbis.so.0.4.6 libvorbis.so; }; })
> libtool: install: /usr/bin/install -c .libs/libvorbis.lai
> /root/Alien-SDL2/sharedir/0.002_5fb04777/lib/libvorbis.la
> libtool: install: error: cannot install `libvorbisfile.la' to a directory
> not ending in /root/Alien-SDL2/sharedir/0.001_9c0ef58f/lib
> make[3]: *** [install-libLTLIBRARIES] Error 1
> make[3]: Leaving directory `/root/Alien-SDL2/build_src/libvorbis-1.3.3/lib'
> make[2]: *** [install-am] Error 2
> make[2]: Leaving directory `/root/Alien-SDL2/build_src/libvorbis-1.3.3/lib'
> make[1]: *** [install-recursive] Error 1
> make[1]: Leaving directory `/root/Alien-SDL2/build_src/libvorbis-1.3.3/lib'
>
>
>
> On Sat, Aug 17, 2013 at 3:19 PM, Kartik Thakore 
> wrote:
>
>> We are getting fails because of something with png and libz.
>>
>> https://travis-ci.org/PerlGameDev/Alien-SDL2/builds/10315397
>>
>> https://travis-ci.org/PerlGameDev/Alien-SDL2/jobs/10315398
>>
>>
>>
>>
>> On Sat, Aug 17, 2013 at 3:08 PM, kmx  wrote:
>>
>>>  now also in experimental
>>>
>>> --
>>> kmx
>>>
>>>  On 17.8.2013 20:52, Kartik Thakore wrote:
>>>
>>> Actually I have made some changes to that file, can you move those
>>> changes to the experimental branch? I have a patch in there too.
>>>
>>>
>>> On Sat, Aug 17, 2013 at 2:48 PM, kmx  wrote:
>>>
>>>>  I have commited the patch to 'master' see
>>>> https://github.com/PerlGameDev/Alien-SDL2/commit/f796a3d
>>>>
>>>> Needs testing
>>>>
>>>> --
>>>> kmx
>>>>
>>>
>>>
>>>
>>
>


Re: Alien::SDL2 - updated libs

2013-08-17 Thread Kartik Thakore
I am also getting these errors with vorbis now:

 /bin/bash ../libtool   --mode=install /usr/bin/install -c   libvorbis.la
libvorbisfile.la libvorbisenc.la'/root/Alien-SDL2/sharedir/0.002_5fb04777/lib'
libtool: install: /usr/bin/install -c .libs/libvorbis.so.0.4.6
/root/Alien-SDL2/sharedir/0.002_5fb04777/lib/libvorbis.so.0.4.6
libtool: install: (cd /root/Alien-SDL2/sharedir/0.002_5fb04777/lib && { ln
-s -f libvorbis.so.0.4.6 libvorbis.so.0 || { rm -f libvorbis.so.0 && ln -s
libvorbis.so.0.4.6 libvorbis.so.0; }; })
libtool: install: (cd /root/Alien-SDL2/sharedir/0.002_5fb04777/lib && { ln
-s -f libvorbis.so.0.4.6 libvorbis.so || { rm -f libvorbis.so && ln -s
libvorbis.so.0.4.6 libvorbis.so; }; })
libtool: install: /usr/bin/install -c .libs/libvorbis.lai
/root/Alien-SDL2/sharedir/0.002_5fb04777/lib/libvorbis.la
libtool: install: error: cannot install `libvorbisfile.la' to a directory
not ending in /root/Alien-SDL2/sharedir/0.001_9c0ef58f/lib
make[3]: *** [install-libLTLIBRARIES] Error 1
make[3]: Leaving directory `/root/Alien-SDL2/build_src/libvorbis-1.3.3/lib'
make[2]: *** [install-am] Error 2
make[2]: Leaving directory `/root/Alien-SDL2/build_src/libvorbis-1.3.3/lib'
make[1]: *** [install-recursive] Error 1
make[1]: Leaving directory `/root/Alien-SDL2/build_src/libvorbis-1.3.3/lib'



On Sat, Aug 17, 2013 at 3:19 PM, Kartik Thakore wrote:

> We are getting fails because of something with png and libz.
>
> https://travis-ci.org/PerlGameDev/Alien-SDL2/builds/10315397
>
> https://travis-ci.org/PerlGameDev/Alien-SDL2/jobs/10315398
>
>
>
>
> On Sat, Aug 17, 2013 at 3:08 PM, kmx  wrote:
>
>>  now also in experimental
>>
>> --
>> kmx
>>
>>  On 17.8.2013 20:52, Kartik Thakore wrote:
>>
>> Actually I have made some changes to that file, can you move those
>> changes to the experimental branch? I have a patch in there too.
>>
>>
>> On Sat, Aug 17, 2013 at 2:48 PM, kmx  wrote:
>>
>>>  I have commited the patch to 'master' see
>>> https://github.com/PerlGameDev/Alien-SDL2/commit/f796a3d
>>>
>>> Needs testing
>>>
>>> --
>>> kmx
>>>
>>
>>
>>
>


Re: Alien::SDL2 - updated libs

2013-08-17 Thread Kartik Thakore
We are getting fails because of something with png and libz.

https://travis-ci.org/PerlGameDev/Alien-SDL2/builds/10315397

https://travis-ci.org/PerlGameDev/Alien-SDL2/jobs/10315398




On Sat, Aug 17, 2013 at 3:08 PM, kmx  wrote:

>  now also in experimental
>
> --
> kmx
>
>  On 17.8.2013 20:52, Kartik Thakore wrote:
>
> Actually I have made some changes to that file, can you move those changes
> to the experimental branch? I have a patch in there too.
>
>
> On Sat, Aug 17, 2013 at 2:48 PM, kmx  wrote:
>
>>  I have commited the patch to 'master' see
>> https://github.com/PerlGameDev/Alien-SDL2/commit/f796a3d
>>
>> Needs testing
>>
>> --
>> kmx
>>
>
>
>


Re: SDL2 + POGL2 + PDL confluence

2013-08-16 Thread Kartik Thakore
I think it will with SDL_Texture. 


  



  http://wiki.libsdl.org/moin.fcg/SDL_Texture

On Fri, Aug 16, 2013 at 9:37 AM, Chris Marshall 
wrote:

> On Thu, Aug 15, 2013 at 6:05 PM, Kartik Thakore
>  wrote:
>>
>> I am definitely interested in helping with this. Perhaps we should make a
>> test module that tests just these integration.
>>
>> It will get latest branches of the 3 projects and run tests.
>>
>> What do you think?
> I'm glad to see the interest but most of the base work
> is still needing to be done as far as the OpenGL stuff.
> We need modern OpenGL support in POGL before a lot of
> the specific development can occur.
> However, one important piece that could be investigated
> is how we could make conversion between SDL2 objects
> and PDL objects work.  Ideally we could have a fast
> conversion to take a piddle and use it for an SDL2 surface
> or texture or whatever and similarly for the other direction.
> Currently, the approach used for SDL is to create the PDL
> object with the right sized data segment and then pass that
> to SDL to make a surface from that.  I'm not sure what would
> work for SDL2 stuff.
> --Chris
>> On Thu, Aug 15, 2013 at 1:11 PM, Chris Marshall 
>> wrote:
>>>
>>> PDL/SDL/OpenGL users-
>>>
>>> With the recently announced SDL2 release and in-progress work
>>> to provide perl bindings for the same, I wanted to share my
>>> thoughts for leveraging joint capabilities of these three
>>> modules with a couple of specific points.
>>>
>>> 1) SDL2 brings integrated hardware acceleration via Direct3D and/or
>>> OpenGL to both 2D and 3D graphics. This offers the possiblity
>>> of using modern OpenGL API features like renderbuffers for
>>> computation and display.
>>>
>>> 2) PDL provides a high level array computation language that
>>> can be used as a back-end engine for SDL applications and
>>> visualization. The PDL::Graphics::TriD currently uses
>>> the OpenGL-1.x fixed pipeline interface.
>>>
>>> 3) Perl OpenGL currently supports the original fixed-pipeline
>>> display process of OpenGL-1.x and some 2.x functionality.
>>> Work is underway to update the support to modern OpenGL
>>> APIs such as OpenGL-3.x, OpenGLES,...
>>>
>>> The common thread here is OpenGL, and I think that by updating
>>> the OpenGL use and interfaces to the modern programmable display
>>> pipeline we can generate significant synergy between the
>>> projects:
>>>
>>> 1) Update Perl OpenGL to modern OpenGL (In progress by slowed
>>> by the fact that my development time is spread too thin.
>>> Am I the only one with a whole slew of projects for which
>>> I know *exactly* what and how to do them but not having
>>> the time to execute? :-)
>>>
>>> 2) Refactor PDL::Graphics::TriD to use modern OpenGL for
>>> display rather than the fixed-function pipeline of OpenGL
>>> API 1.x.
>>>
>>> 3) Update PDL to support (simply) the use of arbitrary
>>> sources of data (e.g., I'm thinking framebuffer and
>>> renderbuffer objects but deliberately being more
>>> general since I could also imagine some sort of
>>> generator that could act like a piddle for computation
>>> with PDL).
>>>
>>> 4) Add GPGPU support to PDL computation.
>>>
>>> 5) Add support to the perl SDL2 interface to allow easy
>>> mix and match operation with PDL for computation, IO,
>>> and visualization. I could see PDL+GPGPU computing
>>> working well with realtime game or display computations.
>>>
>>> Well, the above ideas have a some hand waving to make them
>>> happen, but I think the pieces are there.
>>>
>>> Comments?
>>> Chris

Re: perltidy style?

2013-08-16 Thread Kartik Thakore
+1

On Wed, Aug 14, 2013 at 8:12 PM, Mason James  wrote:

> On 2013-08-15, at 5:47 AM, Kartik Thakore wrote:
>> :p Mason, if you make a .pertidy I will use it. (I think people prefer 
>> spaces to tabs, and methods are like_this_for_now )
> cool!, and yes to spaces and that style of method names too
> guys, before i commit that file - can we have a quick vote for a perltidy 
> style?
> (i don't want anyone to be forced to use a perl-style they are unhappy with)
> +1 for the original -nopro 'larry wall' style and -pbp 
> (--perl-best-practices) style, from me
> anyone else?
>> On Wed, Aug 14, 2013 at 4:13 AM, Tobias Leich  wrote:
>> There is more than *one* style? :P
>> 
>> Cheers, Tobias
>> 
>> PS: I'd say the set style is the one used mainly in the code.
>> 
>> Am 13.08.2013 15:08, schrieb Mason James:
>> > hi all
>> >
>> > has anyone discussed a preferred perltidy style for the project, yet?
>> >

Re: SDL2 + POGL2 + PDL confluence

2013-08-15 Thread Kartik Thakore
Hey Chris,


  


I am definitely interested in helping with this. Perhaps we should make a 
test module that tests just these integration.


  


It will get latest branches of the 3 projects and run tests.


  


What do you think?

On Thu, Aug 15, 2013 at 1:11 PM, Chris Marshall 
wrote:

> PDL/SDL/OpenGL users-
> With the recently announced SDL2 release and in-progress work
> to provide perl bindings for the same, I wanted to share my
> thoughts for leveraging joint capabilities of these three
> modules with a couple of specific points.
> 1) SDL2 brings integrated hardware acceleration via Direct3D and/or
>OpenGL to both 2D and 3D graphics.  This offers the possiblity
>of using modern OpenGL API features like renderbuffers for
>computation and display.
> 2) PDL provides a high level array computation language that
>can be used as a back-end engine for SDL applications and
>visualization.  The PDL::Graphics::TriD currently uses
>the OpenGL-1.x fixed pipeline interface.
> 3) Perl OpenGL currently supports the original fixed-pipeline
>display process of OpenGL-1.x and some 2.x functionality.
>Work is underway to update the support to modern OpenGL
>APIs such as OpenGL-3.x, OpenGLES,...
> The common thread here is OpenGL, and I think that by updating
> the OpenGL use and interfaces to the modern programmable display
> pipeline we can generate significant synergy between the
> projects:
> 1) Update Perl OpenGL to modern OpenGL (In progress by slowed
>by the fact that my development time is spread too thin.
>Am I the only one with a whole slew of projects for which
>I know *exactly* what and how to do them but not having
>the time to execute?  :-)
> 2) Refactor PDL::Graphics::TriD to use modern OpenGL for
>display rather than the fixed-function pipeline of OpenGL
>API 1.x.
> 3) Update PDL to support (simply) the use of arbitrary
>sources of data (e.g., I'm thinking framebuffer and
>renderbuffer objects but deliberately being more
>general since I could also imagine some sort of
>generator that could act like a piddle for computation
>with PDL).
> 4) Add GPGPU support to PDL computation.
> 5) Add support to the perl SDL2 interface to allow easy
>mix and match operation with PDL for computation, IO,
>and visualization.  I could see PDL+GPGPU computing
>working well with realtime game or display computations.
> Well, the above ideas have a some hand waving to make them
> happen, but I think the pieces are there.
> Comments?
> Chris

Re: SDL 2.0.0 has finally been released

2013-08-15 Thread Kartik Thakore
No problem. Btw do you have any comments on the new Constants.pm ? Using XS
to load them instead of use constants?


On Thu, Aug 15, 2013 at 9:53 AM, Chris Marshall wrote:

> Excellent, thanks for the link!  --Chris
>
> On Thu, Aug 15, 2013 at 9:27 AM, Kartik Thakore
>  wrote:
> > We are working on it: http://github.com/PerlGameDev/SDL2
> >
> >
> >
> >
> > On Thu, Aug 15, 2013 at 9:26 AM, Chris Marshall 
> > wrote:
> >>
> >> Are there any perl bindings to SDL2?  The libsdl.org site
> >> only lists C#, Pascal, and Python.
> >>
> >> --Chris
> >>
> >> On Thu, Aug 15, 2013 at 9:08 AM, Kartik Thakore
> >>  wrote:
> >> > Yeah all of them. Also smpeg was missing.
> >> >
> >> >
> >> > On Wed, Aug 14, 2013 at 6:10 AM, kmx  wrote:
> >> >>
> >> >>
> >> >> On 13.8.2013 22:24, Kartik Thakore wrote:
> >> >>>
> >> >>> Yeah read this! Hey kmx, anyway you can update the packs? or FROGGS
> >> >>
> >> >>
> >> >> If you mean urls in Alien::SDL2 -
> >> >>
> >> >>
> https://github.com/PerlGameDev/Alien-SDL2/blob/master/inc/My/Utility.pm#L58
> >> >> - I can do it.
> >> >>
> >> >> Just SDL2_xxx packages or should I update also zlib, png, freetype
> ...
> >> >> to
> >> >> the latest versions?
> >> >>
> >> >> --
> >> >> kmx
> >> >>
> >> >
> >
> >
>


Re: SDL 2.0.0 has finally been released

2013-08-15 Thread Kartik Thakore
We are working on it: http://github.com/PerlGameDev/SDL2




On Thu, Aug 15, 2013 at 9:26 AM, Chris Marshall wrote:

> Are there any perl bindings to SDL2?  The libsdl.org site
> only lists C#, Pascal, and Python.
>
> --Chris
>
> On Thu, Aug 15, 2013 at 9:08 AM, Kartik Thakore
>  wrote:
> > Yeah all of them. Also smpeg was missing.
> >
> >
> > On Wed, Aug 14, 2013 at 6:10 AM, kmx  wrote:
> >>
> >>
> >> On 13.8.2013 22:24, Kartik Thakore wrote:
> >>>
> >>> Yeah read this! Hey kmx, anyway you can update the packs? or FROGGS
> >>
> >>
> >> If you mean urls in Alien::SDL2 -
> >>
> https://github.com/PerlGameDev/Alien-SDL2/blob/master/inc/My/Utility.pm#L58
> >> - I can do it.
> >>
> >> Just SDL2_xxx packages or should I update also zlib, png, freetype ...
> to
> >> the latest versions?
> >>
> >> --
> >> kmx
> >>
> >
>


Re: SDL 2.0.0 has finally been released

2013-08-15 Thread Kartik Thakore
Yeah all of them. Also smpeg was missing.


On Wed, Aug 14, 2013 at 6:10 AM, kmx  wrote:

>
> On 13.8.2013 22:24, Kartik Thakore wrote:
>
>> Yeah read this! Hey kmx, anyway you can update the packs? or FROGGS
>>
>
> If you mean urls in Alien::SDL2 - https://github.com/**
> PerlGameDev/Alien-SDL2/blob/**master/inc/My/Utility.pm#L58<https://github.com/PerlGameDev/Alien-SDL2/blob/master/inc/My/Utility.pm#L58>-
>  I can do it.
>
> Just SDL2_xxx packages or should I update also zlib, png, freetype ... to
> the latest versions?
>
> --
> kmx
>
>


Re: perltidy style?

2013-08-14 Thread Kartik Thakore
:p Mason, if you make a .pertidy I will use it. (I think people prefer
spaces to tabs, and methods are like_this_for_now )


On Wed, Aug 14, 2013 at 4:13 AM, Tobias Leich  wrote:

> There is more than *one* style? :P
>
> Cheers, Tobias
>
> PS: I'd say the set style is the one used mainly in the code.
>
> Am 13.08.2013 15:08, schrieb Mason James:
> > hi all
> >
> > has anyone discussed a preferred perltidy style for the project, yet?
> >
> >
> >
>
>


Re: automated building/testing for SDL_Perl?

2013-08-13 Thread Kartik Thakore
?

On Tue, Aug 13, 2013 at 2:32 PM, Mason James  wrote:

> On 2013-08-12, at 8:40 AM, Mason James wrote:
>> 
>> On 2013-08-12, at 8:06 AM, Kartik Thakore wrote:
>> 
>>> Yeap this would be great for sdl. I can give you permissions to add it to 
>>> SDL repos?
>> 
>> 
>> yes please :)
>> 
> just a little update...
> i've managed to sort a successful travis build on the PerlGamesDev/Alien-SDL2 
> experimental branch
> https://travis-ci.org/PerlGameDev/Alien-SDL2
> https://github.com/PerlGameDev/Alien-SDL2/commits/experimental
> i'll attempt to get a SDL2 build succeeding over then next few days
>>> 
>>> 
>>> On Sun, Aug 11, 2013 at 4:04 PM, Mason James  wrote:
>>> 
>>> 
>>> On 2013-08-12, at 7:30 AM, Tobias Leich wrote: 
>>> 
>>>> Hi Mason, 
>>>> 
>>>> that is pretty cool. If it does a rebuild and test after every commit, 
>>>> can I see a matrix of commits? 
>>>> 
>>>> Cheers, Tobias 
>>> 
>>> hmm, the 'build history' (and 'pull request'?) tabs show a history of 
>>> commits (and their test result) 
>>> 
>>> https://travis-ci.org/KohaAloha/Alien-SDL/builds 
>>> https://travis-ci.org/KohaAloha/Alien-SDL/pull_requests 
>>> 
>>> 
>>> thats the best travis does, i think…? 

Re: SDL 2.0.0 has finally been released

2013-08-13 Thread Kartik Thakore
Yeah read this! Hey kmx, anyway you can update the packs? or FROGGS


On Tue, Aug 13, 2013 at 9:10 AM, Mason James  wrote:

> some nice news today...
>
> http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-August/089854.html
>
>


Re: [Alien-SDL2] libtiff 4.0.3 incompatible on debian/ubuntu

2013-08-11 Thread Kartik Thakore
Also this looks like the Builder is not fetching and install SDL2, when I
ask it to build from scratch :

Do you want to see all messages during configure/make (y/n)? [n ]n
Checking checksum for already existing 'download/zlib-1.2.8.tar.gz'...
Checking checksum for already existing 'download/jpegsrc.v9.tar.gz'...
Checking checksum for already existing 'download/tiff-4.0.3.tar.gz'...
Checking checksum for already existing 'download/libpng-1.5.14.tar.gz'...
Checking checksum for already existing 'download/freetype-2.4.11.tar.gz'...
Checking checksum for already existing
'download/SDL2_image-hg20130301.tar.gz'...
Checking checksum for already existing 'download/libogg-1.3.0.tar.gz'...
Checking checksum for already existing 'download/libvorbis-1.3.3.tar.gz'...
Fetching '
http://strawberryperl.com/package/kmx/sdl/src/SDL2_mixer-hg20130301.tar.gz'.
..
Checking checksum for 'download/SDL2_mixer-hg20130301.tar.gz'...
Checking checksum for already existing
'download/SDL2_ttf-hg20130301.tar.gz'...
Checking checksum for already existing
'download/SDL2_gfx-svn20130301.tar.gz'...
Extracting z...
Extracting jpeg...
Extracting tiff...
###
Any ideas why?

On Sun, Aug 11, 2013 at 11:13 PM, Kartik Thakore
wrote:

> Seems like prereqs are not installing now:
> https://github.com/PerlGameDev/Alien-SDL2/issues/4
>
> Any clue guys?
>
> Also kmx: your url for smpeg is no longer valid.
>
>
> On Sun, Aug 11, 2013 at 10:41 PM, Kartik Thakore  > wrote:
>
>> This seems to work:
>>
>>
>> https://github.com/PerlGameDev/Alien-SDL2/commit/dfece76c277922550610f8c8179f149131522c7e
>>
>> any comments?
>>
>>
>> On Sun, Aug 11, 2013 at 9:51 PM, Kartik Thakore > > wrote:
>>
>>> Hey guys,
>>>
>>> Any ideas on how I can fix this?
>>> https://github.com/PerlGameDev/Alien-SDL2/issues/3
>>>
>>> I tried
>>>
>>> ... { FALSE= 0, TRUE= 0} ...
>>>
>>> But that is not working.
>>>
>>>
>>>
>>
>


Re: [Alien-SDL2] libtiff 4.0.3 incompatible on debian/ubuntu

2013-08-11 Thread Kartik Thakore
Seems like prereqs are not installing now:
https://github.com/PerlGameDev/Alien-SDL2/issues/4

Any clue guys?

Also kmx: your url for smpeg is no longer valid.

On Sun, Aug 11, 2013 at 10:41 PM, Kartik Thakore
wrote:

> This seems to work:
>
>
> https://github.com/PerlGameDev/Alien-SDL2/commit/dfece76c277922550610f8c8179f149131522c7e
>
> any comments?
>
>
> On Sun, Aug 11, 2013 at 9:51 PM, Kartik Thakore 
> wrote:
>
>> Hey guys,
>>
>> Any ideas on how I can fix this?
>> https://github.com/PerlGameDev/Alien-SDL2/issues/3
>>
>> I tried
>>
>> ... { FALSE= 0, TRUE= 0} ...
>>
>> But that is not working.
>>
>>
>>
>


Re: [Alien-SDL2] libtiff 4.0.3 incompatible on debian/ubuntu

2013-08-11 Thread Kartik Thakore
This seems to work:

https://github.com/PerlGameDev/Alien-SDL2/commit/dfece76c277922550610f8c8179f149131522c7e

any comments?


On Sun, Aug 11, 2013 at 9:51 PM, Kartik Thakore wrote:

> Hey guys,
>
> Any ideas on how I can fix this?
> https://github.com/PerlGameDev/Alien-SDL2/issues/3
>
> I tried
>
> ... { FALSE= 0, TRUE= 0} ...
>
> But that is not working.
>
>
>


[Alien-SDL2] libtiff 4.0.3 incompatible on debian/ubuntu

2013-08-11 Thread Kartik Thakore
Hey guys,

Any ideas on how I can fix this?
https://github.com/PerlGameDev/Alien-SDL2/issues/3

I tried

... { FALSE= 0, TRUE= 0} ...

But that is not working.


Request comments on new types of constants

2013-08-11 Thread Kartik Thakore
Hey Guys,

What do you think of doing this for constants:

XS plug
https://github.com/PerlGameDev/SDL2/blob/experimental/src/Core/Constants.xs#L17

Mapped directly to

https://github.com/PerlGameDev/SDL2/blob/experimental/lib/SDL2/Constants.pm#L96

This way we don't have to update their values if libSDL2 changes them.

Regards,
Kartik


Re: automated building/testing for SDL_Perl?

2013-08-11 Thread Kartik Thakore
Done. Let me know if you need more permissions for the travis irc stuff.

On Sun, Aug 11, 2013 at 4:56 PM, Mason James  wrote:

>
> On 2013-08-12, at 7:20 AM, Mason James wrote:
>
> > hi All
> >
> > I've recently learnt how to use the Travis [1] automated build system
> with github repos
> >
> > its a pretty handy tool that detects errors in commits; and also
> builds/tests your codebase after any commit series is pushed, on multiple
> versions of perl even (currently 5.10 -> 5.18)
> >
>
> oh, also...
>
> some other nice things with Travis, is that (afaik) it can be configured
> to send emails and irc messages after a build
>
> so we could get Travis to send build messages to #sdl on irc.perl.org,
> (or create a 'build' mailing list)


Re: automated building/testing for SDL_Perl?

2013-08-11 Thread Kartik Thakore
Yeap this would be great for sdl. I can give you permissions to add it to SDL 
repos?

On Sun, Aug 11, 2013 at 4:04 PM, Mason James  wrote:

> On 2013-08-12, at 7:30 AM, Tobias Leich wrote:
>> Hi Mason,
>> 
>> that is pretty cool. If it does a rebuild and test after every commit,
>> can I see a matrix of commits?
>> 
>> Cheers, Tobias
> hmm, the 'build history' (and 'pull request'?) tabs show a history of commits 
> (and their test result)
> https://travis-ci.org/KohaAloha/Alien-SDL/builds
> https://travis-ci.org/KohaAloha/Alien-SDL/pull_requests
> thats the best travis does, i think…?
>> 
>> Am 11.08.2013 21:20, schrieb Mason James:
>>> hi All
>>> 
>>> I've recently learnt how to use the Travis [1] automated build system with 
>>> github repos
>>> 
>>> its a pretty handy tool that detects errors in commits; and also 
>>> builds/tests your codebase after any commit series is pushed, on multiple 
>>> versions of perl even (currently 5.10 -> 5.18) 
>>> 
>>> 
>>> with some pretty small changes, I've managed to get both the SDL and 
>>> Alien-SDL repos building/testing successfully with Travis [2][3]
>>> (i plan on sorting the SDL2 and Alien-SDL2 repos soon)
>>> 
>>> so… is this something people are keen on using for SDL_Perl project?
>>> 
>>> 
>>> cheers, Mason
>>> 
>>> [1] https://travis-ci.org/
>>> [2] https://travis-ci.org/KohaAloha/SDL
>>> [3] https://travis-ci.org/KohaAloha/Alien-SDL
>>> 
>> 
> cheers, Mason
> -- 
> KohaAloha, NZ

Re: adding texture scaling functionally to SDL2_perl

2013-08-09 Thread Kartik Thakore
Added it to https://github.com/PerlGameDev/SDL2/issues/2

On Fri, Aug 9, 2013 at 2:53 PM, Mason James  wrote:

>
> On 2013-08-10, at 6:25 AM, Mason James wrote:
>
> > hi sdl-devel
> >
> > i am planning/researching about adding a small amount of SDL2_Perl code
> into my existing SDL_Perl app, for a framerate increase
> > i have one long-standingly slow bit of code in my app, that i would like
> to replace with SDL2 code
> >
> >
> > so basically, i need to implement the 'test/testrendercopyex.c' demo
> [3], in SDL2_Perl,
>
>
> aaah, the SDL2 'test/testscale.c' demo is a slightly better example
>
>  http://hg.libsdl.org/SDL/file/90ff13467550/test/testscale.c
>
>


Re: adding texture scaling functionally to SDL2_perl

2013-08-09 Thread Kartik Thakore
Thanks mason,


Can you make these feature requests as issues on 
http://github.com/PerlGameDev/SDL2

On Fri, Aug 9, 2013 at 2:25 PM, Mason James  wrote:

> hi sdl-devel
> i am planning/researching about adding a small amount of SDL2_Perl code into 
> my existing SDL_Perl app, for a framerate increase
> i have one long-standingly slow bit of code in my app, that i would like to 
> replace with SDL2 code
> my slow code is a SDL::GFX::Rotozoom::surface() call. but SDL2 has 'hardware 
> accelerated' stretching/scaling/zooming [1], yay!
> i checked the SDL2 version of ./SDL2_rotozoom.c, and it is still using the 
> current slow software method (no changes) 
> but the good news is… there seems to be a preferred method to achieve this 
> fast hardware scaling in SDL2
> SDL2's SDL_RenderCopyEx() function [2] will scale a texture using a fast HW 
> method, (but...i have not benchmarked my theory yet)
> my plan is to attempt to add some missing SDL2 functionality to SDL2_Perl.
> then swap my slow SDL::GFX::Rotozoom::surface() call, with the faster SDL2 
> equivalent
> so basically, i need to implement the 'test/testrendercopyex.c' demo [3], in 
> SDL2_Perl, 
> and add access to these missing SDL2 functions in SDL2_Perl...
> SDL_LoadBMP(),
> SDL_CreateTextureFromSurface(),
> SDL_FreeSurface() 
> SDL_RenderGetViewport()
> SDL_CreateTexture()
> SDL_SetRenderTarget()
> SDL_RenderCopy()
> SDL_RenderCopyEx(),
> SDL_QueryTexture()
> fyi: the testrendercopyex.c demo is nice and simple, it...
> - loads a .bmp file to a surface
> - converts the surface to a HW texture
> - then randomly moves, rotates and scales that texture around the window, in 
> a loop
> i believe this demo is using the new hardware-accelerated scaling on a 
> 'texture' in SDL2
> [1] http://wiki.libsdl.org/moin.fcg/Introduction
> [2] http://wiki.libsdl.org/moin.fcg/SDL_RenderCopyEx
> [3] http://hg.libsdl.org/SDL/file/90ff13467550/test/testrendercopyex.c
> any comments or suggestions, folks?
> cheers, Mason

Re: (in cleanup) panic: free from wrong pool

2013-08-07 Thread Kartik Thakore
Created the issue btw:

https://github.com/PerlGameDev/SDL/issues/247

Thanks!

On Wed, Aug 7, 2013 at 11:28 PM, Kartik Thakore wrote:

> What happened? Did you report it to github issues? I think you can report
> here:
>
> https://github.com/github/github-services/issues
>
> Those guys are very very responsive so it is good.
>
>
> On Wed, Aug 7, 2013 at 10:06 PM, Lars Dɪᴇᴄᴋᴏᴡ 迪拉斯  wrote:
>
>> This bug report is too much for GitHub's feeble mind.
>>
>
>


Re: (in cleanup) panic: free from wrong pool

2013-08-07 Thread Kartik Thakore
What happened? Did you report it to github issues? I think you can report
here:

https://github.com/github/github-services/issues

Those guys are very very responsive so it is good.

On Wed, Aug 7, 2013 at 10:06 PM, Lars Dɪᴇᴄᴋᴏᴡ 迪拉斯  wrote:

> This bug report is too much for GitHub's feeble mind.
>


Re: YUV Overlay

2013-07-24 Thread Kartik Thakore
Can we run this with out needing ARDdrone?

On Wed, Jul 24, 2013 at 8:22 AM,  wrote:

> Short on time at the moment, but I have the complete code on a github repo:
>
> https://github.com/frezik/UAV-**Pilot
>
> The relevant code is in UAV::Pilot::SDL::Video, and the decoding happens
> in the xs file for UAV::Pilot::Video::**H264Decoder.  The test
> t/160_video_decode.t should run the decoding end of things. There's a test
> video in t_data/ardrone_video_stream_**dump.bin, though that contains the
> PaVE headers from the UAV before each frame.  Those headers can be stripped
> out by bin/uav_video_dump.
>
> I'll try to come up with a more concise example later this evening.
>
> Thanks,
> Timm
>
>
> On 24.07.2013 01:00, Tobias Leich wrote:
>
>> Hi, can you paste a complete example please? Maybe with a link to a test
>> video file.
>>
>> What I would try first is SDL's latest release, which is 2.540 or so.
>>
>> Cheers, FROGGS
>>
>> Am 23.07.2013 23:44, schrieb tmur...@wumpus-cave.net:
>>
>>> I'm working on a project involving decoding h.264 video frames with
>>> ffmpeg and then outputting them to an SDL surface. From what I've
>>> read, the YUV overlay is meant for this kind of job, but I'm having
>>> trouble getting it to work with the Perl bindings.
>>>
>>> One thing that seems odd to me in the Perl docs is:
>>>
>>> As of release 2.3 direct right to overlay is disable.
>>>
>>> Besides the typos, this troubles me because it seems that disabling
>>> the feature makes the YUV overlay completely useless.
>>>
>>> Not to be deterred, I wrote this code:
>>>
>>> SDL::Video::lock_YUV_overlay( $overlay );
>>> # The order of array indexen is correct, according to:
>>> # 
>>> http://dranger.com/ffmpeg/**tutorial02.html
>>> my $pitches = $overlay->pitches;
>>> $$pitches[0] = scalar @{ $last_vid_frame[0] };
>>> $$pitches[2] = scalar @{ $last_vid_frame[1] };
>>> $$pitches[1] = scalar @{ $last_vid_frame[2] };
>>> my $pixels = $overlay->pixels;
>>> $$pixels[0] = $last_vid_frame[0];
>>> $$pixels[2] = $last_vid_frame[1];
>>> $$pixels[1] = $last_vid_frame[2];
>>> SDL::Video::unlock_YUV_**overlay( $overlay );
>>>
>>> SDL::Video::update_rects( $sdl, $bg_rect );
>>> SDL::Video::display_YUV_**overlay( $sdl, $bg_rect );
>>>
>>> When I run this, I get an error about not being able to find the
>>> pitches() method against the class "SDL::Overlay".  Eh?  (Same thing
>>> happens for the pixels() method if I put that call first.) I can call
>>> width() and format() and such just fine on that object.
>>>
>>> If needed, I can handle the overlay entirely at the C level.  I may
>>> end up doing that anyway; the C array that comes out of ffmpeg is
>>> being transformed into a Perl array-of-arrays, which is going to be an
>>> expensive operation to do for 720p at 30 fps in realtime. But I'd like
>>> to try this at the Perl level for now.
>>>
>>> I might also have to convert the output from ffmpeg using
>>> sws_scale().  It's coming out in YUV420P mode, and I'm using YV12 to
>>> init the overlay. But I'd like to get the above working before messing
>>> with that.
>>>
>>> Thanks,
>>> Timm Murray
>>>
>>
>


Introducing Play Spine

2013-04-25 Thread Kartik Thakore
Hey Guys,

So I have been using http://backbonejs.org/docs/backbone.html and templates
for web development a lot and I was thinking it would be great if we had
that for game dev in perl.

https://github.com/PerlGameDev/PlaySpine/blob/master/README.md

What do you guys think?

Regards,
Kartik


Re: Packaging with strawberry perl

2013-03-08 Thread Kartik Thakore
AWESOME



On Thu, Mar 7, 2013 at 4:54 PM, kmx  wrote:

> Kartik,
>
> Try this special edition:
> http://strawberryperl.com/**beta/spp-spec-minimal-5.16.3.**
> 1-32bit-portable.zip
>
> Simply:
> - unzip into e.g. c:\strawberry-portable
> - install SDL + all other required modules
> - remove c:\strawberry-portable\c (the whole directory)
> - clean c:\strawberry-portable\cpan\*
> - clean c:\strawberry-portable\data\*
> - zip (after SDL installation should be approx 23MB)
> - distribute
>
> --
> kmx
>
>


Fwd: [SDL] [PATCH] DirectX - Failed loading D3DX9_*.dll

2013-03-06 Thread Kartik Thakore
Patch applied

-- Forwarded message --
From: Sam Lantinga 
Date: Tue, Mar 5, 2013 at 9:53 PM
Subject: Re: [SDL] [PATCH] DirectX - Failed loading D3DX9_*.dll
To: SDL Development List 


Patch applied, thanks!

FYI, the best place to submit patches is buzilla so they don't get lost in
the mailing list traffic:
http://bugzilla.libsdl.org

Cheers!

On Tue, Mar 5, 2013 at 2:18 AM, Tobias Leich  wrote:

>  Hi, we have a patch for loading DirectX dlls on Windows.
>
> Cheers, Tobias
>
>  Original-Nachricht   Betreff: DirectX - Failed loading
> D3DX9_*.dll  Datum: Tue, 05 Mar 2013 11:09:05 +0100  Von: kmx
>An: sdl-devel@perl.org 
> 
>
> Hi Kartik and Tobias,
>
> ad our last discussion on IRC.
>
> I have investigated the warning "Failed loading D3DX9_*.dll" and come up
> with the enclosed patch (please forward it to relevant SDL2 mailing
> list/bugtracker).
>
> The warning has gone and DirectX seems to be loaded but I was not able to
> test it more.
>
> --
> kmx
>
>
>
> ___
> SDL mailing list
> s...@lists.libsdl.org
> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>
>

___
SDL mailing list
s...@lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


Re: Packaging with strawberry perl

2013-03-05 Thread Kartik Thakore
hmm what if I cpan install that? Where is the 'script' that runs the
portable thing?


On Tue, Mar 5, 2013 at 4:38 PM, kmx  wrote:

> Interesting idea.
>
> My guess is that for portable strawberry you will need to keep at least
> perl\vendor\lib\Portable\*
> perl\vendor\lib\Portable.pm
> + perhaps File::HomeDir and other Portable's prereqs
>
> --
> kmx
>
>
> On 5.3.2013 20:54, Kartik Thakore wrote:
>
>> Could I delete all of perl/vendor and install SDL using cpan. Then remove
>> the cpan stuff?
>>
>>
>> On Tue, Mar 5, 2013 at 2:31 PM, kmx  wrote:
>>
>>  In theory you can delete whatever in perl/vendor you only cannot be sure
>>> if some of SDL dependencies is not using it.
>>>
>>> --
>>> kmx
>>>
>>>
>>> On 5.3.2013 17:54, Kartik Thakore wrote:
>>>
>>>  What about stuff inside perl\vendor and what not. It has a lot of the
>>>> stuff
>>>> that is not needed (DBI, BerkelyDB, etc )
>>>>
>>>>
>>>> On Tue, Mar 5, 2013 at 10:53 AM, kmx  wrote:
>>>>
>>>>   On 5.3.2013 15:18, Kartik Thakore wrote:
>>>>
>>>>>   Hey so,
>>>>>
>>>>>> I was trying to send a friend a simple SDL script with strawberry perl
>>>>>> to
>>>>>> play around with. But strawberry perl seemed huge! Especially with the
>>>>>> DBI/Pg and what not in it. How can i get a vanilla version of
>>>>>> portable strawberry perl with no extra libraries installed with it. I
>>>>>> will
>>>>>> then jsut cpan install SDL (or SDL2) and package a 'game' that way.
>>>>>>
>>>>>> ideas?
>>>>>>
>>>>>>   There is no such thing as strawberry perl portable "minimal edition"
>>>>>>
>>>>> What you can do:
>>>>> 1/ take strawberry portable
>>>>> 2/ install SDL + all necessary modules
>>>>> 3/ move all c:\portable-strawberry\c\bin\***.dll to
>>>>> c:\portable-strawberry\perl\**bin\
>>>>>
>>>>>
>>>>> 4/ delete
>>>>>  c:\portable-strawberry\c
>>>>>  c:\portable-strawberry\cpan\*
>>>>>  c:\portable-strawberry\data\*
>>>>> 5/ now you still have fully working perl (but without possibility to
>>>>> install anything from cpan)
>>>>>
>>>>> --
>>>>> kmx
>>>>>
>>>>>
>>>>>
>>>>>
>


Re: Packaging with strawberry perl

2013-03-05 Thread Kartik Thakore
Could I delete all of perl/vendor and install SDL using cpan. Then remove
the cpan stuff?


On Tue, Mar 5, 2013 at 2:31 PM, kmx  wrote:

> In theory you can delete whatever in perl/vendor you only cannot be sure
> if some of SDL dependencies is not using it.
>
> --
> kmx
>
>
> On 5.3.2013 17:54, Kartik Thakore wrote:
>
>> What about stuff inside perl\vendor and what not. It has a lot of the
>> stuff
>> that is not needed (DBI, BerkelyDB, etc )
>>
>>
>> On Tue, Mar 5, 2013 at 10:53 AM, kmx  wrote:
>>
>>  On 5.3.2013 15:18, Kartik Thakore wrote:
>>>
>>>  Hey so,
>>>> I was trying to send a friend a simple SDL script with strawberry perl
>>>> to
>>>> play around with. But strawberry perl seemed huge! Especially with the
>>>> DBI/Pg and what not in it. How can i get a vanilla version of
>>>> portable strawberry perl with no extra libraries installed with it. I
>>>> will
>>>> then jsut cpan install SDL (or SDL2) and package a 'game' that way.
>>>>
>>>> ideas?
>>>>
>>>>  There is no such thing as strawberry perl portable "minimal edition"
>>>
>>> What you can do:
>>> 1/ take strawberry portable
>>> 2/ install SDL + all necessary modules
>>> 3/ move all c:\portable-strawberry\c\bin\*.dll to
>>> c:\portable-strawberry\perl\bin\
>>>
>>> 4/ delete
>>> c:\portable-strawberry\c
>>> c:\portable-strawberry\cpan\*
>>> c:\portable-strawberry\data\*
>>> 5/ now you still have fully working perl (but without possibility to
>>> install anything from cpan)
>>>
>>> --
>>> kmx
>>>
>>>
>>>
>


Re: Packaging with strawberry perl

2013-03-05 Thread Kartik Thakore
What about stuff inside perl\vendor and what not. It has a lot of the stuff
that is not needed (DBI, BerkelyDB, etc )


On Tue, Mar 5, 2013 at 10:53 AM, kmx  wrote:

>
> On 5.3.2013 15:18, Kartik Thakore wrote:
>
>> Hey so,
>> I was trying to send a friend a simple SDL script with strawberry perl to
>> play around with. But strawberry perl seemed huge! Especially with the
>> DBI/Pg and what not in it. How can i get a vanilla version of
>> portable strawberry perl with no extra libraries installed with it. I will
>> then jsut cpan install SDL (or SDL2) and package a 'game' that way.
>>
>> ideas?
>>
>
> There is no such thing as strawberry perl portable "minimal edition"
>
> What you can do:
> 1/ take strawberry portable
> 2/ install SDL + all necessary modules
> 3/ move all c:\portable-strawberry\c\bin\***.dll to
> c:\portable-strawberry\perl\**bin\
> 4/ delete
>c:\portable-strawberry\c
>c:\portable-strawberry\cpan\*
>c:\portable-strawberry\data\*
> 5/ now you still have fully working perl (but without possibility to
> install anything from cpan)
>
> --
> kmx
>
>


Packaging with strawberry perl

2013-03-05 Thread Kartik Thakore
Hey so,
I was trying to send a friend a simple SDL script with strawberry perl to
play around with. But strawberry perl seemed huge! Especially with the
DBI/Pg and what not in it. How can i get a vanilla version of
portable strawberry perl with no extra libraries installed with it. I will
then jsut cpan install SDL (or SDL2) and package a 'game' that way.

ideas?


Re: DirectX - Failed loading D3DX9_*.dll

2013-03-05 Thread Kartik Thakore
Ok will do.

Kartik Thakore

On 2013-03-05, at 7:58 AM, kmx  wrote:

>
> On 5.3.2013 13:11, Kartik Thakore wrote:
>> Awesome. What is the difference (besides muting the error?) for the load 
>> there?
>
> Just muting the error message. To be honest I do not know how to measure 
> whether HW acceleration was really utilised or not. Perhaps some of your 
> benchmark scripts can tell us :)
>
> --
> kmx
>


Re: DirectX - Failed loading D3DX9_*.dll

2013-03-05 Thread Kartik Thakore
Awesome. What is the difference (besides muting the error?) for the load
there?


On Tue, Mar 5, 2013 at 5:09 AM, kmx  wrote:

>  Hi Kartik and Tobias,
>
> ad our last discussion on IRC.
>
> I have investigated the warning "Failed loading D3DX9_*.dll" and come up
> with the enclosed patch (please forward it to relevant SDL2 mailing
> list/bugtracker).
>
> The warning has gone and DirectX seems to be loaded but I was not able to
> test it more.
>
> New binaries:
> http://strawberryperl.com/package/kmx/sdl/32bit_SDL2_20130305.zip
> http://strawberryperl.com/package/kmx/sdl/64bit_SDL2_20130305.zip
>
> Alien-SDL2 on github was also updated
>
> --
> kmx
>


Re: Alien::SLD2

2013-03-03 Thread Kartik Thakore
Thanks. In SDL2 I had to neuter your internal::Loader stuff. I didn't know
what was it doing. I will have SDL2 use the Alien::SDL2 in a bit too.


On Sun, Mar 3, 2013 at 4:43 PM, kmx  wrote:

> I have cloned the good old Alien::SDL into https://github.com/**
> PerlGameDev/Alien-SDL2 
>
> Nearly all patches + some parts that I considered conected to SDL-1.x were
> removed but overall idea + interface style is the same.
>
> I have tested only on strawberry perl (pre-built binaries) and one of my
> Linux box (building from source), so it is far from release quality.
>
> --
> kmx
>


Weird ness with SDL2 rendering

2013-03-01 Thread Kartik Thakore
So I have been working on making a simple enough red screen and blue rect
on SDL2. I was using this code which is in two test cases in the repo:

http://wiki.libsdl.org/moin.fcg/SDL_RenderPresent

For the hardware render the D3DX9 is not loading well.

But for the software even I can see any thing. Can you guys try this code
with KMX's packages and tell me if you guys are getting the same result?


Result:

C:\Users\kthakore\Documents\Development\perl\SDL2>cp t/0perl Build test
perl Build test
0 at t\001_load.t line 37.
0 at t\001_load.t line 39.
0 at t\001_load.t line 41.
0 at t\001_load.t line 43.
0 at t\001_load.t line 47.
FINISHED: Failed loading D3DX9_44.dll: The specified module could not be
found.
t\001_load.t .. ok
0 at t\002_software.t line 37.
0 at t\002_software.t line 39.
0 at t\002_software.t line 41.
0 at t\002_software.t line 43.
0 at t\002_software.t line 47.
FINISHED: Passed a NULL mutex at t\002_software.t line 52.
t\002_software.t .. ok
All tests successful.
Files=2, Tests=10,  7 wallclock secs ( 0.05 usr +  0.00 sys =  0.05 CPU)
Result: PASS


Re: Alien::SLD2

2013-03-01 Thread Kartik Thakore
AEWSOME!



On Fri, Mar 1, 2013 at 11:34 AM, kmx  wrote:

> Updated SDL2 binaries for strawberry perl:
> * 
> http://strawberryperl.com/**package/kmx/sdl/32bit_SDL2_**20130301.zip
> * 
> http://strawberryperl.com/**package/kmx/sdl/64bit_SDL2_**20130301.zip
>
> Contain:
> * SDL2
> * SDL2_image
> * SDL2_gfx
> * SDL2_net
> * SDL2_mixer
> * SDL2_ttf
> (all from latest SVN/Mercurial checkouts)
>
> --
> kmx
>
>


Re: Alien::SLD2

2013-03-01 Thread Kartik Thakore
Check out the new branch. I am doing SDL2pp.dll for the collision.
get_handle_win32 and junk comes from windows.h I believe but SDL2 has no
need for it. https://github.com/PerlGameDev/SDL2/tree/new_sdl_win


On Fri, Mar 1, 2013 at 5:35 AM, kmx  wrote:

>
> On 1.3.2013 5:34, Kartik Thakore wrote:
>
>> And then this.
>>
>
>
> Well it a collision of SDL2.dll (which comes from SDL2 binaries) vs.
> SDL2.dll which is the output of compiling SDL2.xs
>
> Grrr, somebody should propose a fix to p5p to produce something like
> SDL2.xs.dll
>
> Anyway I can prepare new binaries with renamed DLL's (will do over the
> weekend) or you can move your XS testing to e.g. SDL2::TestOnly module
> (which will produce TestOnly.dll not SDL2.dll)
>
> --
> kmx
>
>


Re: Alien::SLD2

2013-02-28 Thread Kartik Thakore
So was trying to compile stuff this is what I get running. perl Build.pl
and perl Build in https://github.com/PerlGameDev/SDL2

I copied your libSDL2 zip files to strawberryperl/c

g++.exe -o "blib\arch\auto\SDL2\SDL2.dll" -Wl,--base-file,"lib\SDL2.base"
-Wl,--
image-base,0x7d20 -mdll -s
-L"C:\Users\kthakore\Documents\Development\strawb
erry_perl\perl\lib\CORE"
-L"C:\Users\kthakore\Documents\Development\strawberry_p
erl\c\lib" "lib\SDL2.lds"
-LC:\Users\kthakore\Documents\Development\strawberry_p
erl\c\bin\..\lib -lmingw32 -lSDL2main -lSDL2 -mwindows "lib\SDL2.exp"
lib\SDL2.o:SDL2.c:(.text+0x5e): undefined reference to `get_handle_win32'
lib\SDL2.o:SDL2.c:(.text+0x4d7): undefined reference to
`windows_force_driver'
collect2: ld returned 1 exit status
dlltool --def "lib\SDL2.def" --output-exp "lib\SDL2.exp" --base-file
"lib\SDL2.b
ase"


On Thu, Feb 28, 2013 at 7:59 PM, kmx  wrote:

>
>  Alien::SDL2 will just have SDL2 for now. The other libraries don't work
>> with SDL2 as of yet.
>>
>
>
> It is better than you might expect - in fact all of them work with SDL2
>
> All these (latest SNV/Mercurial exports) tarballs build without any
> troubles:
> SDL2-hg20130301.tar.gz
> SDL2_gfx-svn20130301.tar.gz
> SDL2_image-hg20130301.tar.gz
> SDL2_mixer-hg20130301.tar.gz
> SDL2_net-hg20130301.tar.gz
> SDL2_sound-hg20130301.tar.gz
> SDL2_ttf-hg20130301.tar.gz
>
> You can get them from 
> http://strawberryperl.com/**package/kmx/sdl/src/
>
> --
> kmx
>


Re: SDL2.0 Dev

2013-02-28 Thread Kartik Thakore
Done https://github.com/PerlGameDev/Alien-SDL2


On Thu, Feb 28, 2013 at 10:10 PM, Kartik Thakore
wrote:

> Creating now
>
>
>
> On Thu, Feb 28, 2013 at 5:58 PM, kmx  wrote:
>
>>
>> On 28.2.2013 23:23, Kartik Thakore wrote:
>>
>>> I couldn't do ./configure in the portable strawberry perl .bat file
>>> shell. What shell do you use?
>>>
>>
>> MSYS - you can get it from http://sourceforge.net/**
>> projects/perlmingw/files/MSYS%**20Environment%20for%20End%**20Users/<http://sourceforge.net/projects/perlmingw/files/MSYS%20Environment%20for%20End%20Users/>
>>
>>
>>
>>> Alien::SDL2 will just have SDL2 for now. The other libraries don't work
>>> with SDL2 as of yet.
>>>
>>
>> OK, could you create a repo like https://github.com/**
>> PerlGameDev/Alien-SDL2 <https://github.com/PerlGameDev/Alien-SDL2> ?
>>
>> --
>> kmx
>>
>
>


Re: SDL2.0 Dev

2013-02-28 Thread Kartik Thakore
Creating now



On Thu, Feb 28, 2013 at 5:58 PM, kmx  wrote:

>
> On 28.2.2013 23:23, Kartik Thakore wrote:
>
>> I couldn't do ./configure in the portable strawberry perl .bat file
>> shell. What shell do you use?
>>
>
> MSYS - you can get it from http://sourceforge.net/**
> projects/perlmingw/files/MSYS%**20Environment%20for%20End%**20Users/<http://sourceforge.net/projects/perlmingw/files/MSYS%20Environment%20for%20End%20Users/>
>
>
>
>> Alien::SDL2 will just have SDL2 for now. The other libraries don't work
>> with SDL2 as of yet.
>>
>
> OK, could you create a repo like https://github.com/**
> PerlGameDev/Alien-SDL2 <https://github.com/PerlGameDev/Alien-SDL2> ?
>
> --
> kmx
>


Re: SDL2.0 Dev

2013-02-28 Thread Kartik Thakore
I couldn't do ./configure in the portable strawberry perl .bat file shell.
What shell do you use?

Alien::SDL2 will just have SDL2 for now. The other libraries don't work
with SDL2 as of yet.


On Thu, Feb 28, 2013 at 4:22 PM, kmx  wrote:

> Hi Kartik & Tobias,
>
> 1/ as for building strawberry perl binaries:
> - I use MSYS shell + gcc included in straberry perl
> - it builds fine without any patching simply by running: ./configure &&
> make
>
> it seems like DirectX headers included in strawberry's gcc (I am using the
> latest 5.16.2) play well with SDL2
> checking d3d9.h usability... yes
> checking d3d9.h presence... yes
> checking for d3d9.h... yes
> checking ddraw.h usability... yes
> checking ddraw.h presence... yes
> checking for ddraw.h... yes
> checking dsound.h usability... yes
> checking dsound.h presence... yes
> checking for dsound.h... yes
> checking dinput.h usability... yes
> checking dinput.h presence... yes
> checking for dinput.h... yes
>
> 2/ as for Alien::SDL2
> what libraries do we want to include?
> how does SLD2 work with SDL_gfx, SDL_mixer, ... ? are they still needed?
> what I want to avoid (if possible) is SDL_Pango (huge GTK dependency chain)
>
> --
> kmx
>


Re: SDL2.0 Dev

2013-02-28 Thread Kartik Thakore
AWESOME. I would love your help on Alien::SDL2. Can you document your
process somewhere for how you do the build on windows?


On Thu, Feb 28, 2013 at 4:04 PM, kmx  wrote:

>
> On 28.2.2013 2:09, Kartik Thakore wrote:
>
>> Hey Froggs,
>>
>> I am in windows lappy lately :(. How do you compile SDL1.2 and can you
>> compile SDL2.0 for strawberry perl?
>>
>
> Hi Kartik,
>
> Check these:
> http://strawberryperl.com/**package/kmx/sdl/32bit_SDL-2.0.**
> 0-6921_20130228.zip<http://strawberryperl.com/package/kmx/sdl/32bit_SDL-2.0.0-6921_20130228.zip>
> http://strawberryperl.com/**package/kmx/sdl/64bit_SDL-2.0.**
> 0-6921_20130228.zip<http://strawberryperl.com/package/kmx/sdl/64bit_SDL-2.0.0-6921_20130228.zip>
>
> (just unpack them into c:\strawberry)
>
> If you decide to go for Alien:SDL2 I just want you to know that I am ready
> :)
>
> It is quite a long time since I was hacking on Alien::SDL
>
> --
> kmx
>


Re: SDL2.0 Dev

2013-02-28 Thread Kartik Thakore
fucking liars


On Thu, Feb 28, 2013 at 4:07 PM, Tobias Leich  wrote:

> Thats not true, you still need to download and install the diectx sdk.
>
> Am 28.02.2013 20:52, schrieb Kartik Thakore:
> > How do I set that up? I opened it in vs2013 and it kept complaining
> > about missing directx headers. But when I google it, msdn says that
> > directx is part of vs2013 since vs2008. So fucking weird.
> >
> > Kartik Thakore
> >
> > On 2013-02-28, at 1:20 AM, Tobias Leich  wrote:
> >
> >> I'm using VC2010 Express or so... But I can give it a try to compile
> >> libSDL2.
> >>
> >> Am 28.02.2013 02:09, schrieb Kartik Thakore:
> >>> Hey Froggs,
> >>>
> >>> I am in windows lappy lately :(. How do you compile SDL1.2 and can you
> >>> compile SDL2.0 for strawberry perl?
>
>


Re: SDL2.0 Dev

2013-02-28 Thread Kartik Thakore
How do I set that up? I opened it in vs2013 and it kept complaining
about missing directx headers. But when I google it, msdn says that
directx is part of vs2013 since vs2008. So fucking weird.

Kartik Thakore

On 2013-02-28, at 1:20 AM, Tobias Leich  wrote:

> I'm using VC2010 Express or so... But I can give it a try to compile
> libSDL2.
>
> Am 28.02.2013 02:09, schrieb Kartik Thakore:
>> Hey Froggs,
>>
>> I am in windows lappy lately :(. How do you compile SDL1.2 and can you
>> compile SDL2.0 for strawberry perl?
>


SDL2.0 Dev

2013-02-28 Thread Kartik Thakore
Hey Froggs,

I am in windows lappy lately :(. How do you compile SDL1.2 and can you
compile SDL2.0 for strawberry perl?


Re: Fwd: [SDL] SDL 2.0 API stabilization

2013-02-22 Thread Kartik Thakore
Although we should do Alien::SDL2 first.


On Fri, Feb 22, 2013 at 1:54 PM, Kartik Thakore wrote:

> pendant?
>
>
>
> On Fri, Feb 22, 2013 at 1:53 PM, Tobias Leich  wrote:
>
>> SDL2 is fine!
>>
>> I'll make the perl 6 pendant at some point...
>>
>> Kartik Thakore  hat geschrieben:
>>
>> >SDL 2.0 API is STABLE! I will be working on getting libperl-sdl2 started.
>> >Any thoughts on name space?
>> >
>> >SDL2 seems more logical. Would there be any issues with perl for having a
>> >number in the package name?
>> >
>> >-- Forwarded --
>> >From: Sam Lantinga 
>> >Date: Mon, Feb 18, 2013 at 2:19 AM
>> >Subject: [SDL] SDL 2.0 API stabilization
>> >To: "A list for developers using the SDL library. (includes
>> SDL-announce)" <
>> >s...@lists.libsdl.org>
>> >
>> >
>> >We're on the road to release for SDL 2.0.
>> >
>> >To that end, most of the existing APIs are stable, and we'll only change
>> >them if it's critical.
>> >There are a few things which are still being considered, such as the iOS
>> >event handling, and touch/mouse event semantics, but by and large the API
>> >is set for release.
>> >
>> >Please report bugs which are affecting you in the current snapshot:
>> >http://www.libsdl.org/tmp/SDL-2.0.zip
>> >
>> >If anyone wants to fix anything currently in bugzilla, they are more than
>> >welcome:
>> >http://bugzilla.libsdl.org
>> >
>> >Cheers!
>> >--Sam
>> >
>> >___
>> >SDL mailing list
>> >s...@lists.libsdl.org
>> >http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>>
>
>


Re: Fwd: [SDL] SDL 2.0 API stabilization

2013-02-22 Thread Kartik Thakore
pendant?



On Fri, Feb 22, 2013 at 1:53 PM, Tobias Leich  wrote:

> SDL2 is fine!
>
> I'll make the perl 6 pendant at some point...
>
> Kartik Thakore  hat geschrieben:
>
> >SDL 2.0 API is STABLE! I will be working on getting libperl-sdl2 started.
> >Any thoughts on name space?
> >
> >SDL2 seems more logical. Would there be any issues with perl for having a
> >number in the package name?
> >
> >-- Forwarded --
> >From: Sam Lantinga 
> >Date: Mon, Feb 18, 2013 at 2:19 AM
> >Subject: [SDL] SDL 2.0 API stabilization
> >To: "A list for developers using the SDL library. (includes
> SDL-announce)" <
> >s...@lists.libsdl.org>
> >
> >
> >We're on the road to release for SDL 2.0.
> >
> >To that end, most of the existing APIs are stable, and we'll only change
> >them if it's critical.
> >There are a few things which are still being considered, such as the iOS
> >event handling, and touch/mouse event semantics, but by and large the API
> >is set for release.
> >
> >Please report bugs which are affecting you in the current snapshot:
> >http://www.libsdl.org/tmp/SDL-2.0.zip
> >
> >If anyone wants to fix anything currently in bugzilla, they are more than
> >welcome:
> >http://bugzilla.libsdl.org
> >
> >Cheers!
> >--Sam
> >
> >___
> >SDL mailing list
> >s...@lists.libsdl.org
> >http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
>


Fwd: [SDL] SDL 2.0 API stabilization

2013-02-22 Thread Kartik Thakore
SDL 2.0 API is STABLE! I will be working on getting libperl-sdl2 started.
Any thoughts on name space?

SDL2 seems more logical. Would there be any issues with perl for having a
number in the package name?

-- Forwarded --
From: Sam Lantinga 
Date: Mon, Feb 18, 2013 at 2:19 AM
Subject: [SDL] SDL 2.0 API stabilization
To: "A list for developers using the SDL library. (includes SDL-announce)" <
s...@lists.libsdl.org>


We're on the road to release for SDL 2.0.

To that end, most of the existing APIs are stable, and we'll only change
them if it's critical.
There are a few things which are still being considered, such as the iOS
event handling, and touch/mouse event semantics, but by and large the API
is set for release.

Please report bugs which are affecting you in the current snapshot:
http://www.libsdl.org/tmp/SDL-2.0.zip

If anyone wants to fix anything currently in bugzilla, they are more than
welcome:
http://bugzilla.libsdl.org

Cheers!
--Sam

___
SDL mailing list
s...@lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


Re: install SDL fails for Strawberry Perl 5.16.2 x64

2013-01-09 Thread Kartik Thakore
What is the bug exactly?

On Wed, Jan 9, 2013 at 10:55 AM, Tobias Leich  wrote:

> Already solved via irc.
>
> Win7 with strawberry x64 is buggy, the x86 is fine.
>
> Cheers, Tobias
>
> Am 09.01.2013 16:41, schrieb Kartik Thakore:
> > Can you paste the output?
> >
> > Thanks
> >
> > On Tue, Jan 8, 2013 at 5:32 AM, Dov Levenglick  >wrote:
> >
> >> Hi,
> >> When performing
> >> cpan> install SDL
> >>
> >> The mixer_channelstest causes Perl to crash.
> >>
> >>
> >>
> >>בברכה  |  Best Regards,
> >> דוב לוונגליק  |  Dov Levenglick
> >>
>
>


Re: install SDL fails for Strawberry Perl 5.16.2 x64

2013-01-09 Thread Kartik Thakore
Can you paste the output?

Thanks

On Tue, Jan 8, 2013 at 5:32 AM, Dov Levenglick wrote:

> Hi,
> When performing
> cpan> install SDL
>
> The mixer_channelstest causes Perl to crash.
>
>
>
>בברכה  |  Best Regards,
> דוב לוונגליק  |  Dov Levenglick
>


Re: [pangzero] Various fixes for pangzero (#2)

2012-10-30 Thread Kartik Thakore
Thank you! I will update this ASAP!

Kartik Thakore

On 2012-10-29, at 4:57 PM, Hans de Goede  wrote:

Hi,

Short intro I'm the Fedora packager of pangzero, and since Fedora has moved
to the latest perl-sdl, I've been working on upgrading my packages to your
git version of pangzero. During testing I've found and fixed quite a few
issues, see the patches in this git pull request.

Known remaining issues:

   - The machinegun is borken (disabled for now)
   - All the options under the help menu are broken
   - Select to run in windowed mode, exit, restart, still fullscreen

Thanks & Regards,

Hans
--
You can merge this Pull Request by running:

  git pull https://github.com/jwrdegoede/pangzero master

Or view, comment on, or merge it at:

  https://github.com/kthakore/pangzero/pull/2
Commit Summary

   - Fix pang-zero hanging on exit when showing website and no browser is …
   - Don't try to show a dialog while in full-screen mode
   - Fix disabling of ShowWebsite not working with x.y.z numbers
   - s/Games::PangZero::PlaySound/Games::PangZero::Music::PlaySound/
   - Fix Challenge Game not working
   - Fix entering a new highscore not working
   - Fix crash when getting the xmass-ball
   - Disable the MachineGun
   - Fix powerwire not working
   - Replace SDL::Color->new() calls with SDL::Video::map_RGB
   - Properly clear score area before redrawing

File Changes

   - *M* lib/Games/PangZero.pm (39)
   - *M* lib/Games/PangZero/BonusDrop.pm (3)
   - *M* lib/Games/PangZero/ChallengeGame.pm (24)
   - *M* lib/Games/PangZero/Config.pm (5)
   - *M* lib/Games/PangZero/DemoPlaybackGame.pm (2)
   - *M* lib/Games/PangZero/GameObject.pm (2)
   - *M* lib/Games/PangZero/Graphics.pm (2)
   - *M* lib/Games/PangZero/Guy.pm (2)
   - *M* lib/Games/PangZero/Highscore.pm (15)
   - *M* lib/Games/PangZero/MachineGun.pm (2)
   - *M* lib/Games/PangZero/Menu.pm (6)
   - *M* lib/Games/PangZero/MenuItem.pm (2)
   - *M* lib/Games/PangZero/PanicGame.pm (2)
   - *M* lib/Games/PangZero/PlayableGameBase.pm (4)
   - *M* lib/Games/PangZero/PowerWire.pm (4)
   - *M* lib/Games/PangZero/XmasBall.pm (6)

Patch Links

   - https://github.com/kthakore/pangzero/pull/2.patch
   - https://github.com/kthakore/pangzero/pull/2.diff

 —
Reply to this email directly or view it on
GitHub<https://github.com/kthakore/pangzero/pull/2>.


Re: [Perldl] PDL image to SDL::Surface

2012-09-24 Thread Kartik Thakore
Can you select a videodriver for SDL by exporting SDL_VIDEODRIVER
either fbcon or x11 may fix this. If not then your SDL were not compiled
with X11 libs. Install those.

On Mon, Sep 24, 2012 at 6:36 PM, Sisyphus  wrote:

>
> - Original Message - From: "Chris Marshall" <
> devel.chm...@gmail.com>
> To: "Kartik Thakore" 
> Cc: "Tobias Leich" ; "sdl-devel" 
> Sent: Tuesday, September 25, 2012 2:46 AM
> Subject: Re: [Perldl] PDL image to SDL::Surface
>
>
>
>  Hi Kartik-
>>
>> I don't have a working SDL module install that I could
>> check things out on.
>>
>
> Hi guys,
>
> Chris, 'cpan -fi SDL' should install SDL-2.54 on your SPP. (You need force
> because a couple of the SDL tests fail.)
> During the 'perl build.pl' stage of Alien::SDL you'll be prompted to
> select which library package to install. I took option 1 because it was
> "RECOMMENDED", though option 2 is probably more recent.
>
> I've run the demo at 
> https://gist.github.com/**3772701<https://gist.github.com/3772701>but that 
> just produces:
>
> C:\_32\pscrpt\pdl>perl pdl2surface.pl
> No available video device at C:/_32/strawberry516/perl/**site/lib/SDLx/App.pm
> line 123,  line 206.
> SDLx::App::new('SDLx::App', 'title', 'PDL and SDL aplication', 'width',
> 640, 'height', 640, 'eoq', 1, ...) called at pdl2surface.pl line 12
>
> And same error for
> https://github.com/**PerlGameDev/SDL_Manual/blob/**
> master/code_listings/pdl.pl<https://github.com/PerlGameDev/SDL_Manual/blob/master/code_listings/pdl.pl>
>
> I don't know what needs to be done in order that a "video device" becomes
> available. (I'm probably not the sharpest tool in the shed to be using for
> this ;-)
>
> Cheers,
> Rob
>
>
>


Re: PDL image to SDL::Surface

2012-09-24 Thread Kartik Thakore
Whats wrong with
https://github.com/PerlGameDev/SDL_Manual/blob/master/code_listings/pdl.pl ?

On Mon, Sep 24, 2012 at 12:36 PM, Chris Marshall wrote:

> Looking back through the code to the original SDL_Perl
> I found version 2.0.5 which allows one to actually create
> an SDL surface from pixel data.  More recent versions
> appear to copy the data and as far as I can tell, there is
> no way to directly create an SDL surface from external
> data.
>
> If that is the case (that SDL_CreateRGBSurfaceFrom is
> not accessible from the perl API), have you implemented
> another approach to achieve this?
>
> Regards,
> Chris
>
> On Mon, Sep 24, 2012 at 12:07 PM, Chris Marshall 
> wrote:
> > On Mon, Sep 24, 2012 at 10:41 AM, Tobias Leich  wrote:
> >> Hi Chris,
> >>
> >> The performance is poor of course.
> >>
> >> I tried to use the piddle's pointer (->dataref or so) but it looks like
> >> it is not pointing to a usable memory area.
> >
> > $piddle->get_dataref returns a scalar reference to a perl
> > PV whose string content _is_ the data block.  You should
> > be able to get the starting location for the pixel data (i.e.,
> > the string) via SvPV.
> >
> >> It looks like there are more than 4 bytes per pixel, and libSDL can't
> >> handle that.
> >
> > Per the above, the get_dataref returns an RV to an Sv with
> > the data in the string.  It is just a contiguous block of memory.
> > As far as I know, all the SDL memory buffers are just
> > contiguous blocks of memory (ignoring variations due to
> > stride, alignment,...)
> >
> >> The pdl.pl example is working, I see colored squares.
> >
> > I don't know what the output should look like.  I'm
> > cc-ing our PDL mailing list in the hopes that someone
> > with access to both PDL and SDL can give it a try.
> >
> > Is there a cygwin install of SDL and libSDL?
> >
> >> I think we should need to improve our examples btw, there is not a
> >> single comment, thats bad.
> >> In the pdl.pl is a var $ref, which is never used. Thats a bit
> confusing.
> >
> > I think the ref is from a previous iteration in the code
> > trying to get things working.
> >
> > Speaking of documentation, do you have any on the
> > actual perl<->libSDL bindings an data structures?  Trying
> > to read XS is not the simplest way to sort things out---
> > especially since I am far for an expert on some of the
> > tricky XS technologies.
> >
> > --Chris
> >
> >> Cheers, Tobias
> >>
> >> Am 24.09.2012 16:09, schrieb Chris Marshall:
> >>> I took a look at the gist and it looks reasonable
> >>> (I can't run it because I don't have the SDL module
> >>> and lib installed on my system), however...
> >>>
> >>> I would expect the performance to be *very* poor
> >>> since the image data is essentially being converted
> >>> from packed byte data to a perl list and then poked
> >>> a byte at a time into the SDL surface data.
> >>>
> >>> The better approach would be to wrap a PDL object
> >>> (a.k.a. piddle) into an SDL surface.  Then you could
> >>> just lock, copy the data via a PDL direct assignment,
> >>> unlock and use SDL.  There is an examples/pdl.pl
> >>> that shows how to do the wrapping.
> >>>
> >>> BUT, I took a look at the xs code and it appears
> >>> that your SDL_Surface objects no longer use a
> >>> packed-string representation for the SDL surface
> >>> data.  If that is the case, I would be surprised if
> >>> the pdl.pl example works at all now.
> >>>
> >>> If someone could verify this, I would appreciate it.
> >>> If that is the case, it should be straightforward to
> >>> modify the SDL_CreateRGBSurfaceFrom routine
> >>> to allow for a SvPV for pixel data as one alternative.
> >>>
> >>> Given the power of PDL for whole-image data
> >>> manipulation, allowing for easy interoperability
> >>> with the current SDL module would benefit both
> >>> our user and developer communities.
> >>>
> >>> Regards,
> >>> Chris
> >>>
> >>>
> >>> On Sun, Sep 23, 2012 at 3:07 PM, Tobias Leich  wrote:
>  Hi, Andrei asked some days ago how to load an image via PDL and but it
>  in a Surface to use it in SDL.
> 
>  The example is here: https://gist.github.com/3772701
> 
>  I'll put that in the examples folder too.
> 
>  Cheers, Tobias
> >>
>


Re: [frozen-bubble] Copy the patches from openSUSE to main branch (#56)

2012-09-20 Thread Kartik Thakore
Yeah, I will look at it again, gotta get some sleep tough.

Kartik Thakore

On 2012-09-20, at 3:04 AM, Guillaume Cottenceau  wrote:

I didn't know (I don't use it), sorry.

I suggest you to change the year in the README file and all relevant files
(2010 currently, need 2012) and then you can set an official stable version
on your repository. How do you want to handle it, with a branch or with a
tag?
Also, can you please remind me how the "2.212.0" perl version is made? I
can't see a relevant file or something in the tree, including Build.PL

Thanks



On Thu, Sep 20, 2012 at 8:33 AM, Kartik Thakore wrote:

> Really? It has been a while sorry! Also we are on Debian now!
>
> Kartik Thakore
>
> On 2012-09-20, at 2:18 AM, Guillaume Cottenceau 
> wrote:
>
> No, that depends on debian packager. Check your mail history.
> Le 20 sept. 2012 08:11, "Kartik Thakore"  a
> écrit :
>
>> I cc'd Tobias to the email I get from github. Give me your email and I
>> will cc it too. As for beta status that will depend on the original author
>> of frozen bubble. I will cc him too!
>>
>> Kartik Thakore
>>
>> On 2012-09-20, at 2:07 AM, stoecker  wrote:
>>
>> Well, I'm new to the git-based development (I'm a bit old school). I only
>> see you and me in the mails. Where do I see who your question is meant to
>> be answered.
>>
>> P.S. Any change to get 2.2.1 out of beta state after two years?
>>
>> —
>> Reply to this email directly or view it on 
>> GitHub<https://github.com/kthakore/frozen-bubble/pull/56#issuecomment-8717637>.
>>
>>
>>


-- 
Guillaume Cottenceau


Re: SDL Manual

2012-09-16 Thread Kartik Thakore
Hello,

Get strawberry perl for windows. You will have a better experience over all.

On Sat, Sep 15, 2012 at 6:45 PM, Jaen Jasper  wrote:

> Dear Kartik Thakore,
>
>  I have problems installing SDL through cpanm and manually.  It
> doesn't show up on ActivePerl's Package Manager.  What version is your
> SDL?  Is there another site aside from CPAN?
>
> Sincerely yours,
> Jasper
>
> On 9/15/12, Jaen Jasper  wrote:
> > Thanks.=)
> >
> > On 9/15/12, Kartik Thakore  wrote:
> >> YEah you can get it here.
> >>
> https://github.com/PerlGameDev/SDL_Manual/raw/master/dist/SDL_Manual.pdf
> >>
> >> On Fri, Sep 14, 2012 at 1:35 PM, Jaen Jasper 
> >> wrote:
> >>
> >>> Dear Kthakore,
> >>>
> >>>   I am on Github.  Can I download and use the SDL manual?
> >>>
> >>> Sincerely yours,
> >>> Jasper
> >>>
> >>
> >
>


MonoGame review

2012-08-27 Thread Kartik Thakore
Hey Garu.

In my recent attempt at Zemmings I explored other open source modern
frameworks. Have you seen MonoGame.
https://github.com/mono/MonoGame/wiki/Tutorials

It is an open source alt of XNA 4.0.


Kartik Thakore


Re: Next release

2012-08-24 Thread Kartik Thakore
Cool no rush.

On Fri, Aug 24, 2012 at 12:58 PM, Tobias Leich  wrote:

>  Hi, I tried exporting that machine from virtualbox, but it fails with a
> stupid errormessage that I dont understand.
> You cant access that box from internet, I'm sorry. I'll let you know when
> I got an export of that machine.
>
> Cheers.
>
> Am 24.08.2012 18:21, schrieb Kartik Thakore:
>
> Ok i will twiddle with it. Do you have a freebsd machine I can ssh too? Or
> a vmware image?
> On Aug 24, 2012 4:11 AM,  wrote:
>
>> Hi pals!
>>
>> In the last time we did, in my opinion, a big mistake. In test scripts we
>> checked for libpng like: SDL::Config->has('png'). But this didnt ever
>> returned true, Simply because the HAVE_PNG was only set when actually
>> building that lib in SDL. (Note: not Alien::SDL)
>> This ->has() method works pretty fine for stuff like SDL_gfx, since it
>> will return true if we found SDL_gfx*.h. But there was no check for png.h
>> at this stage. So even if we found libpng in system dirs or when we build
>> it on our own, ->has('png') never returned true.
>>
>> I changed the tests so it checks now for libpng in the shlib-hash that we
>> get from Alien::SDL. This hash contains all found/build libs, and their
>> path.
>>
>> And why does it fail then?
>> BSD. LibPNG needs libz to run. Normally you would think that libpng is
>> actually linked against libz, but hey, the BSD ppl dont think that way. I
>> dont know the reasons but they decided to somehow build libpng without
>> linking against libz.
>> when you do: ldd /path/to/libpng.so you will get all the dependencies
>> printed as a list. This works pretty fine on most systems, like on our
>> ubuntu's and what not.
>> On OpemBSD it prints an error message that the lib cant be loaded. But if
>> you do LD_PRELOAD_LIBS=/path/to/libz.so ldd /path/to/libpng.so it will
>> work. So we have to preload the lib in order libpng will use it.
>> Doing this needs to happen on a very early level. Doing it from within a
>> running perl is to late, even if we load libpng using DynaLoader.
>> The only thing I can think about atm is that we run a perl, load that
>> libz.so, and start a child perl process that does the stuff we do now.
>>
>> This problem applies to libpng (needs libz), libtiff (needs libjpeg) and
>> libvorbis (needs libogg).
>> Before YAPC::EU I was working hard on that thing, I guess I can supply a
>> patch in a few days.
>>
>> Another problem that exists right now is that the old G4-Macs dont have a
>> header file we want to use, I will debug that at some point. I dont think
>> that there are so many users with a G4. These fails only come from BinGOs
>> so far.
>>
>> And there are still SDL::Controller(::Interface) fails. But since I dont
>> really understand whats happening there it would be cool if the author (you
>> kathekore ;o) would have a look at it.
>>
>> So far from me, I will write a msg about the YAPC later.
>>
>> See ya and take care,
>> Tobias
>>
>> Zitat von Kartik Thakore :
>>
>>  Awesome thanks.
>>>
>>> Kartik Thakore
>>>
>>> On 2012-08-23, at 9:40 PM, Jeffrey Palmer 
>>> wrote:
>>>
>>> Hi,
>>>
>>> I think the problem is TIFF support on BSD and Solaris, but FROGGS will
>>> know for sure.
>>>
>>> Jeff
>>>
>>> On Thu, Aug 23, 2012 at 8:49 PM, Kartik Thakore <
>>> thakore.kar...@gmail.com>wrote:
>>>
>>>  Hey guys,
>>>>
>>>> It looks like SDL lastest experimental has quite a few bit of fails.
>>>> May I
>>>> get a summary of what the fails are?
>>>>
>>>> Regards
>>>>
>>>>
>>>
>>
>>
>


Re: Next release

2012-08-24 Thread Kartik Thakore
I can bug bingos for access to his g4 too
On Aug 24, 2012 4:11 AM,  wrote:

> Hi pals!
>
> In the last time we did, in my opinion, a big mistake. In test scripts we
> checked for libpng like: SDL::Config->has('png'). But this didnt ever
> returned true, Simply because the HAVE_PNG was only set when actually
> building that lib in SDL. (Note: not Alien::SDL)
> This ->has() method works pretty fine for stuff like SDL_gfx, since it
> will return true if we found SDL_gfx*.h. But there was no check for png.h
> at this stage. So even if we found libpng in system dirs or when we build
> it on our own, ->has('png') never returned true.
>
> I changed the tests so it checks now for libpng in the shlib-hash that we
> get from Alien::SDL. This hash contains all found/build libs, and their
> path.
>
> And why does it fail then?
> BSD. LibPNG needs libz to run. Normally you would think that libpng is
> actually linked against libz, but hey, the BSD ppl dont think that way. I
> dont know the reasons but they decided to somehow build libpng without
> linking against libz.
> when you do: ldd /path/to/libpng.so you will get all the dependencies
> printed as a list. This works pretty fine on most systems, like on our
> ubuntu's and what not.
> On OpemBSD it prints an error message that the lib cant be loaded. But if
> you do LD_PRELOAD_LIBS=/path/to/libz.**so ldd /path/to/libpng.so it will
> work. So we have to preload the lib in order libpng will use it.
> Doing this needs to happen on a very early level. Doing it from within a
> running perl is to late, even if we load libpng using DynaLoader.
> The only thing I can think about atm is that we run a perl, load that
> libz.so, and start a child perl process that does the stuff we do now.
>
> This problem applies to libpng (needs libz), libtiff (needs libjpeg) and
> libvorbis (needs libogg).
> Before YAPC::EU I was working hard on that thing, I guess I can supply a
> patch in a few days.
>
> Another problem that exists right now is that the old G4-Macs dont have a
> header file we want to use, I will debug that at some point. I dont think
> that there are so many users with a G4. These fails only come from BinGOs
> so far.
>
> And there are still SDL::Controller(::Interface) fails. But since I dont
> really understand whats happening there it would be cool if the author (you
> kathekore ;o) would have a look at it.
>
> So far from me, I will write a msg about the YAPC later.
>
> See ya and take care,
> Tobias
>
> Zitat von Kartik Thakore :
>
>  Awesome thanks.
>>
>> Kartik Thakore
>>
>> On 2012-08-23, at 9:40 PM, Jeffrey Palmer 
>> wrote:
>>
>> Hi,
>>
>> I think the problem is TIFF support on BSD and Solaris, but FROGGS will
>> know for sure.
>>
>> Jeff
>>
>> On Thu, Aug 23, 2012 at 8:49 PM, Kartik Thakore > >**wrote:
>>
>>  Hey guys,
>>>
>>> It looks like SDL lastest experimental has quite a few bit of fails. May
>>> I
>>> get a summary of what the fails are?
>>>
>>> Regards
>>>
>>>
>>
>
>


Re: Next release

2012-08-24 Thread Kartik Thakore
Ok i will twiddle with it. Do you have a freebsd machine I can ssh too? Or
a vmware image?
On Aug 24, 2012 4:11 AM,  wrote:

> Hi pals!
>
> In the last time we did, in my opinion, a big mistake. In test scripts we
> checked for libpng like: SDL::Config->has('png'). But this didnt ever
> returned true, Simply because the HAVE_PNG was only set when actually
> building that lib in SDL. (Note: not Alien::SDL)
> This ->has() method works pretty fine for stuff like SDL_gfx, since it
> will return true if we found SDL_gfx*.h. But there was no check for png.h
> at this stage. So even if we found libpng in system dirs or when we build
> it on our own, ->has('png') never returned true.
>
> I changed the tests so it checks now for libpng in the shlib-hash that we
> get from Alien::SDL. This hash contains all found/build libs, and their
> path.
>
> And why does it fail then?
> BSD. LibPNG needs libz to run. Normally you would think that libpng is
> actually linked against libz, but hey, the BSD ppl dont think that way. I
> dont know the reasons but they decided to somehow build libpng without
> linking against libz.
> when you do: ldd /path/to/libpng.so you will get all the dependencies
> printed as a list. This works pretty fine on most systems, like on our
> ubuntu's and what not.
> On OpemBSD it prints an error message that the lib cant be loaded. But if
> you do LD_PRELOAD_LIBS=/path/to/libz.**so ldd /path/to/libpng.so it will
> work. So we have to preload the lib in order libpng will use it.
> Doing this needs to happen on a very early level. Doing it from within a
> running perl is to late, even if we load libpng using DynaLoader.
> The only thing I can think about atm is that we run a perl, load that
> libz.so, and start a child perl process that does the stuff we do now.
>
> This problem applies to libpng (needs libz), libtiff (needs libjpeg) and
> libvorbis (needs libogg).
> Before YAPC::EU I was working hard on that thing, I guess I can supply a
> patch in a few days.
>
> Another problem that exists right now is that the old G4-Macs dont have a
> header file we want to use, I will debug that at some point. I dont think
> that there are so many users with a G4. These fails only come from BinGOs
> so far.
>
> And there are still SDL::Controller(::Interface) fails. But since I dont
> really understand whats happening there it would be cool if the author (you
> kathekore ;o) would have a look at it.
>
> So far from me, I will write a msg about the YAPC later.
>
> See ya and take care,
> Tobias
>
> Zitat von Kartik Thakore :
>
>  Awesome thanks.
>>
>> Kartik Thakore
>>
>> On 2012-08-23, at 9:40 PM, Jeffrey Palmer 
>> wrote:
>>
>> Hi,
>>
>> I think the problem is TIFF support on BSD and Solaris, but FROGGS will
>> know for sure.
>>
>> Jeff
>>
>> On Thu, Aug 23, 2012 at 8:49 PM, Kartik Thakore > >**wrote:
>>
>>  Hey guys,
>>>
>>> It looks like SDL lastest experimental has quite a few bit of fails. May
>>> I
>>> get a summary of what the fails are?
>>>
>>> Regards
>>>
>>>
>>
>
>


Re: Next release

2012-08-23 Thread Kartik Thakore
Awesome thanks.

Kartik Thakore

On 2012-08-23, at 9:40 PM, Jeffrey Palmer 
wrote:

Hi,

I think the problem is TIFF support on BSD and Solaris, but FROGGS will
know for sure.

Jeff

On Thu, Aug 23, 2012 at 8:49 PM, Kartik Thakore wrote:

> Hey guys,
>
> It looks like SDL lastest experimental has quite a few bit of fails. May I
> get a summary of what the fails are?
>
> Regards
>


Next release

2012-08-23 Thread Kartik Thakore
Hey guys,

It looks like SDL lastest experimental has quite a few bit of fails. May I
get a summary of what the fails are?

Regards


Re: sdl-config file for Alien::SDL

2012-07-10 Thread Kartik Thakore
Oops I meant 'sdl-config.pl'

On Tue, Jul 10, 2012 at 4:34 PM, Lars Dɪᴇᴄᴋᴏᴡ 迪拉斯  wrote:

> > It will be sdl-config -p
> You can't do that. When Alien::SDL containing a
> {bin,script}/sdl-config is packaged as perl-Alien-SDL.rpm, this
> resulting /usr/bin/sdl-config conflicts with the
> already existing /usr/bin/sdl-config from libSDL-devel.rpm.
>
> You can disregard that advice, be prepared for packagers renaming the
> file (each distro differently) and a bug report each.
>


Re: sdl-config file for Alien::SDL

2012-07-10 Thread Kartik Thakore
It will be sdl-config -p

Kartik Thakore

On 2012-07-10, at 4:56 AM, "Lars Dɪᴇᴄᴋᴏᴡ 迪拉斯"  wrote:

> sdl-config is already part of the package libSDL-devel. Name it
> alien-sdl-config or something.


sdl-config file for Alien::SDL

2012-07-08 Thread Kartik Thakore
Hey guys,

I am proposing Alien::SDL makes sdl-config available as a script file. It
would just print out config('libs') and etc. This way it makes it the same
as using `sdl-config ...` in other XS projects. It is a pain to always to
use Alien::SDL and so on.


Regards


Re: CPAN Testers Daily Summary Report

2012-05-27 Thread Kartik Thakore
Great Job Jeff Thank you!

On Sun, May 27, 2012 at 12:07 PM, Jeffrey Palmer  wrote:

> I released 2.540 yesterday.  This release contains everything from
> 2.537_02 and the pod updates from 2.538.  I removed all the code related
> changes from 2.538.
>
> It looks like the t\mixer_channels.t issue is
> still occurring on MSWin32-x64-multi-thread:
>
>
> http://www.cpantesters.org/cpan/report/0b3a283b-6bf7-1014-ba26-54a71eecb6a3
>
> I also released 2.541_01 which adds the changes FROGGS made since 2.537_02.
>
> I'm still trying to sort through Blaizer's changes, so those haven't been
> merged back yet.
>
> Jeff
>
>
> On Thu, May 24, 2012 at 7:54 PM, Kartik Thakore 
> wrote:
>
>> Crap ... how did this happen? *facepalm* Ok lets re roll.
>>
>>
>> On Thu, May 24, 2012 at 7:46 PM, Jeffrey Palmer <
>> jeffrey.t.pal...@gmail.com> wrote:
>>
>>> There were many changes in 2.538 that weren't in 2.537_02 (see attached
>>> diff).  Was this intentional?  I'm concerned that these might be
>>> responsible for the test failures.  Should we revert to the previous
>>> release (plus the documentation fixes) and slowly add these changes in new
>>> dev releases or should we just work on fixing the new problems?
>>>
>>> Jeff
>>>
>>>
>>> On Wed, May 23, 2012 at 3:06 PM, Kartik Thakore <
>>> thakore.kar...@gmail.com> wrote:
>>>
>>>> And we have some fails!
>>>>
>>>> SDL-2.538:
>>>> - MSWin32-x64-multi-thread / 5.14.2:
>>>>  - FAIL
>>>>
>>>> http://www.cpantesters.org/cpan/report/26ee8b64-6bf6-1014-ad3c-44931eecb6a3
>>>>
>>>> - x86_64-linux-thread-multi / 5.15.8:
>>>>  - FAIL
>>>>
>>>> http://www.cpantesters.org/cpan/report/5bd4ba90-a46b-11e1-a210-b03bf4b14d39
>>>>
>>>> - x86_64-linux-thread-multi / 5.15.9:
>>>>  - FAIL
>>>>
>>>> http://www.cpantesters.org/cpan/report/a5aaaff4-a46a-11e1-8dfd-c832f4b14d39
>>>>
>>>
>>>
>>>
>>>
>>
>
>


Re: CPAN Testers Daily Summary Report

2012-05-24 Thread Kartik Thakore
Crap ... how did this happen? *facepalm* Ok lets re roll.

On Thu, May 24, 2012 at 7:46 PM, Jeffrey Palmer
wrote:

> There were many changes in 2.538 that weren't in 2.537_02 (see attached
> diff).  Was this intentional?  I'm concerned that these might be
> responsible for the test failures.  Should we revert to the previous
> release (plus the documentation fixes) and slowly add these changes in new
> dev releases or should we just work on fixing the new problems?
>
> Jeff
>
>
> On Wed, May 23, 2012 at 3:06 PM, Kartik Thakore 
> wrote:
>
>> And we have some fails!
>>
>> SDL-2.538:
>> - MSWin32-x64-multi-thread / 5.14.2:
>>  - FAIL
>>
>> http://www.cpantesters.org/cpan/report/26ee8b64-6bf6-1014-ad3c-44931eecb6a3
>>
>> - x86_64-linux-thread-multi / 5.15.8:
>>  - FAIL
>>
>> http://www.cpantesters.org/cpan/report/5bd4ba90-a46b-11e1-a210-b03bf4b14d39
>>
>> - x86_64-linux-thread-multi / 5.15.9:
>>  - FAIL
>>
>> http://www.cpantesters.org/cpan/report/a5aaaff4-a46a-11e1-8dfd-c832f4b14d39
>>
>
>
>
>


Fwd: CPAN Testers Daily Summary Report

2012-05-23 Thread Kartik Thakore
And we have some fails!

SDL-2.538:
- MSWin32-x64-multi-thread / 5.14.2:
 - FAIL
http://www.cpantesters.org/cpan/report/26ee8b64-6bf6-1014-ad3c-44931eecb6a3

- x86_64-linux-thread-multi / 5.15.8:
 - FAIL
http://www.cpantesters.org/cpan/report/5bd4ba90-a46b-11e1-a210-b03bf4b14d39

- x86_64-linux-thread-multi / 5.15.9:
 - FAIL
http://www.cpantesters.org/cpan/report/a5aaaff4-a46a-11e1-8dfd-c832f4b14d39


SDL Perl experimental to master

2012-05-13 Thread Kartik Thakore
Hey,

We need to merge SDL experimental to master. Do you know which was the most
latest stable release?

Regards


Re: Help: with create a surface from my own RGBA data

2012-04-05 Thread Kartik Thakore
Cool! Thats great. Can't wait to see the results. Be sure to do an update()
based on the rect given.
On Apr 5, 2012 4:04 PM, "agraham"  wrote:

> On 04/05/2012 06:02 PM, Tobias Leich wrote:
>
>> Hi, do you know the pixel format of the data you have?
>>
>> Do you get scanlines that you wanna pass to an SDL::Surface? Or do you
>> get just the whole image?
>>
>> May I invite you to irc? Would be much easier than mails... #sdl at
>> irc.perl.org.
>>
>> Cheers, FROGGS
>>
>>
> Hi FROGGS,
>
> I was on IRC and got a lot of help, thank you.
>
> The data is RAW BGR/RGB or RGBA data from the network i.e. VNC rectangle
> packets.
>
> The problem I had was it was not obvious how to put this "raw" data into a
> surface so that it could be blitted.
>
> The solution (thanks to Scott Walters) was to get the get_pixels_ptr and
> fill the area of the surface directly as follows:
>
>$pixels_ptr=$surface->get_**pixels_ptr();
>substr $$pixels_ptr, 0, length($data), $data;
>
> # $data=raw RGB data.
>
> I hope this information helps others.
>
> Albert
>
>
>
>
>


Re: Revamping SDL_Manual

2012-01-10 Thread Kartik Thakore
On 2012-01-10, at 2:03 AM, Alexander Becker  wrote:

> Hi Kartik,
>
> I recently started working with the SDL Manual, but I don't have a game in 
> mind. Regardless of that, I find it very useful to see the things you can do 
> with SDL demonstrated with games. What I'm missing so far, and what is part 
> of every game, too, is UI stuff. How do buttons work with SDL, how do you 
> change the state of a button element (normal, active, hover, diabled,  etc.) 
> and how do you encapsulate such UI elements properly.
>

Perhaps getting Agar working again in perl will help? Http://libagar.org/

> Basically, I'm still experimenting to find a way to create a good button 
> class for a menu. I know there is a package out there that provides methods 
> for drawing menus, but especially when writing your own games / apps, I guess 
> one might want to implement its own kind of menu with nifty nice effects, 
> layout and so on.
>

Hmm we would love it if you can provide feedback/issues on the
SDLx::Widgets github site.

> So this is my idea: add a chapter on UI elements (not only buttons, but 
> (high-score-tables, text fields etc.). Unfortunately, all I can add to this 
> project so far (I'm still a SDL n00b) are possibly dumb questions. For 
> example, I don't know how to adjust a text on a surface for a button. By 
> adjusting, I mean something like aligning to the left or the right or 
> automatically splitting the text up an breaking into a new line when a given 
> with would be exceeded (I'm generating buttons with unknown text length, 
> which is quite problematic).
>
Seems like a good idea. Thanks.
> hth,
> Alex
>
Kartik
>  Original-Nachricht 
>> Datum: Mon, 9 Jan 2012 16:34:25 -0500
>> Von: Kartik Thakore 
>> An: sdl-devel@perl.org, chromatic 
>> Betreff: Revamping SDL_Manual
>
>> Hello guys,
>>
>> So as I have gotten busy over the last couple months with my startup and
>> masters the  SDL Manual has fell behind, and I would like to ask if anyone
>> is interested in taking on writing new chapters or reorganizing SDL
>> Manual.
>> We can discuss any new chapters to add and work with reorganize it. An
>> idea
>> I have is to change the name to Perl Game Development and incorporate more
>> then just SDL chapters into the manual. Any suggestions are welcome!
>>
>> Regards,
>> Kartik
>
> --
> NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie!
> Jetzt informieren: http://www.gmx.net/de/go/freephone


Fwd: [SDLx-Widget] SYNOPSIS-code doesn't work: missing font (#2)

2012-01-10 Thread Kartik Thakore
Woops

Begin forwarded message:

*From:* Alex <
reply+i-2784720-7298c9ca04eb299d5d048ccbac880cc879c5ad67-21...@reply.github.com
>
*Date:* 10 January, 2012 7:58:06 AM EST
*To:* Kartik Thakore 
*Subject:* *[SDLx-Widget] SYNOPSIS-code doesn't work: missing font (#2)*

Hi!

The code in SYNOPSIS does not work as it is, it dies with an error:
Attribute (font) is required at menu.pl line 14

Here is some demo code:

perl```
   #!perl

   use strict;
   use warnings;
   use SDL;
   use SDLx::App;
   use SDLx::Widget::Menu;

   my $app = SDLx::App->new(
   title => 'Menu demo',
   exit_on_quit => 1,
   );

   my $menu = SDLx::Widget::Menu->new->items(
   'New Game' => \&play,
   'Options'  => \&settings,
   'Quit' => \&quit,
   );

   $app->run();

   exit(0);

Maybe you can add default font support as it is done in SDLx::Font?


hth,
Alex

---
Reply to this email directly or view it on GitHub:
https://github.com/PerlGameDev/SDLx-Widget/issues/2


Re: Perl game programming with SDL

2012-01-09 Thread Kartik Thakore
That looks like a problem with your perl.
http://www.google.ca/search?sourceid=chrome&ie=UTF-8&q=undefined+symbol%3A+Perl_Gthr_key_ptr
... should help. Sorry I am a bit busy right now.

On Mon, Jan 9, 2012 at 4:57 PM, Adrien SAURAT wrote:

>  Doh!
> Switching from Windows to Linux I missed a whole page :P sorry
>
> The install went fine.
> I then added /usr/lib/perl5 to my PERL5LIB but when I try the first little
> sdl perl example I get the following message :
> perl: symbol lookup error: /usr/lib/perl5/auto/SDL_perl/SDL_perl.so:
>
> I try to figure this out and should find something sooner or later but if
> you have a quick answer I'll gladly read it.
>
> Thanks for your help!
> Adrien
>
>
> Le 09/01/2012 22:15, Kartik Thakore a écrit :
>
> Ok well you would need:
>
>  sudo apt-get install build-essential xorg-dev libx11-dev libxv-dev
> libpango1.0-dev libfreetype6-dev libvorbis-dev libpng12-dev libogg-dev
>
>  As mentioned in the pdf link (page 5) I gave you :)
>
>
> On Mon, Jan 9, 2012 at 4:01 PM, Adrien SAURAT wrote:
>
>>  Hi again,
>> maybe you could help, I didn't go very far yet in my programming ;)
>> I switched to Linux (using it at work too), but I can't install the SDL
>> librairies via CPAN.
>>
>> I've got an Ubuntu 11.10 with standard Perl installed,
>> sudo cpan
>> and
>> sudo YAML Module::Build
>> worked well.
>>
>> But the SDL install shows that I'm lacking a lot of librairies, but I
>> don't know how to install them, commands like "sudo cpan pangoft2" or "sudo
>> apt-get install pangoft2" don't seem to help.
>> Is there an easy to find the exact names of these librairies ? And are
>> supposed to be installed with CPAN too, or from another depot ?
>>
>> Thanks, and happy new year to you!
>> Adrien
>>
>> My console result:
>> ===
>> CHECKING prereqs for:
>> Source code build: SDL-1.2.14 & co. (RECOMMENDED)
>> builds: SDL, SDL_(image|mixer|ttf|gfx|Pango)
>> needs preinstalled: (freetype2|pango)-devel
>> WARNING: required lib(-dev) 'pangoft2' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'pango' not found, disabling affected option
>> (no-h)
>> WARNING: required lib(-dev) 'gobject' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'gmodule' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'glib' not found, disabling affected option
>> (no-h+no-lib)
>> WARNING: required lib(-dev) 'fontconfig' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'freetype' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'expat' not found, disabling affected option
>> (no-h+no-lib)
>> CHECKING prereqs for:
>> Source code build: SDL-1.2.14 & co. (builds only SDL+SDL_*)
>> builds: SDL, SDL_(image|mixer|ttf|gfx|Pango)
>> needs preinstalled: all non-SDL libs
>> WARNING: required lib(-dev) 'z' not found, disabling affected option
>> (no-h+no-lib)
>> WARNING: required lib(-dev) 'jpeg' not found, disabling affected option
>> (no-h)
>> WARNING: required lib(-dev) 'tiff' not found, disabling affected option
>> (no-h)
>> WARNING: required lib(-dev) 'png' not found, disabling affected option
>> (no-h+no-lib)
>> WARNING: required lib(-dev) 'pangoft2' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'pango' not found, disabling affected option
>> (no-h)
>> WARNING: required lib(-dev) 'gobject' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'gmodule' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'glib' not found, disabling affected option
>> (no-h+no-lib)
>> WARNING: required lib(-dev) 'fontconfig' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'freetype' not found, disabling affected
>> option (no-h)
>> WARNING: required lib(-dev) 'expat' not found, disabling affected option
>> (no-h+no-lib)
>> CHECKING prereqs for:
>> Source code build: SDL-1.2.14 & co. (no PANGO, but TTF)
>> builds: SDL, SDL_(image|mixer|ttf|gfx)
>> needs preinstalled: freetype2-devel
>> WARNING: required lib(-d

Revamping SDL_Manual

2012-01-09 Thread Kartik Thakore
Hello guys,

So as I have gotten busy over the last couple months with my startup and
masters the  SDL Manual has fell behind, and I would like to ask if anyone
is interested in taking on writing new chapters or reorganizing SDL Manual.
We can discuss any new chapters to add and work with reorganize it. An idea
I have is to change the name to Perl Game Development and incorporate more
then just SDL chapters into the manual. Any suggestions are welcome!

Regards,
Kartik


Re: Perl game programming with SDL

2012-01-09 Thread Kartik Thakore
Ok well you would need:

sudo apt-get install build-essential xorg-dev libx11-dev libxv-dev
libpango1.0-dev libfreetype6-dev libvorbis-dev libpng12-dev libogg-dev

As mentioned in the pdf link (page 5) I gave you :)


On Mon, Jan 9, 2012 at 4:01 PM, Adrien SAURAT wrote:

>  Hi again,
> maybe you could help, I didn't go very far yet in my programming ;)
> I switched to Linux (using it at work too), but I can't install the SDL
> librairies via CPAN.
>
> I've got an Ubuntu 11.10 with standard Perl installed,
> sudo cpan
> and
> sudo YAML Module::Build
> worked well.
>
> But the SDL install shows that I'm lacking a lot of librairies, but I
> don't know how to install them, commands like "sudo cpan pangoft2" or "sudo
> apt-get install pangoft2" don't seem to help.
> Is there an easy to find the exact names of these librairies ? And are
> supposed to be installed with CPAN too, or from another depot ?
>
> Thanks, and happy new year to you!
> Adrien
>
> My console result:
> ===
> CHECKING prereqs for:
> Source code build: SDL-1.2.14 & co. (RECOMMENDED)
> builds: SDL, SDL_(image|mixer|ttf|gfx|Pango)
> needs preinstalled: (freetype2|pango)-devel
> WARNING: required lib(-dev) 'pangoft2' not found, disabling affected
> option (no-h)
> WARNING: required lib(-dev) 'pango' not found, disabling affected option
> (no-h)
> WARNING: required lib(-dev) 'gobject' not found, disabling affected option
> (no-h)
> WARNING: required lib(-dev) 'gmodule' not found, disabling affected option
> (no-h)
> WARNING: required lib(-dev) 'glib' not found, disabling affected option
> (no-h+no-lib)
> WARNING: required lib(-dev) 'fontconfig' not found, disabling affected
> option (no-h)
> WARNING: required lib(-dev) 'freetype' not found, disabling affected
> option (no-h)
> WARNING: required lib(-dev) 'expat' not found, disabling affected option
> (no-h+no-lib)
> CHECKING prereqs for:
> Source code build: SDL-1.2.14 & co. (builds only SDL+SDL_*)
> builds: SDL, SDL_(image|mixer|ttf|gfx|Pango)
> needs preinstalled: all non-SDL libs
> WARNING: required lib(-dev) 'z' not found, disabling affected option
> (no-h+no-lib)
> WARNING: required lib(-dev) 'jpeg' not found, disabling affected option
> (no-h)
> WARNING: required lib(-dev) 'tiff' not found, disabling affected option
> (no-h)
> WARNING: required lib(-dev) 'png' not found, disabling affected option
> (no-h+no-lib)
> WARNING: required lib(-dev) 'pangoft2' not found, disabling affected
> option (no-h)
> WARNING: required lib(-dev) 'pango' not found, disabling affected option
> (no-h)
> WARNING: required lib(-dev) 'gobject' not found, disabling affected option
> (no-h)
> WARNING: required lib(-dev) 'gmodule' not found, disabling affected option
> (no-h)
> WARNING: required lib(-dev) 'glib' not found, disabling affected option
> (no-h+no-lib)
> WARNING: required lib(-dev) 'fontconfig' not found, disabling affected
> option (no-h)
> WARNING: required lib(-dev) 'freetype' not found, disabling affected
> option (no-h)
> WARNING: required lib(-dev) 'expat' not found, disabling affected option
> (no-h+no-lib)
> CHECKING prereqs for:
> Source code build: SDL-1.2.14 & co. (no PANGO, but TTF)
> builds: SDL, SDL_(image|mixer|ttf|gfx)
> needs preinstalled: freetype2-devel
> WARNING: required lib(-dev) 'freetype' not found, disabling affected
> option (no-h)
> ===
>
>
>
> Le 14/09/2011 16:07, My a écrit :
>
> Where did you see this link? I can update it. In the meantime here is a
> copy:
>
>  https://raw.github.com/PerlGameDev/SDL_Manual/master/dist/SDL_Manual.pdf
>
> Kartik Thakore
>
> On 2011-09-14, at 5:33 AM, Adrien SAURAT  wrote:
>
>  Hi !!
> I'm totally new to Perl (and using it on Windows, which doesn't help...),
> and would like to create a little game with it !
> I was looking for the "SDL_manual.pdf" but the link seems broken.
> http://sdlperl.ath.cx/releases/SDL_Manual.pdf
>
>  I didn't find a lot of ressources about Perl game programming but if you
> know a few ones, I'd be very interested :-)
>
>  Thanks !
> Adrien
>
>


Re: SDLx::Text - replace old text?

2011-12-23 Thread Kartik Thakore
On Dec 23, 2011 2:43 PM, "Jeffrey Palmer" 
wrote:
>
> I just realized this was discussed on Github, so you can probably
> ignore what I wrote.
>
> Regarding the surface, SDLx::App is a SDLx::Surface.  That's what I
> was referring to.  I don't think it's safe to make any assumptions
> about what's behind the text, so it should be the module user's
> responsibility to clear whatever is behind it.

Hmm can we just not make the blit for clearing the text surface? Cause it
wraps an sdl::surface.

>
> On Fri, Dec 23, 2011 at 2:39 PM, Kartik Thakore
>  wrote:
> > But the surface is not an SDLx::Surface ... maybe we should change that
at
> > least on the text surface. I think that once you decide to rewrite on
the
> > text surface it should do that.
> >
> > How about we add $text->clear(); ?
> >
> > On Fri, Dec 23, 2011 at 2:37 PM, Jeffrey Palmer <
jeffrey.t.pal...@gmail.com>
> > wrote:
> >>
> >> Hi Alex,
> >>
> >> This is actually the correct behavior. You need to redraw the
> >> background before writing the new text.  The easiest way to do that is
> >> with:
> >>  $app->draw_rect( undef, 0x00FF );
> >>
> >> The undef there indicates that the entire surface should be used as
> >> the rectangle.  See draw_rect in SDLx::Surface for more information.
> >>
> >> Cheers,
> >> Jeff
> >>
> >> On Wed, Dec 21, 2011 at 6:17 PM, Alex  wrote:
> >> > Dear all!
> >> >
> >> > I want to replace an SDLx::Text by some other text.
> >> > Do I have to redraw the whole surface that was covered by the old
text
> >> > in
> >> > order to "replace" it by a new text?
> >> >
> >> > The following script demonstrates my problem:
> >> >
> >> > [code]
> >> > #!perl
> >> >
> >> > use strict;
> >> > use warnings;
> >> > use SDL;
> >> >
> >> > use SDL;
> >> > use SDLx::App;
> >> > use SDLx::Text;
> >> >
> >> > my $app = SDLx::App->new(
> >> >exit_on_quit => 1,
> >> > );
> >> >
> >> > my $message = SDLx::Text->new;
> >> >
> >> > $message->write_to( $app, "Hello, World!" );
> >> > $app->update;
> >> >
> >> > $message->text('Susan');
> >> > $message->write_to( $app );
> >> > $app->update();
> >> >
> >> > $app->run();
> >> > [/code]
> >> >
> >> > First, the text "Hello World!" is drawn to the surface. Then, I alter
> >> > the
> >> > text and draw it again. But the old hello world text still remains on
> >> > the
> >> > surface.
> >> > I don't want that. I want "Hello World!" to disappear and Susan so
show
> >> > up.
> >> >
> >> > How do I do that?
> >> >
> >> > Best regards,
> >> > Alex
> >> >
> >
> >
>
>
>
> --
> Jeffrey T. Palmer


Re: SDLx::Text - replace old text?

2011-12-23 Thread Kartik Thakore
But the surface is not an SDLx::Surface ... maybe we should change that at
least on the text surface. I think that once you decide to rewrite on the
text surface it should do that.

How about we add $text->clear(); ?

On Fri, Dec 23, 2011 at 2:37 PM, Jeffrey Palmer
wrote:

> Hi Alex,
>
> This is actually the correct behavior. You need to redraw the
> background before writing the new text.  The easiest way to do that is
> with:
>  $app->draw_rect( undef, 0x00FF );
>
> The undef there indicates that the entire surface should be used as
> the rectangle.  See draw_rect in SDLx::Surface for more information.
>
> Cheers,
> Jeff
>
> On Wed, Dec 21, 2011 at 6:17 PM, Alex  wrote:
> > Dear all!
> >
> > I want to replace an SDLx::Text by some other text.
> > Do I have to redraw the whole surface that was covered by the old text in
> > order to "replace" it by a new text?
> >
> > The following script demonstrates my problem:
> >
> > [code]
> > #!perl
> >
> > use strict;
> > use warnings;
> > use SDL;
> >
> > use SDL;
> > use SDLx::App;
> > use SDLx::Text;
> >
> > my $app = SDLx::App->new(
> >exit_on_quit => 1,
> > );
> >
> > my $message = SDLx::Text->new;
> >
> > $message->write_to( $app, "Hello, World!" );
> > $app->update;
> >
> > $message->text('Susan');
> > $message->write_to( $app );
> > $app->update();
> >
> > $app->run();
> > [/code]
> >
> > First, the text "Hello World!" is drawn to the surface. Then, I alter the
> > text and draw it again. But the old hello world text still remains on the
> > surface.
> > I don't want that. I want "Hello World!" to disappear and Susan so show
> up.
> >
> > How do I do that?
> >
> > Best regards,
> > Alex
> >
>


Re: Button-Binding

2011-12-16 Thread Kartik Thakore
Is there a framework to resolve location of events better?

Sent from my iPhone

On 2011-12-16, at 11:48 AM, Leich Tobias  wrote:

> Hi, for b)
>
> Add an event listener like this http://sdl.perl.org/SDL-Events.html#SYNOPSIS 
> and call the tk-callback when receiving the right event. (SDL_MOUSEBUTTONUP I 
> suppose)
>
> Cheers, FROGGS
>
> mit freundlichen Grüßen
>
> Tobias Leich
> Entwicklung ICT
>
> telent GmbH - ein Unternehmen der euromicron Gruppe
> Rheinstraße 10B, D-14513 Teltow
>
> Tel.:   +49-(0)3328 4590-512
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> Internet:   www.telent.de
>
> telent GmbH - ein Unternehmen der euomicron Gruppe,
> Sitz Backnang; Registergericht: Amtsgericht Stuttgart, HRB 738199
> Geschäftsführung: Dr. Stefan Kindt, Hans-Peter Fischer, Robert Blum, 
> Alexander Thome
>
> Am 09.12.2011 22:00, schrieb Alex:
>
> Deal all!
>
> I continue my experiments with SDL. I found some old thread somewhere and
> now I have a button-like image that switches its appearance when I hover
> over it (with the mouse).
>
> Here are the questions:
> a) Is the code attached the recommended way to do it or should it be done in
> another fashion?
> b) I would like to add an action, when someone clicks the button. In
> Tk-terminology, this would be a callback. Any suggestions on how I should do
> this?
>
> Best regards,
> Alex
>
> [code]
> #!perl
>
> package My::SimpleButton;
>
> use strict;
> use warnings;
> use SDL;
> use SDLx::Rect;
> use Data::Dumper qw/Dumper/;
>
> =head1
>
> =cut
>
> sub new {
>my ($class,@params) = @_;
>my $self = {};
>bless($self,$class);
>for(qw(ID APP X Y IMG IMGHV IMGPRESSED)){
>$self->{$_} = shift(@params);
>}
>$self->{HV} = 0;
>
>$self->draw($self->{IMG});
>
>return($self);
> }
>
>
>
> sub draw{
>my ($self, $img) = @_;
>
>my $frame_rect = SDLx::Rect->new(0, 0, $img->width(), $img->height());
>my $dest_rect = SDLx::Rect->new(
>$self->{X},
>$self->{Y},
>$img->width(),
>$img->height(),
>);
>
>$self->{APP}->blit_by($img, [0, 0, $img->width(), $img->height()], [
>$self->{X},
>$self->{Y},
>$img->width(),
>$img->height(),
>]);
>$self->{APP}->update();
>
>return 1;
> }
>
> sub check{
>my ($self,$mx,$my,$event) = @_;
>
>my $img = $self->{IMG};
>
>#Hover - Effekt
>if( $mx > $self->{X} &&
>$mx < ($self->{X}+ $img->width)  &&
>$my > $self->{Y}&&
>$my < ($self->{Y}+ $img->height) ){
>
>if( !$self->{HV} ) {
>$self->{HV} = 1;
>$self->draw($self->{IMGHV});
>}
>
>} else {
>if($self->{HV}) {
>$self->{HV}=0;
>$self->draw($self->{IMG});
>}
>return 0;
>
>}
>
>return;
> }
>
> =head1 CREDITS
>
> c.f. 
> L
>
> =cut
>
> 1; # /My::SimpleButton
>
> use SDL;
> use SDLx::App;
> use SDL::Event;
> use SDL::Events;
> use SDLx::Surface;
> use SDL::Color;
>
> my $app = SDLx::App->new(
>w => 640,
>h => 400,
>exit_on_quit => 1,
> );
> $app->add_event_handler( \&quit_event );
> $app->add_event_handler( \&mnouseover );
>
> my $img = SDLx::Surface->load( 'images/blueOpera_1.png' );
> my $img2 = SDLx::Surface->load( 'images/blueOpera_2.png' );
> my $img3 = SDLx::Surface->load( 'images/redOpera_2.png' );
>
> my $SimpleButton = My::SimpleButton->new(1, $app, 65, 25, $img, $img2,
> $img3);
>
> $app->run();
>
> sub quit_event {
>#The callback is provided a SDL::Event to use
>my $event = shift;
>
>#Each event handler also returns you back the Controller call it
>my $controller = shift;
>
>#Stopping the controller for us will exit $app->run() for us
>$controller->stop if $event->type == SDL_QUIT;
> } # /quit_event
>
>
> sub mnouseover {
>#The callback is provided a SDL::Event to use
>my $event = shift;
>
>#Each event handler also returns you back the Controller call it
>my $controller = shift;
>
>if( $event->type == SDL_MOUSEMOTION ) {
>my $click = $SimpleButton->check($event->motion_x,
> $event->motion_y,$event);
>}
> } # /mnouseover
>
>
> exit(0);
> [/code]
>
>
>
>
>
> Scanned by MailDefender - managed email security from intY - 
> www.maildefender.net


Re: How to draw image sections

2011-12-05 Thread Kartik Thakore
On 2011-12-05, at 4:51 PM, Alex  wrote:

> Dear all!
>
> I would like to draw a menu like the one in the game TRAUMA (cf.
> http://images.netzwelt.de/thumb/27/2011/4322/32288-test-trauma.jpg &&  no, I
> don't want to code a game).
>
> So, it's basically 4 picture slides in a row. For testing purposes, I assume
> my window to be 640x400. Each of the 4 pics should have 160 x 400 px.
> I need to load each one of the 4 images and blit them to the surface.
>
> How do I do that?
>
> Here is what I got so far and I don't see anything else than a black screen
> with 640 x 400 pixels :-s
>
> [code]
> #!perl
>
> use strict;
> use warnings;
> use utf8;
> use Data::Dumper qw/Dumper/;
> use SDL;
> use SDLx::Surface;
> use SDL::Event;
> use SDL::Events;
> use SDLx::App;
> use SDL::Image;
>
> # create our main screen
> my $app = SDLx::App->new(
>w => 640,
>h => 400,
>exit_on_quit => 1,
>dt => 0.2,
>title => 'SDLx Menu'
> );
>
> $app->update(); # make it black
>
> my $some_jpg_file = 'images/1-0d5ff539c7a3d166.jpg';
> my $image = SDL::Image::load( $some_jpg_file );
>
> $app->blit_by(
>$image,
>[0, 0, 160, 400],
> );
>

$app->blit();

> $app->run();
>
> # -- Cleanup.
> exit(0);
> [/code]
>
> And, is it possible to extract a picture section from the image loaded? In
> case the app is loaded with 4:3 aspect ratio, I would like to snip a bit of
> the images at the left and the right, so that the pictures fit in without
> the need of black bars at the top and the bottom of the screen.

Yup this is possible. Make a smaller SDLx::Surface of the final
snipped image, blit_by the original image with the right offset.

>
> Best regards,
> Alex
>


Re: How to play an mp3 file from a database

2011-12-01 Thread Kartik Thakore
Thanks froggs.

Sent from my iPhone

On 2011-12-01, at 5:25 AM, Tobias Leich  wrote:

> Great!
>
> So I will add RWOps support today, I'll drop you a note when its done.
>
> Cheers, FROGGS
>
> Am 30.11.2011 23:09, schrieb Alexander Becker:
>> Hi!
>>
>> The example code in your link gives me version 1.2.11 on Win 7 x64 with
>> strawberry perl 5.12.2 built for MSWin32-x64-multi-thread.
>>
>> HTH,
>> Alex
>>
>> [code]
>> use SDL::Mixer;
>> use SDL::Version;
>>
>> my $version = SDL::Mixer::linked_version();
>>
>> printf("%d.%d.%d\n", $version->major, $version->minor, $version->patch); #
>> prints "1.2.11" for me
>> [/code]
>>
>> -Ursprüngliche Nachricht-
>> Von: Tobias Leich [mailto:em...@froggs.de]
>> Gesendet: Mittwoch, 30. November 2011 13:18
>> An: Alexander Becker
>> Cc: 'breno'; sdl-devel@perl.org
>> Betreff: Re: How to play an mp3 file from a database
>>
>> Hi, can you please check what version of libSDL_mixer do you have installed?
>>
>> http://sdl.perl.org/SDL-Mixer.html#linked_version
>>
>> In case you have 1.2.7 or better we can add support for RWOps objects.
>> So you dont need temp files.
>>
>> Cheers, FROGGS
>>
>>
>> Am 29.11.2011 20:37, schrieb Alexander Becker:
>>> Hi breno,
>>>
>>> thank you for the quick response. It helped.
>>> I had a look into mixer_samples.t and line 106 states, that
>>> quick_load_WAV is not (yet? Who do I have to bribe with what to get it?)
>> implemented.
>>> Here is a working piece of code using temporary files. Of course, you
>>> need a database containing audio files.
>>>
>>> Best regards,
>>> Alex
>>>
>>> [code]
>>> #!perl
>>>
>>> use strict;
>>> use warnings;
>>> use utf8;
>>> use DBI;
>>> use SQL::Abstract::Limit;
>>> use File::Temp;
>>> use SDL;
>>> use SDL::Audio;
>>> use SDL::Mixer;
>>> use SDL::Mixer::Samples;
>>> use SDL::Mixer::Channels;
>>> use SDL::Mixer::Music;
>>> SDL::init(SDL_INIT_AUDIO);
>>> SDL::Mixer::init( MIX_INIT_MP3 | MUS_MP3 );
>>>
>>> unless( SDL::Mixer::open_audio( 44100, AUDIO_S16SYS, 2, 4096 ) == 0 ) {
>>>Carp::croak "Cannot open audio: ".SDL::get_error(); }
>>>
>>> my $buffer = get_audio_buffer();
>>>
>>> # -- write audio buffer to temp file
>>> my $fh = File::Temp->new( UNLINK => 1, SUFFIX => '.mp3' );
>>> $fh->unlink_on_destroy( 1 ); print $fh $buffer; my $fname =
>>> $fh->filename;
>>>
>>> # close the handle or the temfile will have some sort of lock on it
>>> and cannot be read $fh->close();
>>>
>>> my $background_music = SDL::Mixer::Music::load_MUS( $fname );
>>>
>>> unless( $background_music ) {
>>>Carp::croak "Cannot load music file [buffer from DB]: " .
>>> SDL::get_error();
>>> }
>>>
>>> SDL::Mixer::Music::play_music( $background_music,0 );
>>>
>>> sleep(6);
>>>
>>> SDL::Mixer::Music::halt_music();
>>> SDL::Mixer::close_audio;
>>> exit(0);
>>>
>>>
>>>
>>> sub get_audio_buffer {
>>>my $sql = SQL::Abstract::Limit->new( limit_dialect => 'LimitXY'
>>> );;
>>>
>>>my $table = 'audio_files';
>>>my @fields = (qw/audio/);
>>>my %where = (
>>>id => 2,
>>>);
>>>my @order = ();
>>>my $limit = 1;
>>>my $offset = 0;
>>>my ( $stmt, @bind ) = $sql->select( $table, \@fields, \%where,
>>> \@order, $limit, $offset );
>>>my $database = 'database_name';
>>>my $db_host = 'your_host';
>>>my $db_port = '3306';
>>>my $dsn = "DBI:mysql:database=$database;host=$db_host;port=$db_port";
>>>my $username = 'username';
>>>my $password = 'password';
>>>my $dbh = DBI->connect($dsn, $username, $password) or die('Cannot
>>> connect to DB: ' . DBI->errstr());
>>>my $sth = $dbh->prepare( $stmt );
>>>$sth->execute( @bind );
>>>
>>>my ($buffer) = $sth->fetchrow_array();
>>>
>>>return $buffer;
>>> } # /get_audio_buffer
>>> [/code]
>>>
>>> -Ursprüngliche Nachricht-
>>> Von: breno [mailto:oainikus...@gmail.com]
>>> Gesendet: Dienstag, 29. November 2011 06:34
>>> An: Alexander Becker
>>> Cc: sdl-devel@perl.org
>>> Betreff: Re: How to play an mp3 file from a database
>>>
>>> On Mon, Nov 28, 2011 at 8:13 PM, Alexander Becker < > wrote:
 Dear all!

>>> Hi there!
>>>
 I just tried the example code of the SDL Manual where you play some
>> music.
 By the SDL manual, I refer to the one that is hidden at the bottom of
 the sdl.perl.org page, so that you really have to search for it in
 order to find it - and even then you have to get along with an ugly
 github
>>> interface.
>>> There's a new project website under way, but we're missing people to
>>> work in it. Please join #sdl in irc.perl.org if you want to help us
>>> get it right :)
>>>
 So, in general: Is there a way to play mp3 files?
>>> Yup.
>>>
>>> If your libsdl was compiled with mp3 support, all you have to do
>>> (iirc) is set the MIX_INIT_MP3 (for effects) and MUS_MP3 (for audio)
>>> flags when you call SDL::Mixer::init():
>>>
>>>  SDL::Mixer::init( MIX_INIT_MP3 | MUS_MP3 );
>>>
>>> then use load_MUS() and play_music() from SDL::Mixer::Music to play
>>> mp3 files as background

Re: SDL packaging team revival

2011-11-21 Thread Kartik Thakore
Is there interest from the games team to push and work on SDL packages? Or
would it get lost in a larger sea of packages to maintain.
Additionally, I feel SDL is not necessarily only games related.
On Nov 21, 2011 3:11 AM, "Paul Wise"  wrote:

> What happened to the idea of folding the SDL team into the games team?
>
> --
> bye,
> pabs
>
> http://wiki.debian.org/PaulWise
>


Getting SDL on Debian [Update]

2011-11-04 Thread Kartik Thakore
Hello Guys,

Currently dod/dodathome ( in #sdl) has shown interest in getting SDL
2.534 onto Debian, however we are currently blocked by an issue in
PangZero a game that depends on SDLperl on Debian.

We have been working on updating the pangzero code to use the new SDL here:

https://github.com/kthakore/pangzero

We have one last bug to fix and it is basically a blitting problem for
the bottom of the screen. It is fairly obvious if you run the current
pangzero with the debian version.


Any help would be great! In the meantime we are getting closer to
getting SDL on Debian. Which has been a great milestone for the SDL
Perl project for over a year now.

Regards!


SDL Inteface for POGL and macro refactor

2011-10-01 Thread Kartik Thakore
Hey Chris,

How do I make SDL an interface for POGL?

https://github.com/PerlGameDev/POGL/commit/4ed41515474f67cb2af553be9cf0132741594a40

I want to turn off GLUT and all that when SDL is chosen.

Also in the TODO I noticed you wanted:


> https://github.com/PerlGameDev/POGL/blob/SDL_interface/TODO#L28

common macro in one place.

In SDL we put this in one header, would that work?


-- 
Kartik Thakore 



Re: AW: New libsdl-perl will break frozen-bubble, pangzero and dizzy

2011-09-26 Thread Kartik Thakore
Do you guys have git repo for the pangzero versions you use then we
can just start applying our patches to it.

On Mon, Sep 26, 2011 at 3:19 AM, Dominique Dumont  wrote:
> On Sunday 25 September 2011 16:50:45 Tobias Leich wrote:
>> Hi, we (the SDL_Perl people) started to work on pangzero ages ago. There
>> just a few issues left.
>>
>> If this is a blocker we will work on pangzero again. Please let me know.
>
> Yes, please.
>
> Even though pangzero's popcon [1] is not very high, I'd rather have it updated
> than removed.
>
> All the best
>
> [1] http://qa.debian.org/popcon.php?package=pangzero
>
> Dominique
> --
> http://config-model.wiki.sourceforge.net/ -o- http://search.cpan.org/~ddumont/
> http://www.ohloh.net/accounts/ddumont     -o- http://ddumont.wordpress.com/
>


Status of staticperl

2011-09-24 Thread Kartik Thakore
Hey FROGGS,

I have been really busy recently and I haven't been able to talk to
you on irc. What is the status of getting a staticperl or par
publisher working for SDLPerl so we can get that Steam like CPAN based
website up and running?

Peace


Re: PerlGameDev Site MockUp with 2 games

2011-08-06 Thread Kartik Thakore
Yeah we should move this there. 
On Sat, 2011-08-06 at 16:24 -0400, Jeffrey Palmer wrote:
> On Sat, Aug 6, 2011 at 4:02 PM, Kartik Thakore  
> wrote:
> > Hi,
> >
> > Froggs has started work on a WIP of the PerlGameDev site. We need help
> > with more design and back end work. But it looks great so far!
> >
> > http://gamoscope.com/work_in_progress.html
> >
> 
> Is this going to replace what was being worked on at
> https://github.com/PerlGameDev/perlgamedev ? Or is that something
> unrelated?
> 
> >
> > --
> > Kartik Thakore 
> >
> >
> 
> 
> 

-- 
Kartik Thakore 



PerlGameDev Site MockUp with 2 games

2011-08-06 Thread Kartik Thakore
Hi, 

Froggs has started work on a WIP of the PerlGameDev site. We need help
with more design and back end work. But it looks great so far!

http://gamoscope.com/work_in_progress.html


-- 
Kartik Thakore 



Re: Perl OpenGL-0.65 released

2011-07-22 Thread Kartik Thakore
I actually didn't do much but that will be changing soon :) I am back
in Canada!

On Fri, Jul 22, 2011 at 9:51 AM, Chris Marshall  wrote:
> Announcing the release of OpenGL-0.65 to CPAN
> and on the POGL sf.net project site:
>
>  http://search.cpan.org/~chm/OpenGL-0.65/
>  http://sourceforge.net/projects/pogl/files
>
> This release includes a number of bugs fixed, build
> enhancements, and features added.  It could not have
> happened without the contributions of Paul Seamons,
> Rob/Sisyphus, Dmitry Karasik, kmx, Kartik Thakore,
> and others.  Thanks!
>
> Enjoy,
> Chris Marshall
>  and the POGL developers
>
>
>
> ++
> |                  OpenGL-0.65
> ++
>
> General Notes:
>
>  * This is a point release for the Perl OpenGL module (POGL)
>   with new features, bugs fixed and improved documentation.
>
>  * OS/2 is no longer supported by POGL directly.
>
> Highlights:
>
>  * Paul Seamons contributed full tessellation support,
>    documentation for OpenGL::Tessellation, and a *major* set
>    of fixes and POD for the existing OpenGL::Array module.
>
>  * The cygwin build of POGL now supports either the native
>    win32 platform drivers or the X11/GLX bindings (default).
>    Use interface=w32api or interface=wgl as args to the
>    perl Makefile.PL to select.  NOTE: you have to pick one
>    or the other.  If you change, any dependencies such as
>    PDL::Graphics::TriD will need to be recompiled.
>
>  * The included FreeGLUT DLL has been upgraded to 2.6.0
>    thanks to Rob/sisyphus.
>
>  * Prima::OpenGL has been released by Dmitry Karasik which
>    adds support for Perl OpenGL to his cross-platform GUI
>    toolkit in addition to bug fixes and code cleanup.
>    Thanks, Dmitry!  See http://search.cpan.org/~karasik/Prima-1.30/
>    for details.
>


Re: question about SDL

2011-07-20 Thread Kartik Thakore
To work with perl, I suggest you learn CPAN. It is how all this will
be installed for you.

cpan SDL

Should work.  If you have trouble just bug us at sdl-devel@perl.org .
Also when replying to these threads CC sdl-devel@perl.org

On Wed, Jul 20, 2011 at 11:35 AM, Anjali Menon  wrote:
> At differing times yes but with an overlap. That was what most others could
> not do. There is nothing in the docs for SDL::Mixer that say that it cannot
> be done so I guess I'll just have to try it. Also, is there any way of
> installing this without getting git. Even if there is an older version I'm
> ok with it if you could point me to it. I'm sorry for so many questions.
> I've never worked with perl before and there is something I need to get done
> really fast thus the hurry. Thank you,
>
> Anjali
>
> On Wed, Jul 20, 2011 at 6:16 AM, My  wrote:
>>
>> This should be possible. Just to be clear you want to play different wavs
>> on different channels at differing times. Right? Have you read the
>> SDL::Mixer::* docs? Is anything unclear?
>>
>> Kartik Thakore
>>
>> On 2011-07-20, at 3:45 AM, Anjali Menon  wrote:
>>
>> > Hi Kartik,
>> >
>> > I have been going through the SDL::Mixer installation files and I had
>> > several questions about that. I am trying to write a program that will play
>> > a certain wav file in one channel and somewhere in the middle of that file
>> > it'll start playing another wav file in the other channel. Firstly, is is
>> > possible with the SDL::Mixer::Channels extension to run two instances of a
>> > player independent of eachother. I tried Win32::MediaPlayer and 
>> > Win32::Sound
>> > and both of them will stop a file that is currently playing if they are
>> > given another play command. Can you tell me if SDL_Mixer can do this? 
>> > Thanks
>> > a lot for your help,
>> >
>> > Anjali
>
>


RE: Offer to take over sdlperl package

2011-07-12 Thread Kartik Thakore
Hi Dominique,

As I have mentioned before we have already ported frozen-bubble over to
use the new SDL perl bindings. You will find the necessary repositories
at http://github.com/PerlGameDev

Thank you for your interest. 
-- 
Kartik Thakore 



Re: AW: AW: Perl OpenGL Project

2011-07-10 Thread Kartik Thakore
Can you paste them ?
On Sun, 2011-07-10 at 20:16 +0200, Tobias Leich wrote:
> I can build Alien::SDL, but too much tests are failing for SDL.
> 
> -Ursprüngliche Nachricht-
> Von: Kartik Thakore [mailto:thakore.kar...@gmail.com] 
> Gesendet: Sonntag, 10. Juli 2011 09:03
> An: Tobias Leich
> Cc: 'Chris Marshall'; 'sdl-devel'; 'chromatic'; 'Dmitry Karasik'; 
> per...@jach.hawaii.edu
> Betreff: Re: AW: Perl OpenGL Project
> 
> I believe it already works on cygwin no? 
> 
> On Sat, 2011-07-09 at 15:48 +0200, Tobias Leich wrote:
> > I can help getting Alien::SDL and SDL to work on cygwin. I will post an
> > update in a few days.
> > 
> > Cheers, 
> > FROGGS
> > 
> > -Ursprüngliche Nachricht-
> > Von: Chris Marshall [mailto:devel.chm...@gmail.com] 
> > Gesendet: Freitag, 8. Juli 2011 16:14
> > An: Kartik Thakore
> > Cc: sdl-devel; chromatic; Dmitry Karasik; per...@jach.hawaii.edu
> > Betreff: Re: Perl OpenGL Project
> > 
> > A quick SDL heads up:  the Prima::OpenGL strawman implementation
> > is now working with POGL on cygwin using the native WGL OpenGL
> > drivers.  For project goal #3 below, I'll be trying to get SDL installed
> > on cygwin so that I can try using it with POGL for the OpenGL drawing.
> > 
> > Anyone already using SDL + POGL on cygwin (with the Mesa+GLX
> > rendering)?  Does SDL installation on cygwin use the X11+GLX
> > framework or the win32+WGL one---as in any bumps I can expect
> > ahead?
> > 
> > Thanks much,
> > Chris
> > 
> > On Sun, Jul 3, 2011 at 4:44 PM, Kartik Thakore 
> > wrote:
> > > Hi Chris,
> > >
> > > I am interested in helping out! Any bugs I can tackle I will take. I am
> > > also hoping to look at using some of the P5NCI optimizations chromatic
> > > was talking about but I will wait for a while and learn the code base so
> > > far.
> > >
> > > P.S. It would be appreciated if you CC'd the sdl-devel@perl.org list. We
> > > have several ppl on that list that are interested in this project
> > >
> > > Kartik
> > >
> > > On Sun, 2011-07-03 at 14:25 -0400, chm wrote:
> > >> Announcing the new Perl OpenGL project site at
> > >> sourceforge.net.  A read-only git access is at
> > >>
> > >>git://pogl.git.sourceforge.net/gitroot/pogl/pogl
> > >>
> > >> I plan on updating the plan going forward but
> > >> the immediate goals are:
> > >>
> > >> (1) Continue work with Dmitry Karasik to resolve
> > >>  win32 and cygwin build issues for his new
> > >>  Prima::OpenGL module at
> > >>
> > >>http://github.com/dk/Prima-OpenGL
> > >>
> > >> (2) Refactor the perl API bindings to OpenGL
> > >>  to use GLEW rather than rolling our own.
> > >>  That should allow for an immediate bump
> > >>  in OpenGL support to version 4.x.
> > >>
> > >> (3) Refactor the GUI/system inteface in OpenGL
> > >>  to be more platform *and* GUI toolkit
> > >>  portable.  The current FreeGLUT default is
> > >>  very portable but abstracting the needed
> > >>  interface should allow it to be provided
> > >>      by *any* GUI library.  This is already getting
> > >>  started (surprisingly quickly) in #1.
> > >>
> > >> (4) Replace platform OpenGL library detection
> > >>  in the Makefile.PL by an Alien::OpenGL or
> > >>  such approach.  Maybe Alien::GLEW would be
> > >>  better here.
> > >>
> > >> (5) Move from EU::MM to Module::Build to reduce
> > >>  platform specific shell and make issues.
> > >>
> > >> If you are interested in participating, please
> > >> contact me via email or through the sf.net
> > >> project page links at
> > >>
> > >>http://sourceforge.net/projects/pogl/develop
> > >>
> > >>
> > >> Thanks!
> > >> Chris
> > >
> > > --
> > > Kartik Thakore 
> > >
> > >
> > 
> 

-- 
Kartik Thakore 



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