Re:Windows game developer about porting to and using OS X
by mwcampbell on Wednesday November 11, 2015 @01:56PM
(#10548436)
Does high-DPI support work if you put the right declaration in your executable's manifest? Specifically:
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
Re:Windows game developer about porting to and using OS X
by et1337 on Wednesday November 11, 2015 @04:20PM
(#10549373)
Thanks, yeah I tried something equivalent to this (SetProcessDpiAwareness, as mentioned by another commenter). It broke some other SDL stuff though. I'm just gonna have to screw around with it when release time comes.
Re:Windows game developer about porting to and using OS X
by SXX on Wednesday November 11, 2015 @12:03PM
(#10547632)
Have no idea about DPI on Windows, but from my experience mouse locking on OS X worked and my Xbox pad works for sure (checked just month ago or so). I know about some issues with force feedback, but not sure if those are even SDL issue.
PS: What OS X version you had problem with?
Re:Windows game developer about porting to and using OS X
by et1337 on Wednesday November 11, 2015 @01:30PM
(#10548263)
Tested on El Capitan. IIRC, SDL_SetRelativeMouseMode didn't work at all, the cursor remained visible. After some workarounds, there are still issues with the cursor not re-centering correctly, menu bar remaining visible, etc.
It's probably because I'm on a random Git commit rather than a stable release, but I had to do that due to another issue. It's surprising how many things are in flux, given how long it's been around.
Re:Windows game developer about porting to and using OS X
by mikepavone on Wednesday November 11, 2015 @11:09AM
(#10547316)
> - On Linux, my Xbox gamepads don't work at all
Really? I use Linux full time at home and I've never had problems with 360 controllers either when developing with SDL2 or playing games built with it. Are you talking about original Xbox and/or Xbox One controllers?
Re:Windows game developer about porting to and using OS X
by et1337 on Wednesday November 11, 2015 @01:25PM
(#10548231)
Aftermarket Xbox 360 controllers. I've seen other Linux SDL games work with 360 controllers, so I assume the problem is on my end. I just wanted to contest the notion that SDL "just works". It still takes a lot of fiddling unfortunately.
Re:Windows game developer about porting to and using OS X
by overgard on Wednesday November 11, 2015 @02:40PM
(#10548737)
It has its own quirks, but I was mostly impressed with SFML when I tried it. SDL always seemed vaguely badly designed -- it worked well enough that I never seriously considered replacing it, but I can't say I ever really enjoyed using it.
Re:Windows game developer about porting to and using OS X
by Matheus28 on Wednesday November 11, 2015 @02:52PM
(#10548823)
The DPI scaling issue is probably because you didn't call SetProcessDpiAwareness
Re:Windows game developer about porting to and using OS X
by et1337 on Wednesday November 11, 2015 @04:17PM
(#10549351)
Yeah I tried that before and it solved the problem, but then it broke some other aspects of SDL. Can't quite remember, I think fullscreen got messed up.
There's code in SDL specifically for high DPI, but it's confusing and practically undocumented.
It's just something I'll have to mess around with a while, and then remember not to breathe on anything once it's working. :)
- On Windows, DPI scaling is broken (ask for a 1280x720 window, get 1600x900)
- On Mac, mouse locking is broken
- On Linux, my Xbox gamepads don't work at all
- Required several hacks before it could be used as a CMake submodule
This stuff is under active development, which is shocking for such an established and widespread library. I'm glad it exists, but it doesn't "just work".
Can't really blame it though, it has a very boring and nearly impossible task.