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Acharis

SDL 1.2 to 2.0 migration (open screen a blit)

9 posts in this topic

I'm switching from 1.2 to 2.0. I got it compiled and working (an empty window). Now, I want to run an old code (with as few changes as possible, just using the old surface, I don't want any new features yet, don't care about performace, just make the old one complie and run).

 

So basicly my question is how to open a screen/window and then render stuff using SDL_Surface (most likely only SDL_SetVideoMode and SDL_Flip should be changed/renamed).

 

Here is an example from 1.2, please just modify it and I will get hang on how it works with the new system :)

int main ( int argc, char** argv )
{
    // initialize SDL video
    if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
    {
        printf( "Unable to init SDL: %s\n", SDL_GetError() );
        return 1;
    }

    // make sure SDL cleans up before exit
    atexit(SDL_Quit);

    // create a new window
    SDL_Surface* screen = SDL_SetVideoMode(640, 480, 16,
                                           SDL_HWSURFACE|SDL_DOUBLEBUF);
    if ( !screen )
    {
        printf("Unable to set 640x480 video: %s\n", SDL_GetError());
        return 1;
    }

    // load an image
    SDL_Surface* bmp = SDL_LoadBMP("cb.bmp");
    if (!bmp)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }
    
    // centre the bitmap on screen
    SDL_Rect dstrect;
    dstrect.x = (screen->w - bmp->w) / 2;
    dstrect.y = (screen->h - bmp->h) / 2;

    // program main loop
    bool done = false;
    while (!done)
    {
        // message processing loop
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            // check for messages
            switch (event.type)
            {
                // exit if the window is closed
            case SDL_QUIT:
                done = true;
                break;

                // check for keypresses
            case SDL_KEYDOWN:
                {
                    // exit if ESCAPE is pressed
                    if (event.key.keysym.sym == SDLK_ESCAPE)
                        done = true;
                    break;
                }
            } // end switch
        } // end of message processing

        // DRAWING STARTS HERE
        
        // clear screen
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));

        // draw bitmap
        SDL_BlitSurface(bmp, 0, screen, &dstrect);

        // DRAWING ENDS HERE

        // finally, update the screen :)
        SDL_Flip(screen);
    } // end main loop

    // free loaded bitmap
    SDL_FreeSurface(bmp);

    // all is well ;)
    printf("Exited cleanly\n");
    return 0;
}
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There is a forum called "APIs and tools" that might be more appropriate for this question.

 

I recommend you read a bit of the SDL 2.0 documentation or a tutorial so you get an idea of what has changed and what stayed the same, then try to convert the code yourself. If you have a hard time fighting through the errors, post your attempt and someone here will try to help you.

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The SDL MigrationGuide pretty much hand-holds you through the process of converting a simple 2D app from 1.2 to 2.0.

Yes, I have read it a few times. I just can't find an exmple that opens a screen in 2.0 and then blits using old 1.2 SDL_surface.

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The SDL MigrationGuide pretty much hand-holds you through the process of converting a simple 2D app from 1.2 to 2.0.

Yes, I have read it a few times. I just can't find an exmple that opens a screen in 2.0 and then blits using old 1.2 SDL_surface.

 

 

 

because there isn't. 

 

2.0 is a completely different api. I suggest you to embrace it as it is, a new and different (and better) thing.

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The SDL MigrationGuide pretty much hand-holds you through the process of converting a simple 2D app from 1.2 to 2.0.

Yes, I have read it a few times. I just can't find an exmple that opens a screen in 2.0 and then blits using old 1.2 SDL_surface.

 

 

You might want to read it again.

 

"Remember SDL_SetVideoMode()? It's completely gone. SDL 2.0 allows you to have multiple windows, so the old function didn't make sense any more."

 

It then goes on to show the old way (SDL_surface and SDL_SetVideoMode) and the new way (SDL_Window and SDL_CreateWindow).

 

And it covers your scenario of surfaces, replaceing surfaces with textures and summarizes with:

 

"At this point, your 1.2 game had a bunch of SDL_Surfaces, which it would SDL_BlitSurface() to the screen surface to compose the final framebuffer, and eventually SDL_Flip() to the screen. For SDL 2.0, you have a bunch of SDL_Textures, that you will SDL_RenderCopy() to your Renderer to compose the final framebuffer, and eventually SDL_RenderPresent() to the screen. It's that simple."

 

Seems pretty well covered to me.

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The wiki 2.0 shows that SDL_BlitSurface still takes SDL_Surface as a parameter, not SDL_Texture. So it must be doable...

 

http://wiki.libsdl.org/SDL_BlitSurface

 

 


replaceing surfaces with textures
That's exactly the thing I want to avoid :) I want to use old SDL_Surface without changing the whole code.
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Yay! Got the whole game converted to SDL2 (now the ugly black mouse cursor is the cute system mouse instead, which was the primary reason of the upgrade :))

 

 

One more thing, does anyone know what's the replacement for SDL_DisplayFormatAlpha now?

 

Here is the code, it's supposed to render a font without antialiasing.

    SDL_Color col;  col.r=col.g=col.b=255; // white

    // Create Image from TTF
    SDL_Surface* fontSurface;
    if(aamode)
    {
        // Antialiased
        fontSurface=TTF_RenderText_Blended(font, s, col);
    }
    else
    {
        // Pixelated (no antialiasing)
        SDL_Surface* tmpSurface=TTF_RenderText_Solid(font, s, col);
        fontSurface=SDL_DisplayFormatAlpha(tmpSurface); // ERROR !MIGRATION
    }
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