sdl2
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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
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Mar 27, 2022 - C++
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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,
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Mar 21, 2022 - C++
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
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Mar 24, 2022 - C++
Chinese Version
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.
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Mar 26, 2022 - Pascal
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
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Mar 23, 2022 - C
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Mar 23, 2022 - C++
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
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Feb 22, 2020 - C++
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Feb 13, 2022 - C++
Loguru options?
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
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Jul 15, 2019 - C++
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
Move the files image.hpp
and image.cpp
from src/data
to src/base
, adapt all include statements in client code and update CMakeLists.txt
.
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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Mar 21, 2022 - C
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Mar 13, 2022 - C++
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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 touint32_t
and the name changed toPriceModifier
and a comment added stating that it shou