●Cross-platform multimedia devlopment library for games (thats what we talk about), demos, MPEG players.... anything multimedia you can think of. ●SDL.

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Presentation transcript:

●Cross-platform multimedia devlopment library for games (thats what we talk about), demos, MPEG players.... anything multimedia you can think of. ●SDL is available on Linux (obviously), several Unices, Windows, BeOS, MacOS X ●SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, Eiffel, Java, Lua, ML, Perl, PHP, Pike, Python, and Ruby. Phew ! SDL ??? What's that ?

Who uses it ●Well, who doesn't? ●Just about every game ●Tuxracer, Chromium, glTron ●All the Loki games (Civilization: Call To Power, HOMM3, Myth II, SMAC, SoF, Tribes) ●Insert your favourite game here (and it better not be Adventure)

Why SDL ●It's very light-weight, simple, and has a clean API ●It's portable to several Oses ●Its simple.

●Basic initialization is done by SDL_Init() ●Takes as argument the subsystems to initialize like ●SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO); ●SDL_Init(SDL_INIT_EVERYTHING) ●Returns a flag indicating sucess of the operations ●Subsystem initialization can also be done by SDL_InitSubsystem() Initialization

Init Stuff /* These are the flags which may be passed to SDL_Init() -- you should specify the subsystems which you will be using in your application. */ #define SDL_INIT_TIMER 0x #define SDL_INIT_AUDIO 0x #define SDL_INIT_VIDEO 0x #define SDL_INIT_CDROM 0x #define SDL_INIT_JOYSTICK 0x #define SDL_INIT_NOPARACHUTE 0x /* Don't catch fatal signals */ #define SDL_INIT_EVENTTHREAD 0x /* Not supported on all OS's */ #define SDL_INIT_EVERYTHING 0x0000FFFF

Video ●After init, set the video mode like: ●SDL_SetVideoMode(640, 480, 16, some_flags) ●This sets a video mode of 640x480, 16 bpp ●The flags allow you to set various parameters like hardware acceleration, double-buffering, fullscreen and OpenGL modes, etc. ●Returns a pointer to an SDL_Surface structure, to which you can blit other surfaces

Blitting ●Blitting, or copying of surfaces to other surfaces is done using SDL_BlitSurface() ●You can select what part of the source you want to blit, and in which part of the destination you want it ●This is an important efficiency consideration, as blitting is expensive

Input handling ●SDL events can be polled or waited for using SDL_PollEvent, or SDL_WaitEvent ●Returns an SDL_Event structure with details filled in for the event ●Keyboard ●Mouse ●Joystick ●WM events

Libraries ●O n its own SDL is just a simple graphics lib. ●For different purposes, we have different libs.. as extensions of SDL : -SDL_image -SDL_ttf -SDL_mixer -SDL_net -SMPEG

SDL_image ●SDL only has support for BMP. ●Use this to load other image format - JPG / GIF /PNG / TIFF...

SDL_ttf ●This library is a wrapper around the FreeType 1.2 library ●TrueType fonts (using freetype) can be loaded into SDL_Surfaces using SDL_ttf ●TTF_OpenFont(font_file, font_size); ●TTF_SizeText(font, text, width, height); ●TTF_RenderText_* functions ●Return SDL_Surface of rendered text ●* = Solid/Shaded/Blended

SDL_ttf... if(TTF_Init() < 0) { cerr<<"Unable to init TTF"; cerr<<SDL_GetError()<<endl; SDL_Quit(); exit(2); } _font = TTF_OpenFont("arialbd.ttf",_fontSize); if(_font == NULL) { cerr<<"Could not load font "<<endl; exit(2); } TTF_SetFontStyle(_font,TTF_STYLE_NORMAL);

SDL_mixer ●No sound - no game ●SDL_mixer supports playing music and sound samples from the following formats: ●WAVE/RIFF (.wav) ●AIFF (.aiff) ●VOC (.voc) ●MOD (.mod.xm.s3m.669.it.med and more) using included mikmod ●MIDI (.mid) using timidity or native midi hardware ●OggVorbis (.ogg) requiring ogg/vorbis libraries on system ●MP3 (.mp3) requiring SMPEG library on system ●also any command-line player, which is not mixed by SDL_mixer...

SDL_net ●You Wanna play againt me ???? ●Provides APIs for Networked play

●Where is my ingame movie sequence ???? SMPEG