Sdl2 directfb vs sdl2 Step 2 Option 1: Link Against Static Libs Using Visual Studio IDE SFML is much easier and I understand it more, but SDL2 seems more powerful. That way, your system can store files in different locations and everyone can use the same commands to compile your code. After that, I set export SDL_VIDEODRIVER=directfb in the shell in the target. Cooperation between various process is achieved through the fusion. Load 5 more related questions Show fewer related questions Sorted by: Reset to default Know someone who can answer? Share a link We use the videotestsrc source to generate a video test pattern, and then use an app_sink to extract frames and put them on the display using an SDL2 SDL_Texture. The article discusses the key differences between SDL2 and OpenGL and determines which one is better for your specific project. Otherwise though, they're all capable of meeting your needs, and realistically the best course of action altogether is to write your game's rendering in Now, just follow the usual installation tutorial for VS (that normally makes you dynamically link SDL2), but copy SDL2. Below is the source code snippet from Buildroot - a widely used tool by embedded linux developers - for DirectFB in SDL2. c and open it in VS Code, then hit Ctrl+Shift+P to open the command palette, and search for edit configurations (UI), there you can select the path to your compiler, and create a configuration for SDL, you can also Press *F5 * and cross your fingers. The point of using textures instead of surfaces is that textures works on the GPU and get loaded into video memory and surfaces works in system memory with the CPU and since GPUs are much better suited than CPU for A safe link between vulkano and the sdl2 library which can create a window to render to. /configure --prefix=/usr For Simple Direct Media Layer 2 (SDL2), after installing it on Ubuntu 16. I have seen a few sources say that sdl2 is a safe wrapper for SDL2 (), but I haven't seen anyone say the same for sdl2_sys. wayland. What exactly i changed in SDL2 is far far beyound stackoverflow scope, but in next steps i writed some main points what should be done to avoid animation stuttering: i moved SDL_FRect and SDL_FPoint structs from internal sys_render api to render. 0? I downloaded SDL2 and it was pretty easy to get their example testgles. h in the same directory as SDL. 3) using the latest version of DirectFB2, again I built using the latest version of DirectFB2, again I built and installed, but only getting directfb not available when I start my SDL2 app. I want to move to Python 3 and the improved SDL2 library (pygames updates are very slow), but I need to retain the lower level graphics capability. g. After Including SDL in your project, you need to undefine SDL's main function, in C/C++ you can do it by adding the following code under your include for SDL: "#undef main", this undefines SDL's main function, which is there for some reason that I do not know, you also need to link against SDL2. Use the DirectFB API. Apparently, SDL2 fits better with any OS accross compliance, as the UI is not tied to the system (if I'm not wrong, MAME is moved on SDL also for this reason) 2. Hot Network Questions SDL2 will just use GL inside anyway yes, hence an API on to of an API :) when i say the driver may not be mature, i mean the SDL2 video driver in retroarch (ie, the API that translates between the libretro API and SDL2). cpp and testgl. 14\SDL2-2. org/git/mesa/mesa cd mesa git checkout I want to have an Arch box that can run programs using SDL2, but I really do not want to install xorg. 26 released for this widely-used library by cross-platform games and other software for abstracting software/hardware interfaces. Development SDL on DirectFB Supports: - Hardware YUV overlays - OpenGL - software only - 2D/3D accelerations (depends on directfb driver) - multiple displays - windows What you need: The SDL2 config. 26. h" in its headers. flip(). So you must either use the former option, or copy SDL2_image's include directory on top of SDL2's include directory to have SDL_image. You might want to take a look at the migration guide for SDL2, it provides information on the new way of dealing with 2D graphics. ) if you want anything even slightly more advanced. Best. SDL2 cleans up some conceptual weirdness in SDL1 (what's in texture mem vs. Cross-Compile SDL2 with DirectFB and add to a Buildroot root filesystem. After that, we open the SDL2_image-devel archive and go to "i686-w64-mingw32". If you do #include <SDL2/SDL. h>, then the path should end with /include. 0". I have used V 2. cpp to build I had a typical SDL event loop calling SDL_WaitEvent, and ran into a much-discussed issue (see here and here) where my application was not able to re-draw during a resize because SDL_WaitEvent doesn't return until a resize is finished on certain platforms (Win32 & Mac OS). SDL2 is relatively simple and has a ton of very useful features so if you want to add a nice feature you can look their wiki and learn it. Please see tests/create_surface. Share. This will produce the files SDL2. DirectFB2 is a fork of DirectFB whose purpose is to preserve and maintain the DirectFB graphics backend, Cooperation between various process is achieved through the fusion. See also the latest Fossies "Diffs" side-by-side code changes report for "sdl2. 7) project(SDL2Test) find_package(SDL2 REQUIRED) include_directories(SDL2Test ${SDL2_INCLUDE_DIRS}) add_executable(SDL2Test SDL2 and GLFW are similar, but they have different goals. The Fedora SDL package isn't compiled with directfb support. Nothing else gets even close to the platform compatibility and features of SDL. 2 stable was used for something like 7 years by hobbyists and professionals alike for far more than just video games. Since they’re so much simpler than game engines, you don’t really need a lot of documentation or tutorials to get started. Make sure that your SDL install is built with framebuffer support (--enable-video-fbcon and/or --enable-video-directfb) and that the SDL_VIDEODRIVER environment variable is set to fbcon or directfb. 2 is still maintained for compatibility with old software that hasn't been ported to SDL2. GTK3 (it's my opinion yet) fits really bad with Windows. # sdl pkg-config source file prefix=/usr exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: sdl2 Description: Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. If you choose to use the garbage collector with SDL objects (by running apps importing sdl with v -d sdl_use_gc run) you may experience runtime crashes and output SDL library (SDL2) vs raylib shapes module (rshapes) NOTE: SDL provides those functions as part of the main library while raylib provides this functionality contained in the rshapes module. I get no compiler errors at all, and a fair bit of the code matches tutorials I've found online. Introduction to SDL2 The Simple DirectMedia Layer Version 2 (SDL2 for short) is a PulseAudio-17. The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. svgalib. Unlike existing GStreamer sinks, which hijack the window and use XV to render to it directly, this can be easily mixed with other things going on in an SDL2 application. probably on the order of 1 per execution thread, The difference between a Texture and a Surface in SDL2. lib and SDL2test. First of all, you should find the files that you have downloaded. 32 DOSBox-X officially supports both SDL1 and SDL2 builds. They both have the ability to support inputs from mouse/keyboard, but that's about where the similarities end. There is no separate call to update the screen as there is with pygame, so if you're getting any output, this means that the render As a special service "Fossies" has tried to format the requested source page into HTML format using (guessed) Make source code syntax highlighting (style: standard) with prefixed line numbers. Components running on DirectFB graphics backend are based on Are they complementing each other or they are just different? when/why should I use DirectFB2? also, can DirectFB2 support lvgl? The Simple DirectMedia Layer Version 2 (SDL2 for short) is a cross-platform library designed to make it easy to write multimedia software, such as games and emulators. To disable the use of linux input devices, i. 16 SDL_PollEvent() stuttering while idle? 0 Using GCC/Sublime to compile SDL programs on Linux. Follow the next steps. After I use fetchcontent to get both SDL2 and SDL2_image in my project, I copy the SDL2_image. The VSCode's C++ extension complains about the file SDL2. /configure is not finding directfb configure:20558: checking for directfb-config configure:20592: result: no configure:20604: checking for pkg-config configure:20622: found /usr/bin/pkg-config configure:20635: result: /usr/bin/pkg-config configure:20678: checking for DirectFB 1. net is your resource for game development with forums, tutorials, blogs, projects, portfolios, news, and more. SDL2 is relatively bare-bones and you need separate libraries (sdl2_image, sdl2_mixer, sdl2_ttf, etc. h api to This blog post shows how you can do it: Using SDL2 with CMake On Linux you can use a recent CMake (e. h; There's a linking problem when you compile from your Makefile For installing SDL2 or other libraries on Visual Code. SDL2 supports more functionality (audio, input, and lots of other stuff) and it has (at least indirect) support from Valve, which is nice. It might not matter if you're making a single window game, but once you get off the beaten path and start using multiple windows, need high I've installed SDL2 (x64-windows variant) with vcpkg: vcpkg install sdl2 --triplet x64-windows And I've made vpkg libraries available to Visual Studio: vcpkg integrate install My VS 2019 project is configured to use the Console subsystem, and my main program looks like that: #define SDL_MAIN_HANDLED #include <SDL2/SDL. Compositing windowing system is performed by the default libdirectfb. sudo apt-get install libsdl2-dev I used the header: #include <SDL2/SDL. First, be sure your workspace has a structure like this. I've also looked at SDL_gpu. 7) and using SDL2 works out of the box. As fa as I'm concerned you should link the SDL library and SDL2_gfx Library to your project. img, both with the default Broadcom blobs & the KMS/DRM backend:. Where you know, you wont delete it. You may want to run an SDL2 program from the console or you may wish to run an SDL program such as an emulator or a game at QVGA resolution from the console. Use Wayland protocol for hardware acceleration. The current components of the SDL2_gfx library are: Graphic Primitives (SDL2_gfxPrimitives. Then I can start SDL2 example, which can draw window and do redendering in the window. Installation of SDL2 Install SDL2 by running the following commands: . 0 or 3. 26 released, SDL 3. Quickstart a new SDL2 project ! - fredyrogez/sdl-cpp-vs-template However, the program seems to initialize the window, then return nothing more than "Segmentation fault (core dumped)" before terminating. Now the questions: The SDL2 webpage states that it provides access to "graphics hardware via OpenGL and Direct3D". 0 Increasing Speed of per-pixel Access of SDL. I think you'll have to rebuild it (or build a completely separate local version in /usr/local or /opt) in order to get what you want. Use \n. kmsdrm. Avoid SDL 1. Share Sort by: Best. Improve this answer. We are obsessive about SDL2 having a backwards-compatible ABI. low mem?) as well as enabling new OS and platform features (consistent multitouch. See this bug report (although dosbox uses SDL instead of SDL2). I don't know if the folders for VS2012 are the same though - might be slightly different. dll using the -lSDL2 flag, however if you have \n. Currently, with some setups, SDL2 is known to trigger crashes when used in conjunction with V's default garbage collector. In SDL2 we have surfaces and textures. on Windows + MinGW) some system libs, in the right order. C++/SDL2 Visual Studio 2019 Template. SDL is backed by Valve and was, for a time, backed by Blizzard. I see little documentation of the level of support besides a couple mentions of DirectFB capability. What you will find is SDL feels more like working with C, or at least DirectFB README ----- DirectFB is a graphics library which was designed with embedded systems in mind. SDL2 looks more stable, no mouse issues, no odd shortcuts to learn, etc. When I search for information on this I find SDL3 with SDL2 I think pygame and python are a great way to make games although if you are looking to ship your games pygame may not be the route to go. h . Given this information both identifiers appear to describe the exact same format but I can verify that some of my code works with one of the two formats but not You can set up SDL2 to import one large image file as a single Texture, then use SDL_RenderCopy() At least in OpenGL, switching between many small textures has overhead. freedesktop. 0 support configure:20680 It is clear that you have two problems. Each of the folders includes 3 things we are interested in: Header files (. As far as I can tell, sdl2_sys is a crate of automatically generated bindings for all of SDL2, and sdl2 is a crate of bindings based on sdl2_sys, which lacks equivalents to certain functions, specifically IMG_LoadSVG_RW. 12 with framebuffer and for this download the last version and configure with the --enable-video-directfb, but when execute make I have this error: Also Buildroot creates SDL2 with directfb used to work and no longer does (which is why I am writing this note). In SDL3 it’s (way) more elegant, there you only need to #include <SDL3/SDL_main. lib over the ones found in the dynamic link package. I see this with the addon libraries as well. Top. – directfb. ├── bin ├── include ├── lib ├── Makefile └── src I rebuilt target root filesystem with directfb and SDL2 with directfb. . For VS Code you need to have the C/C++ Extension installed. multimice/multikeyboard support,\nuse A modern C++20 wrapper for SDL2. The following graphics driver interface can be used by I'v converted from SDL1 to SDL2, and found it well worth the effort. If I start writing OpenGL code suddenly I've limited myself very drastically. h> int main(int, char*[]) { } Caveat: I just started with SDL2 a few days ago [in C]. The custom window manager {IDirectFB *dfb; /**< The directfb main interface */ IDirectFBWindow *window; /**< The directfb window handle */ IDirectFBSurface *surface; /**< The directfb client surface You should explain what settings you have made. While most things are same in both builds, there are some differences between them, such as things related to the keyboard handling. h, SDL2_gfxPrimitives. Hence I am assuming this is a bug. 14\build\Release. org, the fbcon backend isn’t available at all in SDL2, and even the Linux framebuffer in the kernel is becoming deprecated in favor of DRM. Multiple times I would decide, "Nah, I like the other better you can do X or Y easier. Use the General Graphics Interface API. version 3. I am not using Raspberry Pi, so specific solutions to the Pi will be less helpful for me. It also helps resolve any special requirements of the library you're trying to use. I want to make 2d games btw. When I look at the release versioning 2. Raylib on the other hand is more "C-compatible", but there is no IOS support which would be nice-to-have. Link against SDL as normal, and expect it to be available on the player's system. Related questions. With SDL 2. As of this writing 20100802 you need to pull Mesa from git and do the following: git clone git://anongit. c) In short, use SDL2 if you need audio and input capabilities and OpenGL if you’re interested in creating custom shaders and graphics. Summary. no native hotkeys, some bugs here and there 3. MonoGame and SDL2 are not game engines, they’re just frameworks or hardware abstraction libraries. MX 6) with DirectFB. This seems ok. 2. The main difference (as I can see) between the old SDL and SDL2 is that old SDL had window represented by it's surface, all pictures were surfaces and all image operations and blits were surface to surface. Open comment sort options. so window manager module with libdirectfbwm_default. lib and SDL2main. From what I read about the SDL2 lib it seems to be a multi-purpose library that encapsulates some functionalities as user input, threading, networking, window creation, and so on [and also "graphics hardware via OpenGL and Direct3D"]. And the follow the following steps: 1,Add the path to the header file to the Additional Include Directories It was just a little more than 24 hours ago that SDL 2. On x86 architectures, the non-X windowing systems are Wayland, directfb, or drawing things directly to the framebuffer through fbdev. so library. 0 but on the main Github page it says " Simple DirectMedia Layer (SDL) Version 3. In each of these discussions, the technique of using SDL_SetEventFilter to get As best I understand, both the RGB888 and RGB24 formats put their red components first, followed by green and then blue, and both formats take a total of 24 bits per pixel (because 8+8+8 = 24). h> and the compiler linker command: -lSDL2main -lSDL2 Additionally, you may also want to install: I'm cross compiling SDL2 (release-2. lib in ~\SDL2-2. Not sure if bug # 1116 commented in the source code is related or not. Because we are including SDL2 in our project using FetchContent, SDL2_image install option won't find the include/SDL2 folder to install SDL2_image. I extracted it to "C:\Development\SDL2_MinGW_32Bit". This allows Valve to make fixes and improvements to their SDL and those fixes to flow on to your game. SDL2-test and yagears2 programs are available as examples, tests or Components running on DirectFB graphics backend are based on libdirectfb. One of the first stages of that big Simple DirectMedia Layer update is removing a lot of old platform code and other obsolete It seems like VS can't find the lib files. 2 previously to test an SDL_BGI library, but need to update to the latest stable V2. 0 is now in development. So I've looked toward OpenGL. cmake_minimum_required(VERSION 3. h yes -- dynamic libdirectfb Alrighty, got it working on my Raspberry Pi 3 with 2019-07-10-raspbian-buster-lite. Because of this you have to explicitly opt-in to use V's garbage collection with SDL2. export SDL_DIRECTFB_X11_CHECK=0 \n. Commented Dec 4, 2020 at 8:54 | Show 1 more comment. display. Once you're comfortable with any one of them, but before you get too invested in your game, you could go back and try the others and see if they have any convenient paradigms you wish you had access to. Here's my output from SDL2 configuration, checking for directfb. – HolyBlackCat. yes. h> in the source file that implements your int main(int argc, char** argv) function. To disable to use x11 backend when DISPLAY variable is found use \n. Yes - DirectFB is used by embedded linux developers who want to use SDL2 on small boards - eg automotive, aeronautics, manufacturing etc etc . Note: SDL2_image (and probably other SDL addons) uses #include "SDL. rs as an example. The problem is creating an exe from the python files, because a lot of the time, antivirus software flags it as a trojan just because python is used to create viruses sometimes, and also because the python interpreter has to be bundled along The difference is, your CPU(software renderer) can simulate the actions of a few "shading units". (This is the legacy documentation for SDL2, the previous stable version; SDL3 is the current stable version. ggi. On 2018-08-28 01:40:26 +0000, Peter Thompson wrote: SDL2 on Beaglebone Black works using DirectFB using the following patch Yeah, I'd seen that post and tried the suggestion in there but no luck. ko kernel module. SDL2 access render framebuffer. They are both libraries to create and manage windows. h file my self. mk": Hello, When I first started to program I went back and forth over SDL and SFML. Instead, you rely more on general programming skills. ) And, as others have pointed out, it's clearly the future of SDL development. Another uses a GPU for rendering, another does not. It has had a very long development history and is used in many commercial products. 0. So I guess I’m asking for trouble, but even if it’s not a long-term Hi team I am new to SDL. 30. Make sure your user is in the input group & relogin:. No reason to not. h. lib, SDL2main. Alternatively you can here view or download the uninterpreted source code file. 7,Hi, i’m trying to use SDL2 via DirectFB,i have installed the SDL2 with the choice of “–enable-video-directfb”,then i export SDL_VIDEODRIVER=directfb and run the program, but it return “directfb not available”,what’s wrong? the DirectFB is Direc Hi, I want using SDL 2. Any tips idea or whatever ? My goal : I created an dashboard I want to move to Python 3 and the improved SDL2 library (pygames updates are very slow), but I need to retain the lower level graphics capability. There are two ways you can do this. Now that you have the static libraries, you can include them in your project. In the SDL2 version, your doing 100 render operations, which I think do a blit and a screen update. Use the Ascii Art library. x and OpenGLES 2. sudo adduser <username> input Install SDL2 build dependencies: I'm trying to learn SDL2. aalib. I really want to choose SDL2, because I've seen some cool games in it, but at the same time I want to choose SFML because it's just so much easier to make games. The SDL2_gfx library provides the basic drawing functions such as lines, circles or polygons provided by SDL_gfx on SDL2 against renderers of SDL2. 0, a graphical environment, DirectFB, fcitx, jack, and sndio. x or 4. It's very legacy, and lacks support for must-have features like windowed fullscreen, core GL context support, input hotplugging, etc. i realise that SDL2 itself is fairly mature, but since it's a rarely used fallback in retroarch it's probably not very mature there. lib) within the lib directory; Dynamic Library files (. SDL2 was always meant to be a full library for creating and running games. e. New When shipping a Linux game on Steam, do not ship a build of SDL with your game. The application itself works fine, bit on SDL_RenderPresent( renderer_ ) there seems only software blitting is working, which takes the CPU upto the limit. h) within an include directory; Object Library files (. Is there some super-easy basic hello world cube project (with setup tutorial) for SDL2 that builds and runs easily across (Windows, Linux eg Ubuntu, Mac OS X, Android, iOS), using modern OpenGL as in OpenGL 3. It serves as a hub for game creators to discuss and share their insights, experiences, and expertise in the industry. In this guide we’ll only be setting up the x64 version but, if your project needs 32-bit I turned off SDL2_image installation because that is where the bug. so plugin. I was under the impression that directfb used fbcon so if fbcon works then directfb should work. But I don't know, since SDL2 is mostly used for C++ I am worried that I can rund into problems and maybe limitations with using SDL2 in pure C. dll) within the lib directory; The lib directory includes both 32-bit (x86) and 64-bit (x64) versions of the libraries. You can then remove the DLLs. The problem is: so far, everything I've written is cross platform-ish (only limited by what SDL2 can do). It offers maximum hardware accelerated performance at a minimum of resource usage and overhead. SFML is less segregated (the graphics module gives you sprites, primitives, and TTF text, the audio module gives you music, basic sound effects, and positional sound) and you can tweak the scope of your project just by SDL2 offers also IOS-Support (raylib only Android) and you can also make homebrew-ports with SDL2 for Nintendo Switch. One is to configure the appropriate directories in VS as TwinkleBearDev's article shows. After everything is setup, you can create a directory, then create a new file called hello. 6. 1. If I got it right, surfaces are in RAM, and textures are in graphics memory. " You will find a lot of games (industry even) made with SDL and it has been around A LOT longer and has a bigger community. You should watch a red window, is you see it, then you are ready to work with SDL2 and VS Code! This is a simple configuration for start with SDL2, if you want to use SDL_image, you should do the same steps to At the moment we are developing an SDL2 app on an embeddedboard (i. If it makes a difference, I'm running Code::Blocks on Ubuntu using GCC. The sdl2-vulkan-sys directory binds the Open the SDL2-devel archive and got to "i686-w64-mingw32" and extract the content to a location. In pygame, you're doing 100 blits but only one screen update with pygame. Attempts to mostly match vulkano-win, but the surface is returned directly instead of as a field in a struct, since SDL2_vulkan requires a window to return required instance extensions. Use the SVGAlib API. SDL2 appears to support the DirectFB video driver according to : Yes - DirectFB is used by embedded linux developers who want to use SDL2 on small boards - eg automotive, aeronautics, manufacturing etc etc . Another is to put the libraries directly where VS would look for them, as my article shows. Contribute to NathanSWard/SDL2pp development by creating an account on GitHub. SDL exposes several functions GameDev. The SDL directfb backend hasn't seen work in a long time, it might still work with SDL1, but it definitely won't with SDL2. I see little documentation of DirectFB2 is a fork of DirectFB whose purpose is to preserve and maintain the DirectFB graphics backend, particularly for use on embedded systems. No one will view a video to try to decipher if it is correct or if you somehow did not follow the instructions. In SDL2 you need to link a static SDL2_main lib, and potentially (esp. There are two main reasons you may need to use SDL's directfb output. 04 via: . Here we do the same thing and extract the content to Disclaimer: I know the DirectFB backend is not well-supported, and I would be unsurprised if it is soon removed entirely since the disappearance of DirectFB. Window ( 256 x 128 px ): 60 FPS - ~20% at one core the DirectFB is DirectFB-1. However this works at least on all directfb supported platforms. Below is the source code snippet from Buildroot - a widely used tool by I’m trying to make SDL2 working on my BananaPI under Gentoo using directly the FrameBuffer as X isn’t installed. After that is finished, right-click on SDL2main, and click build. It's modular so you only have to learn whatever you need (remember to check their wiki before implementing stuff because whatever you think you'll have to code from scratch you're almost guaranteed to find it in the library). Update: I see. The pkg-config command is a more-or-less cross-platform or cross-distro way to provide the correct flags to your compiler to allow it to find header and library files. log file shows SDL . If you use Windows, the differences between them are more obvious since Windows SDL1 version uses Windows menu whereas Windows SDL2 version uses SDL Just use SDL. This is what I expected. multimice/multikeyboard support,\nuse \n 1. Our LinuxOS is generated via YOCTO. I already have my development workstation running fine so it's just my embedded that doesn't work. ) SDL_SysWMinfo. ynfu dwi bvonicx rdwr fvkx ndxtx klzjbzb mnfzv bgjdl zzuw