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SDL via C#

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That's what I'm doing, except that I'm using the Tao.Sdl wrapper. The Tao library is just a direct wrapper; it has the same functions and constants, all in the Sdl class.

SdlDotNet is much higher level. I actually prefer the Tao wrapper because I'm making an implementation-independant wrapper anyway. (I'll have a dll for pure winforms, a dll for SDL+OpenGL, and possibly others.)

From what I remember of my time using it it's a nice library.

One thing, though: I'm not sure whether it runs on Mono/Linux. I know the Tao libraries do, though.

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I am the developer and maintainer of SdlDotNet. A good tip is to check out the examples. They give you a feel for how the event loop and display methods (blit, flip, setvideo) interact. There is some documentation as well. Thanks for using the library and please post any of your feedback.

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Quote:
Original post by jendave
I am the developer and maintainer of SdlDotNet. A good tip is to check out the examples. They give you a feel for how the event loop and display methods (blit, flip, setvideo) interact. There is some documentation as well. Thanks for using the library and please post any of your feedback.


Ohh I just may have to learn C# and give that product a try now [smile] Good to know creators are active with their creations on the forum.

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Also, you may want to check out my library. It has a somewhat different purpose than SDL.NET, but there is much overlapment.

Managed Game Library (ManagedGL)

I'd shoot for the last 1.x beta (0.x that is), the 2.x betas are still under heavy development.

/edit:
If you are using (or planning to use) Visual C# Express 2005, you might as well go with the 2.0 beta (found as the 1.9x series). It has some nice .NET 2 additions you might want to see!

/edit2:

See this code as example for the 2.0 versions. Note the use of so-called Surface Chains, which allows you to automate certain surface processes, such as:

load->colorkey->convert

so that you can run them with a single call to the chain.


#region Using directives

using System;
using System.Drawing;
using System.Collections.Generic;
using System.Text;

using ManagedGL;
using ManagedGL.SurfaceProcessors;

#endregion

namespace ManagedGL_2_Test
{
class Program
{
bool quit = false;

BlitData backblit;
BlitData test1blit;
BlitData test2blit;

void Run()
{
// create a new window, 800x600x32 not fullscreen
MainWindow wnd = new MainWindow(new Size(800, 600), 32, false);
wnd.SetKeyRepeat(500, 5);
wnd.Text = "Welcome to ManagedGL 2.0";
wnd.Quit += new EventHandler(wnd_Quit);
wnd.KeyDown += new EventHandler<KeyEventArgs>(wnd_Key);

// setup a loader chain
SurfaceLoader loader = new SurfaceLoader();
ProcessChain loadChain = new ProcessChain();
loadChain.Add(loader);
SurfaceColorkeyer colorkey = new SurfaceColorkeyer(Color.FromArgb(255, 0, 255));
loadChain.Add(colorkey);
loadChain.Add(new SurfaceConverter(wnd.Format));
loadChain.AutoDispose = true;

// load test1.bmp
loader.Filename = "../data/test.bmp";
Surface test1 = loadChain.Process();

// load test2.bmp
loader.Filename = "../data/test2.bmp";
Surface test2 = loadChain.Process();

// remove the colorkeying and load the background
loader.Filename = "../data/back.bmp";
loadChain.Remove(colorkey);
Surface back = loadChain.Process();

// setup a single blit process with data for the three images
SurfaceBlitter blitter = new SurfaceBlitter();
backblit = new BlitData(wnd, new Point(0, 0));
test1blit = new BlitData(wnd, new Point(0, 0));
test2blit = new BlitData(wnd, new Point(400, 300));

while(!quit)
{
// blit the images
blitter.Data = backblit; blitter.Process(back);
blitter.Data = test1blit; blitter.Process(test1);
blitter.Data = test2blit; blitter.Process(test2);

// update the window
wnd.Update();
wnd.UpdateEvents();
}
}

void wnd_Quit(object sender, EventArgs e)
{
quit = true;
}

void wnd_Key(object sender, KeyEventArgs e)
{
switch(e.Key.Name)
{
case KeyName.Left: test1blit.Destpoint.X -= 3; break;
case KeyName.Right: test1blit.Destpoint.X += 3; break;
case KeyName.Up: test1blit.Destpoint.Y -= 3; break;
case KeyName.Down: test1blit.Destpoint.Y += 3; break;
}
}

public static void Main(string[] args)
{
(new Program()).Run();
}
}
}

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