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feat: sdl2 #203
feat: sdl2 #203
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Nobody interested? |
The more builds and the more options the better in my opinion. It would be nice to get a true MacOS build going without needing to install XQuartz. Is this PR ready to be merged? If not could it be switched to draft? |
No idea how to fix this inline stuff, no issues here on my machine. Must be some clang 14 vs 15 or arm vs x64 issue? |
If you look at the other cmakes, we had to do this:
So you remove the entry you have in |
Thanks, tried a different version I found on |
Few remaining questions:
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I'd defer on this question. Maybe if X is no longer needed, it gets converted to just pinmame?
If you compile with the static libSDL2.a would you even need SDL2 as a requirement? It would be directly in the binary.
For now I would keep multiple CMakeLists.txt. I understand there is one line different, but I think we need an overhaul of CMake, and I'd prefer to do that in one shot. |
I tried your version but I get : I seem to use a different include of sdl in my sdl2 version. |
No idea, but does not seem to be an issue on the github builds. |
I used makefile.unixsdl which contained sdl-config, after changing that to sdl2-config and SOUND_SDL=1 it worked on my side. |
Hi! As this has been hanging around for a while, but it seems useful.. I'm no Linux expert, so have no opinion, plus by now it could make sense to directly go to SDL3.. |
From my side no progress, I was able to do my rom things with the current sdl2. Maybe a nice winter project. Are there any volunteers to migrate directX7 to SDL3? |
I might have a go at SDL2->SDL3 |
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going to close this for now and create a SDL3 branch when ready |
I ported the SDL code to SDL2.
X11 is ancient tech that is going away.
xpinmame
on linux now builds against SDL2 for graphics and sound.Some light crackling on the sound, probably something to do with pinmame not coming up with audio data in time?
No luck with hidpi for now