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OK so I solved the install problem but now my original programs will not open a full graphics window .
I was using
'$include: '\sdl\sdl.bi'
screen 1024,768,8,1

and this worked no problem with FB 0.1 , the IDE version does not alter this . Program compiles and runs in a small window with printed values but no graphics.
I did not see any changes in the change log except -- to include 'once'
but this does nothing.
Am I missing something here -- thanks for ant advice Ray.
er, well if you are wanting to use the new inbuilt GFX functions:

Code:
SCREEN mode, bitdepth, num of layers, fullscreen

where mode is 1 - 21

mode 20 would suffice for your needs, 1024x768

and you dont have to include sdl.bi
Sorry I can see using the new stuff when I have learned the commands -- but why is the old stuff not working ???
My old stuff included other sdl commands e.g. for the mouse pointer
all of this was working just fine.
Are you implying that I will have to convert all my programs to the gfx stuff anyway to use 0.11 ??
Ray
You can still use SDL directly, no problem.

But it looks like you're mixing both SDL and the builtin GFX module, I don't know how well that will go.
Quote:I don't know how well that will go.
It won't at all, because the new built in graphics library does use SDL. For mouse stuff, the new library has GETMOUSE instead.
was that, does or does not use sdl ??
I can change the screen using the gfx stuff -- but I had not changed the mouse .------- so My question still remains -- is sdl in FB .11 defunct
That's the way it behaves .
also I had a window and I seem to remember that the gfx stuff references the screen to the bottom left hand corner which screws up the sdl mouse.
Ray
The built in gfx module uses SDL.

If you use any builtin command, you can't use SDL directly.



Use only the gfx modules commands, such as GETMOUSE, as pointed out by Sterling
Please stop this confusion. The gfxlib shipped by default with FB 0.11 does NOT rely on SDL for anything.
When you use QB-like gfx functions in 0.11, no SDL is used, and your EXEs will not require the SDL DLL.

There are docs available for the new gfxlib of 0.11, and are in the docs/gfxlib.txt file inside the 0.11 zip file you downloaded. Have a look at the GETMOUSE function for info on how to get mouse status.

If you want to use SDL, just use SDL, not the built-in QB-like gfx statements; you can't mix the two.
sorry but I still do not understand -- I can see if GFX is dominant (built in ) then you have to go with that syntax --- that just means all the programs I did are obselete .
But they happened to work just fine ----- maybe that's why some people still hang on to QB 1.1
I do not see a clear and stated objective here --- what exactly is the goal --- if things keep on changing in a willy nilly manner then as an application person I will not go to the 'latest' -- I will keep what works .
Ray.
My dear, this is 4 months old. It's normal that things change and improve. You can still use SDL. You cannot mix the built-in GFX lib with SDL, as it uses DX in Windows and X11 in linux, not SDL. The old GFX lib used SDL, that's why you could mix both.

Stop complaining. These guys are doing this for free, and really fast. You tell someone that you have a compiler working in its current status in just 4 months and he or she won't believe you, most likely. This is just awesome. Complaining like that is lame. The authors don't deserve that not even a little bit.

If you mixed the old GFX built-in lib and SDL, you can still use 0.10b or just accept it and change your code. Remember: you didn't pay for this, so you don't have the right to complain in that way.

"I will keep what works". v. 0.11b works way better than 0.10b. It has just changed.
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