Difference between revisions of "Talk:SDL Wii"

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: Someone should write a more thorough tutorial! There's still lots of SDL stuff people could port. --[[User:Tantric|Tantric]] 15:34, 24 April 2009 (UTC)
 
: Someone should write a more thorough tutorial! There's still lots of SDL stuff people could port. --[[User:Tantric|Tantric]] 15:34, 24 April 2009 (UTC)
 
:: As someone who just finished re-writing a great portion of SDL-Wii I think you're a great candidate! ;) Seriously though I would love to see a good tutorial or even just an API reference written. I am madly reading the main SDL tutorial in the hope of figuring out if I can attempt to port the Intellivision emulator jzInTV to the Wii, a programme that thankfully already uses SDL. My biggest problem, aside from never using SDL before, is emulation of the 12+ button keypad. Anyway bring on a good tutorial / reference it would certainly help me in my quest - if I ever really start it. [[User:Ensign R|Ensign R]] 02:07, 1 May 2009 (UTC)
 
:: As someone who just finished re-writing a great portion of SDL-Wii I think you're a great candidate! ;) Seriously though I would love to see a good tutorial or even just an API reference written. I am madly reading the main SDL tutorial in the hope of figuring out if I can attempt to port the Intellivision emulator jzInTV to the Wii, a programme that thankfully already uses SDL. My biggest problem, aside from never using SDL before, is emulation of the 12+ button keypad. Anyway bring on a good tutorial / reference it would certainly help me in my quest - if I ever really start it. [[User:Ensign R|Ensign R]] 02:07, 1 May 2009 (UTC)
 
== Image ==
 
 
Hello,
 
 
I just managed SDL to work on my wii, and i've made a little program with controller input. I've made it so, that it will show a red background when i push on the right button. What i want is to show a photo when i press the right button. How can i do that? Do I need to include SDL_image? And what's the function i have to use?
 
 
Thanks, [[User:GabberNL|GabberNL]] 14:25, 28 April 2009 (UTC)
 
 
:===Update===
 
I used this function:
 
 
<source lang="cpp">
 
SDL_Surface *load_image( std::string filename )
 
{
 
      //Temporary storage for the image that's loaded
 
      SDL_Surface* loadedImage = NULL;
 
           
 
      //The optimized image that will be used
 
      SDL_Surface* optimizedImage = NULL;
 
           
 
      //Load the image
 
      loadedImage = SDL_LoadBMP( filename.c_str() );
 
           
 
      //If nothing went wrong in loading the image
 
      if( loadedImage != NULL )
 
      {
 
          //Create an optimized image
 
          optimizedImage = SDL_DisplayFormat( loadedImage );
 
               
 
          //Free the old image
 
          SDL_FreeSurface( loadedImage );
 
      }
 
           
 
      //Return optimized image
 
      return optimizedImage;
 
}
 
</source>
 
 
And applied the loaded image to a new surface with this function:
 
 
<source lang="cpp">
 
void apply_surface ( int x, int y, SDL_Surface* source, SDL_Surface* destination )
 
{
 
    //Make a temporary rectangle to hold the offsets
 
    SDL_Rect offset;
 
   
 
    //Give the offsets tot the rectangle
 
    offset.x = x;
 
    offset.y = y;
 
   
 
    //Blit the surface
 
    SDL_BlitSurface( source, NULL, destination, &offset );
 
}
 
</source>
 
 
But when i try to compile it it sais it doesnt have the length of the image. Can somebody help me?
 
 
[[User:GabberNL|GabberNL]] 14:17, 13 May 2009 (UTC)
 
  
 
== __static_initialization_and_destruction_0 error ==
 
== __static_initialization_and_destruction_0 error ==

Revision as of 18:10, 22 May 2009

How to port?

Hi. How do I port games with this? Would I be able to port e.g. SuperTux? What is need and what is to do? Ehhhm, I just read I should use my good old friend google to find out. --Woku 13:07, 12 January 2009 (UTC)

To port a game, you must first have its source code. Then change the events that use the keyboard or the mouse and replace them with wiimote controls from wiiuse. --Sal3000 11:20, 24 April 2009 (UTC)

Someone should write a more thorough tutorial! There's still lots of SDL stuff people could port. --Tantric 15:34, 24 April 2009 (UTC)
As someone who just finished re-writing a great portion of SDL-Wii I think you're a great candidate! ;) Seriously though I would love to see a good tutorial or even just an API reference written. I am madly reading the main SDL tutorial in the hope of figuring out if I can attempt to port the Intellivision emulator jzInTV to the Wii, a programme that thankfully already uses SDL. My biggest problem, aside from never using SDL before, is emulation of the 12+ button keypad. Anyway bring on a good tutorial / reference it would certainly help me in my quest - if I ever really start it. Ensign R 02:07, 1 May 2009 (UTC)

__static_initialization_and_destruction_0 error

When my program is about to begin linking it gets this error:

File:main.o: In function `__static_initialization_and_destruction_0':
j:/D0g_Engine/source/main.cpp:11: undefined reference to `Timer::Timer()'
main.o: In function `SDL_main':
j:/D0g_Engine/source/main.cpp:15: undefined reference to `cGFXCore::cGFXCore()'
j:/D0g_Engine/source/main.cpp:22: undefined reference to `cObjectController::cObjectController()'
j:/D0g_Engine/source/main.cpp:25: undefined reference to `initInput()'

And so on...


So in short, basically every function/class I've defined doesn't appear to exist to the linker, this code compiles fine for Windows so is there a setting in the makefile or something else I missed to avoid this?

Thanks in advance, Doogie 10:31, 3 May 2009 (UTC)