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duncanspumpkin
duncanspumpkin commented Mar 25, 2022

Whilst investigating #16877 I noticed that the TrackElementDescriptor::Price is incorrect. Its a price modifier not an actual price its used to work out the price using the following calc (RideTrackPrice * TED::Price) / 65536.

Therefore the units of TrackElementDescriptor::Price should be changed to uint32_t and the name changed to PriceModifier and a comment added stating that it shou

refactor good first issue
illume
illume commented Jul 12, 2019

pygame 2 has a lot of new things.

But we need to tell people about all the new goodies.

We need:

  • small paragraphs of text explaining exciting features.
  • tweet sized texts explaining new stuff
  • benchmarks
  • mini examples of how to use the new stuff

How to find what's new anyway?

  • have a look at closed pull requests
  • have a look at the SDL2 what's new annoucements
  • ask people
docs SDL2 good first issue Community improvement
SDL
SDLBugzilla
SDLBugzilla commented Feb 10, 2021

This bug report was migrated from our old Bugzilla tracker.

These attachments are available in the static archive:

Reported in version: don't know
**Reported for operating system,

enhancement help wanted good first issue
xray-16
russkel
russkel commented Jan 10, 2022

Is your feature request related to a problem? Please describe.
When running the game in windowed mode there is no frame, which means the game cannot be moved around the screen easily.

Describe the solution you'd like
Window frame added when in Window mode. Mouse behaviour as below:
When 'in game' the mouse should be 'captured' from the OS, but when you're on the Menu screen after pre

weluvgoatz
weluvgoatz commented Mar 4, 2021

This idea is about how there should be a configurable script that can be edited by the level designer (like the init-script for sectors) and activates when the player leaves the level (Presses "Abort Level"). I am aware this already exists in the worldmap editor, but if there was a version that could affect saved variables in the levels that would be great.

type:idea status:needs-discussion type:feature category:code
zx64
zx64 commented Dec 1, 2018

From the comment in SDL_filesystem.h:
Please call SDL_free() on the pointer when you are done with it

When building the project with MSVC, I ran into some debug heap asserts early into the program startup.
The culprit appears to be the code in m_config.c that does free(prefdir) as changing these to SDL_free(prefdir) resolved the issue.

I'm not sure what to do about `GetDefaultConfi

duncanspumpkin
duncanspumpkin commented Mar 26, 2022

Whilst looking at #1352 i noticed a refactoring opportunity a big amount of callers of Audio::playSound are wasting time calculating a value that is never used.
The problem is with void playSound(SoundId id, const Map::Pos3& loc, int32_t pan); this function should ONLY be used by the audio hooks. Never by code we are writing. This is because we have `void playSound(SoundId id, const Map::Po

dosbox-staging
arrowgent
arrowgent commented Dec 28, 2021

Are you using the latest Dosbox-Staging Version?

  • I have checked releases and am using the latest release.

Different version than latest?

0.78.0 release

What Operating System are you using?

Linux x86_64

Whats your question and how can we help?

dosbox-staging/dosbox-staging#1225
loguru looks great in terminal
great choice
which upstream source

help wanted good first issue question
cdogs-sdl
cxong
cxong commented Jun 14, 2016

Via playtesting, the compass arrows (#29) were ignored, likely because they are right at the edge and outside the player's attention. If they are moved slightly inwards, they may become more noticeable.

Games that have these arrows also tend to draw them closer to the player rather than near the edge; e.g.

  • GTA 1 & 2
  • Fire Fight
  • Crazy Taxi
DwarsYT
DwarsYT commented Jan 28, 2021

A few projects have been done or are in the works to replace the soundtracks for NRFTL and the Master Levels. The idea would be to have these levels have their own dedicated tracks that either default to regular tracks or can be written over with a WAD. This would be similar to how Episode 4 works in The Ultimate Doom, or how the repeat MIDIs work in Heretic.

This way, it would be possible to

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