Sdl framework

Author: m | 2025-04-24

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sdl framework free download. View, compare, and download sdl framework at SourceForge The SDL framework should be in Contents Frameworks in the app bundle if it was copied properly. If the SDL framework wasn't copied to the app bundle, you can find instructions on how to copy the SDL framework to the app bundle in the following article: Using SDL with Xcode 4.

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SDL: compile_shaders.sh shouldn't be in the SDL framework

64-bit Arm Linux for Assimp, GLFW (+ Windowing & Input), OpenAL Soft, SDL, Vkd3d, Vulkan Loader, SwiftShader, and WGPU. (thanks @alexrp)Added support for Apple Silicon Macs for OpenAL Soft, Vulkan Loader, and SwiftShader. (thanks @alexrp)Added support for 32-bit Arm Linux for Assimp, GLFW, OpenAL Soft, SDL, Shaderc, SPIR-V Cross, SPIR-V Reflect, Vkd3d, SwiftShader, and WGPU. (thanks @alexrp)Added support for 64-bit Windows on Arm for Assimp, OpenAL Soft, VulkanLoader, and SwiftShader. (thanks @alexrp)Added limited native library support (SPIR-V Tools and Shaderc) for glibc versions as old as 2.17 on Linux platforms.Added support for new standard cursor shapes in Input and GLFW.Updated to use ref readonly instead of in.Updated to OpenXR 1.1.36.Updated to DirectStorage 1.2.2.Updated to Vulkan 1.3.281.Updated to SDL 2.30.1.Updated to latest OpenCL specifications.Updated to latest SPIR-V Reflect.Updated to latest WebGPU/Dawn/WGPU headers.Updated Vkd3d native binaries.Fixed string marshalling occasionally resulting in memory access violations on newer .NET 8 versions.Fixed Windowing crashing on .NET Framework builds with prefer 32-bit set using GLFW.Fixed extension loading generic type usage issues with full IL trimming enabled.Fixed erroneous BreakneckLock acquisition logic slowing input events on mobile/SDL. (thanks @ZingBallyhoo)Fixed windowing losing events when using multiple windows on desktop with the mobile/SDL implementation. (thanks @ZingBallyhoo)Fixed some packages not referencing their native counterparts where appropriate. (thanks @alexrp)Fixed Input events for standalone joysticks not being tracked on GLFW.Fixed Input events no longer being tracked after 3-10 reopens of the same window on GLFW.Fixed V-Sync configuration not persisting over window state changes in Windowing.Fixed Circle.Contains erroneously comparing the squared vector distance from its center against its non-squared radius. (thanks @djoyahoy)After this update:Apple Silicon support is complete except for missing ANGLE binaries.Arm Linux support is complete except for missing DXVK, ANGLE, and Vulkan Loader (missing on 32-bit only) binaries.64-bit Windows on Arm support is complete except for missing DXVK and ANGLE binaries.32-bit Windows on Arm remains unsupported except for DirectStorage. 2.20.0 December 2023 Update Silk.NET December 2023 UpdateAdded support for UTF-8 file paths in GLFW and SDL windows (thanks @WinstonMao)Updated to OpenXR 1.0.32.1Updated to Vulkan 1.3.273Updated to latest OpenGL specificationsUpdated to latest OpenCL specificationsFixed Matrix2X2.GetDeterminant returning incorrect valuesFixed ALC_SOFT_reopen_device being a non-context extension. sdl framework free download. View, compare, and download sdl framework at SourceForge The SDL framework should be in Contents Frameworks in the app bundle if it was copied properly. If the SDL framework wasn't copied to the app bundle, you can find instructions on how to copy the SDL framework to the app bundle in the following article: Using SDL with Xcode 4. Download SDL Framework for free. SDL Framework (SDLFW) SDLFW is a cross-platform framework from the powerful SDL library to create your own 2D games with the Lua programming language. It's easy-to-use SDL Framework (SDLFW) SDLFW is a cross-platform framework from the powerful SDL library to create your own 2D games with the Lua programming SDL Framework - Browse /SDLFW/1.7.1 at SourceForge.net Join/Login Having trouble using SDL framework on XCode. 1. How to add any C library to Mac OS X. 3. Sdl objective c and xcode include sdl framework in game. 1. Compiling C with SDL on Mac OS X Lion. 2. Compiling C SDL on macosx. 2. SDL framework include on MacOS Qt. 5. Include statement: can't find SDL/SDL.h file. 2. Any SDL framework will need to take into account all these dimensions in a struc-tured way. The Bouchard framework offers such a set of SDL dimensions. 3. The Bouchard Framework . Wayland News Archives938 Wayland open-source and Linux related news articles on Phoronix since 2008. Niri 25.02 & Labwc 0.8.3 Wayland Compositors Released The Niri and Labwc Wayland compositor projects are both out with new releases this weekend to further their efforts. 22 February 2025 - Niri + Labwc Releases SDL & MPV Media Player Land Support For Wayland Color Management / HDR Following the upstream Wayland Protocols repository landing the Wayland color management protocol for enabling HDR support and this morning's release of Wayland Protocols 1.41, the SDL library and MPV media player are the first two clients supporting this now-official protocol. 17 February 2025 - MPV Media Player + SDL Library Wayland Protocols 1.41 Released With Color Management Support Wayland Protocols 1.41 is shipping today with the color management protocol added for enabling high dynamic range (HDR) support on the Wayland-powered Linux desktop. 17 February 2025 - Wayland Protocols 1.41 Wayland Color Management & HDR Protocol Support Merged As a quick follow-up to the article earlier today... The Wayland Color Management and HDR protocol support is now merged to upstream Wayland Protocols! 13 February 2025 - Wayland HDR! Wayland Color Management & HDR Protocols Expected To Be Merged Imminently Today could finally be the day. In the works for 5+ years, the Wayland color management and HDR protocol additions look like they will finally be merged in the coming hours. 13 February 2025 - Today, Today, Todau Chromium Embedded Framework "CEF" Seeing Progress On Wayland Support One of the important pieces of open-source software still working toward proper Wayland support is the Chromium Embedded Framework "CEF" that in turn is depended upon by software like Steam, OBS Studio, Spotify, and many other software packages for having an in-app browser-type experience. The good news is there has been some recent progress on native Wayland support for CEF. 31 January 2025 - CEF On Wayland Hyprland 0.47 Wayland Compositor Delivers Experimental HDR, GPU Hotplugging Hyprland 0.47 is out to begin a new week with some exciting enhancements to this visuals-focused Wayland compositor. 27 January 2025 - Hyprland 0.47 Hyprland Wayland Compositor Lands HDR / Color Management Support Hyprland is now the latest Wayland compositor supporting the color management protocols and allowing High Dynamic Range (HDR) color support with capable displays. 13 January 2025 - Hyprland Goes HDR Niri 25.01 Scrollable-Tiling Wayland Compositor Brings More Features Niri 25.01 was released on Saturday

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User8059

64-bit Arm Linux for Assimp, GLFW (+ Windowing & Input), OpenAL Soft, SDL, Vkd3d, Vulkan Loader, SwiftShader, and WGPU. (thanks @alexrp)Added support for Apple Silicon Macs for OpenAL Soft, Vulkan Loader, and SwiftShader. (thanks @alexrp)Added support for 32-bit Arm Linux for Assimp, GLFW, OpenAL Soft, SDL, Shaderc, SPIR-V Cross, SPIR-V Reflect, Vkd3d, SwiftShader, and WGPU. (thanks @alexrp)Added support for 64-bit Windows on Arm for Assimp, OpenAL Soft, VulkanLoader, and SwiftShader. (thanks @alexrp)Added limited native library support (SPIR-V Tools and Shaderc) for glibc versions as old as 2.17 on Linux platforms.Added support for new standard cursor shapes in Input and GLFW.Updated to use ref readonly instead of in.Updated to OpenXR 1.1.36.Updated to DirectStorage 1.2.2.Updated to Vulkan 1.3.281.Updated to SDL 2.30.1.Updated to latest OpenCL specifications.Updated to latest SPIR-V Reflect.Updated to latest WebGPU/Dawn/WGPU headers.Updated Vkd3d native binaries.Fixed string marshalling occasionally resulting in memory access violations on newer .NET 8 versions.Fixed Windowing crashing on .NET Framework builds with prefer 32-bit set using GLFW.Fixed extension loading generic type usage issues with full IL trimming enabled.Fixed erroneous BreakneckLock acquisition logic slowing input events on mobile/SDL. (thanks @ZingBallyhoo)Fixed windowing losing events when using multiple windows on desktop with the mobile/SDL implementation. (thanks @ZingBallyhoo)Fixed some packages not referencing their native counterparts where appropriate. (thanks @alexrp)Fixed Input events for standalone joysticks not being tracked on GLFW.Fixed Input events no longer being tracked after 3-10 reopens of the same window on GLFW.Fixed V-Sync configuration not persisting over window state changes in Windowing.Fixed Circle.Contains erroneously comparing the squared vector distance from its center against its non-squared radius. (thanks @djoyahoy)After this update:Apple Silicon support is complete except for missing ANGLE binaries.Arm Linux support is complete except for missing DXVK, ANGLE, and Vulkan Loader (missing on 32-bit only) binaries.64-bit Windows on Arm support is complete except for missing DXVK and ANGLE binaries.32-bit Windows on Arm remains unsupported except for DirectStorage. 2.20.0 December 2023 Update Silk.NET December 2023 UpdateAdded support for UTF-8 file paths in GLFW and SDL windows (thanks @WinstonMao)Updated to OpenXR 1.0.32.1Updated to Vulkan 1.3.273Updated to latest OpenGL specificationsUpdated to latest OpenCL specificationsFixed Matrix2X2.GetDeterminant returning incorrect valuesFixed ALC_SOFT_reopen_device being a non-context extension

2025-04-18
User1936

Wayland News Archives938 Wayland open-source and Linux related news articles on Phoronix since 2008. Niri 25.02 & Labwc 0.8.3 Wayland Compositors Released The Niri and Labwc Wayland compositor projects are both out with new releases this weekend to further their efforts. 22 February 2025 - Niri + Labwc Releases SDL & MPV Media Player Land Support For Wayland Color Management / HDR Following the upstream Wayland Protocols repository landing the Wayland color management protocol for enabling HDR support and this morning's release of Wayland Protocols 1.41, the SDL library and MPV media player are the first two clients supporting this now-official protocol. 17 February 2025 - MPV Media Player + SDL Library Wayland Protocols 1.41 Released With Color Management Support Wayland Protocols 1.41 is shipping today with the color management protocol added for enabling high dynamic range (HDR) support on the Wayland-powered Linux desktop. 17 February 2025 - Wayland Protocols 1.41 Wayland Color Management & HDR Protocol Support Merged As a quick follow-up to the article earlier today... The Wayland Color Management and HDR protocol support is now merged to upstream Wayland Protocols! 13 February 2025 - Wayland HDR! Wayland Color Management & HDR Protocols Expected To Be Merged Imminently Today could finally be the day. In the works for 5+ years, the Wayland color management and HDR protocol additions look like they will finally be merged in the coming hours. 13 February 2025 - Today, Today, Todau Chromium Embedded Framework "CEF" Seeing Progress On Wayland Support One of the important pieces of open-source software still working toward proper Wayland support is the Chromium Embedded Framework "CEF" that in turn is depended upon by software like Steam, OBS Studio, Spotify, and many other software packages for having an in-app browser-type experience. The good news is there has been some recent progress on native Wayland support for CEF. 31 January 2025 - CEF On Wayland Hyprland 0.47 Wayland Compositor Delivers Experimental HDR, GPU Hotplugging Hyprland 0.47 is out to begin a new week with some exciting enhancements to this visuals-focused Wayland compositor. 27 January 2025 - Hyprland 0.47 Hyprland Wayland Compositor Lands HDR / Color Management Support Hyprland is now the latest Wayland compositor supporting the color management protocols and allowing High Dynamic Range (HDR) color support with capable displays. 13 January 2025 - Hyprland Goes HDR Niri 25.01 Scrollable-Tiling Wayland Compositor Brings More Features Niri 25.01 was released on Saturday

2025-04-04
User8023

Download binary - 160 KBDownload source code - 5.55 KBThis article steps you through the creation of a basic game framework using SDL and C++. The end result is quite simple, but it provides a solid foundation to build more functional visual applications and games.BackgroundThis code was used as the basis for a shoot'em'up created for an SDL game programming competition.Using the codeWe will start with the EngineManager class. This class will be responsible for initialising SDL, maintaining the objects that will make up the game, and distributing events.EngineManager.h#ifndef _ENGINEMANAGER_H__#define _ENGINEMANAGER_H__#include sdl.h>#include list>#define ENGINEMANAGER EngineManager::Instance()class BaseObject;typedef std::listbaseobject*> BaseObjectList;class EngineManager{public: ~EngineManager(); static EngineManager& Instance() { static EngineManager instance; return instance; } bool Startup(); void Shutdown(); void Stop() {running = false;} void AddBaseObject(BaseObject* object); void RemoveBaseObject(BaseObject* object);protected: EngineManager(); void AddBaseObjects(); void RemoveBaseObjects(); bool running; SDL_Surface* surface; BaseObjectList baseObjects; BaseObjectList addedBaseObjects; BaseObjectList removedBaseObjects; Uint32 lastFrame;};#endifEngineManager.cpp#include "EngineManager.h"#include "ApplicationManager.h"#include "BaseObject.h"#include "Constants.h"#include boost/foreach.hpp>EngineManager::EngineManager() : running(true), surface(NULL){}EngineManager::~EngineManager(){}bool EngineManager::Startup(){ if(SDL_Init(SDL_INIT_EVERYTHING) 0) return false; if((surface = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, BITS_PER_PIXEL, SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_ANYFORMAT)) == NULL) return false; APPLICATIONMANAGER.Startup(); lastFrame = SDL_GetTicks(); while (running) { SDL_Event sdlEvent; while(SDL_PollEvent(&sdlEvent)) { if (sdlEvent.type == SDL_QUIT) running = false; } AddBaseObjects(); RemoveBaseObjects(); Uint32 thisFrame = SDL_GetTicks(); float dt = (thisFrame - lastFrame) / 1000.0f; lastFrame = thisFrame; BOOST_FOREACH (BaseObject* object, baseObjects) object->EnterFrame(dt); SDL_Rect clearRect; clearRect.x = 0; clearRect.y = 0; clearRect.w = SCREEN_WIDTH; clearRect.h = SCREEN_HEIGHT; SDL_FillRect(surface, &clearRect, 0); BOOST_FOREACH (BaseObject* object, baseObjects) object->Draw(this->surface); SDL_Flip(surface); } return true;}void EngineManager::Shutdown(){ APPLICATIONMANAGER.Shutdown(); surface = NULL; SDL_Quit();}void EngineManager::AddBaseObject(BaseObject* object){ addedBaseObjects.push_back(object);}void EngineManager::RemoveBaseObject(BaseObject* object){ removedBaseObjects.push_back(object);}void EngineManager::AddBaseObjects(){ BOOST_FOREACH (BaseObject* object, addedBaseObjects) baseObjects.push_back(object); addedBaseObjects.clear();}void EngineManager::RemoveBaseObjects(){ BOOST_FOREACH (BaseObject* object, removedBaseObjects) baseObjects.remove(object); removedBaseObjects.clear();}The first thing we need to do is call SDL_Init. This loads the SDL library, and initialises any of the subsystems that we specify. In this case, we have specified that everything be initialised by supplying the SDL_INIT_EVERYTHING flag. You could choose to initialise only the subsystems you need (audio, video, input etc.), but since we will be making use of most of these subsystems as the game progresses, initialising everything now saves some time.if(SDL_Init(SDL_INIT_EVERYTHING) 0) return false;If SDL and its subsystems were loaded and initialised correctly, we then create a window. The SCREEN_WIDTH, SCREEN_HEIGHT, and BITS_PER_PIXEL define the size of the window and the colour depth. These values are defined in the Constants.h file. The next parameter is a collection of options that further specify how the window is to work.The SDL_HWSURFACE option tells SDL to place the video surface in video memory (i.e., the memory on your video card). Most systems have dedicated video cards with plenty of memory, and certainly enough to hold our 2D game.The SDL_DOUBLEBUF option tells SDL to set up two video surfaces, and to swap between the two with a call to SDL_Flip(). This stops the visual tearing that can be caused when the monitor is refreshing while the video memory is being written to. It is slower than a single buffered rendering scheme, but again, most systems are fast enough for this not to make any difference to the performance.The SDL_ANYFORMAT

2025-04-04
User3691

UsedFixed WebGPU using the incorrect size for booleansFixed a memory leak with some string marshalling functionsIf you are using Silk.NET with an iOS or Android application, please enable trimming and set TrimMode to full. 2.17.1 Hotfix Release 2.17.0 Spring 2023 Update 1 Silk.NET Spring 2023 Update 1Added zero-cost extension methods for ComPtrs, making our DirectX bindings easier to use and higher quality than ever before.Added WebGPU bindings for Dawn and WGPU.Added Direct2D bindings. (massive thank you to @curin)Added DirectComposition bindings. (again, massive preesh to @curin)Added DirectWrite bindings.Added d3d11on12 bindings.Added WGL bindings.Added support for Android 12.Added support for OpenAL disconnect extension. (thanks @okaniku)Added GLFW API constants for ANGLE. (thanks @cyraid)Added extension functions for OpenAL BufferData to make use of AL_EXT_float32 enums.Added ReopenDevices extension for OpenAL Soft. (thanks @LeNitrous)Added BufferCallback extension for OpenAL Soft.Added Vulkan structure chain polymorphism. (thanks @Khitiara for the proposal)Added SDL/GLFW native libraries for Windows on ARM64.Added IsScancodePressed function in Silk.NET Input.Added TopMost in Silk.NET Windowing (thanks @MarioGK)Added EGL display and surface to INativeWindow.Added an explicit check against calling Reset on a window while within the render loop of said window.Added support for multiple native binary candidate paths for a single binding.Improved support for WASM and AOT in the Silk.NET loader.Improved support for Windows on ARM64.Improved Silk.NET.Maths generic specialization codegen.Improved support for DXVK, including a new DXHandle property in INativeWindow for getting Linux HWND equivalents.Improved support for Silk.NET.Windowing under reflection-free NativeAOTUpdated to SDL 2.24.Updated to Vulkan 1.3.246.Updated to DirectStorage 1.1.1.Updated to OpenXR 1.0.27.Updated to Assimp 5.2.5.Updated to latest OpenCL specifications.Updated to latest OpenGL specifications.Updated to latest ImGui.Fixed XInput GetApi not being implemented. (thanks @skyebird189)Fixed TransparentBuffer not being applied correctly without specifying a PreferredBitDepth. (thanks @MarioGK)Fixed wide string marshalling.Fixed string array marshalling on systems where the max DBCS character size is insufficient for UTF8.Fixed Span overloads not calculating the correct length value for ommitted (implicit) length parameters.Fixed copying of native libraries under .NET Framework 4.6.1. (thanks @paralaxsd)Fixed SDL crashing on Android when the screen rotates in some cases.Fixed a memory leak when using GlobalMemory to marshal string arrays instead of StringArrayToPtr. (thanks @Khitiara)Welcome to the biggest update yet! 2.17 Spring

2025-04-03

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