SDL2

Technical discussion for those interested in Supermodel development and Model 3 reverse engineering. Prospective contributors welcome.
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Re: SDL2

Postby Spindizzi » Mon Nov 13, 2017 3:03 am

Re,
making a rapid build with only sdl_quit message (normal way from sdl2)
closing window works if rawinput not activated but if rawinput activated, keys and mouse don't work (hard to quit, must use task manager to kill task, lol)

no go with my option of mixing windows and sdl2 events
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Re: SDL2

Postby Bart » Mon Nov 13, 2017 11:49 am

I just looked over the diff. It'll need some work to remove the SDL references bleeding into Model3/. All SDL stuff should be abstracted into the SDL sub-system only (OSD/ subdirectory). Most of it looks straightforward. I don't know anything about RawInput. Doesn't sound like fun :oops:
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Re: SDL2

Postby Bart » Sun Dec 03, 2017 5:26 pm

Sorry for the radio silence but I've been very busy with my HoloLens projects. They're much more time consuming than I thought and I need to get them wrapped up this month. I built SDL2 on my machine the other day and will hopefully be able to look at this in the coming week or two. I'm unsure about how to handle the RawInput stuff. That may take a while to figure out. I'd hate to lose RawInput mode as it seems several people do use it for dual lightgun play.
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Re: SDL2

Postby luisfcorreia » Wed Jan 03, 2018 4:42 am

Hey peeps!

I'm back for a little more digging into this very fine emulator.

What's the current status regarding migration to SDL2?

I can try and apply that large patch into current SVN trunk.

Cheers!

Happy new year
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Re: SDL2

Postby Bart » Fri Jan 05, 2018 6:21 pm

Haven't had time to look at it again but I would really like to get this integrated. It seems that one obstacle was making sure RawInput still works as before. That is essential to dual mouse and keyboard support, which some people actually do use to play games like Lost World with friends.
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