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Messages - sorlok_reaves

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91
Programming Help / Re: [Solved] Adding a new function
« on: October 03, 2014, 09:26:34 PM »
All the variant is doing is wrapping the pointer and then passing it back; I've confirmed that it works for simple new'd data. It would have to be something slightly more complicated, I think, to cause the invalid pointer to be saved.

Can you post a branch and test game, so that I can run it through GDB?

92
Programming Help / Re: [Solved] Adding a new function
« on: October 03, 2014, 07:16:02 AM »
I would guess it crashes becaused3dDevice is not initialized to 0. Also, passing a garbage pointer is hard to detect. But I don't know for sure --the pointer seems to be valid, so maybe the DirectX ENIGMA users have an idea?

93
Programming Help / Re: [Solved] Adding a new function
« on: October 02, 2014, 08:19:14 PM »
I just Ninja'd you.

I had project settings on OpenGL  ::)

Not used to the defaults on ENIGMA.  :D

Compiled fine but app still crashes when trying to draw a textured quad. So, more investigating at my end now (DLL works fine in GM:S)

Can you print the pointer and make sure it's actually pointing to the same memory location?

94
Programming Help / Re: [Solved] Adding a new function
« on: October 02, 2014, 08:05:30 PM »
Just tried this in graphics_bridge.cpp

Code: [Select]
void* enigma_user::window_device()
{
return (void*)d3dmgr->device;
}

Still the same error.

I am sure I am making a silly mistake somewhere. :(

Is window_device() inside some other namespace? Like enigma{} maybe? Or can you post both files?

95
Programming Help / Re: [Solved] Adding a new function
« on: October 02, 2014, 03:12:20 PM »
Ok, this is just a proof-of-concept, but it *should* work. Please merge this commit to your local repo:
https://github.com/sorlok/enigma-dev/compare/enigma-dev:master...sorlok:hacky_pointers

...and then do something like this:
Code: [Select]
export double init(variant mD3dDevice)
{
void* temp = temp_get_pointer(mD3dDevice);
}

You should also modify your init code to print the pointer address of mD3dDevice the first time it is created. Then compare that value to temp and make sure we're at least looking at the right location in memory.

If that works, try actually using the pointer.

96
Programming Help / Re: [Solved] Adding a new function
« on: September 30, 2014, 10:33:54 PM »
I think it was you, that Rob mentioned to me, with regards to this (yesterday). And he did say something about you having to write a variant.

Just a quick update; I'm all over the country this week, so I'm afraid this feature will be slightly delayed. (Frustrating, I know.) I actually brought an external hard drive with my dev. environment on it, but I forgot my Super Grub CD (do'h!) so it's just a brick.

97
Programming Help / Re: [Solved] Adding a new function
« on: September 29, 2014, 08:21:15 AM »
I can definitely re-write var/variant to hold and dispense a void pointer, but I'd really like some input from Josh on this. In particular, I'd like to know what the user-level interface for extracting a pointer would be like, and how it would gracefully fail. I assume something like this:

Code: [Select]
variant::variant(const void* p): rval(0), sval(), pval(p), type(ptr) { }
const void* some_function_to_get_the_ptr() { return (type==ptr) ? p : 0; }

98
Programming Help / Re: Adding a new function.
« on: September 28, 2014, 11:59:23 PM »
Are you sure that last definition is not inside another namespace? (Also, it should probably be inside a .cpp file.)

99
Programming Help / Re: Adding a new function.
« on: September 28, 2014, 11:45:49 PM »
JDI should auto-detect any functions added to the enigma_user namespace.

100
Issues Help Desk / Re: Missing functions
« on: September 25, 2014, 10:39:07 PM »
The second function should work if you enable the "XInput" extension (in the ENIGMA extensions tab for your project).

The first one doesn't seem to be implemented yet.

101
General ENIGMA / Re: Please vote for ENIGMA's new license
« on: September 25, 2014, 10:36:57 PM »
You just reminded me of something very important, I forgot to mention that to sorlok and egofree. It's an honest mistake I never added myself to the headers when I first started and I still forget quite a lot to add myself to the copyright headers, in fact, I should have added myself to XLIB main/window headers a while back because I've made significant improvements to those files.

Thanks for the message; I'll dig through my changes and see which files I made substantial changes to.

102
Finished Games / Re: Window Styler, Web Browser, and Embed Program
« on: September 25, 2014, 12:08:36 PM »
Fake fullscreen is also super-useful if you don't want your display to switch resolutions every time you Alt-Tab. Depending on the type of game (e.g., RTS, RPG), it can be very useful to tab to the wiki really quick and check some enemy stat.

103
General ENIGMA / OS-X Cross-Compilation is now in master
« on: September 23, 2014, 07:42:27 PM »
As of the latest master, you can now cross-compile from Linux to OS-X using ENIGMA. Wiki guide here:
http://enigma-dev.org/docs/Wiki/CrossCompileLinuxOSX

This should go without saying, but make sure you are aware of Apple's draconian policies before submitting a cross-compiled app to the App Store (it will likely be rejected). You can certainly distribute the app unofficially, of course (like on the "Games" page).

As always, I am happy to answer questions/fix bugs as people run into them.

104
Issues Help Desk / Re: window_handle() is messed up
« on: September 22, 2014, 12:39:22 PM »
Shouldn't be too hard; I'll have a look.

105
Issues Help Desk / Re: window_handle() is messed up
« on: September 21, 2014, 11:20:44 PM »
Ok, the fix has been merged. Feel free to test now.

FYI, there's a small regression on OS-X, whereby the background color does not display properly for windows that have out-of-bounds regions (usually only happens when views force a smaller region).

I can probably fix this (related to windowColor), and I don't think it should hold up the merge.

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