Lutger wrote:
Mafi wrote:

Hello,
I'm trying to write some SDL wrapper. After a long fight against
objconv, implib and optlink I finally got SDL loading.

Have you tried Derelict? (dsource.org/projects/derelict). There is a branch called Derelict2 which is D2-compatible. Derelict does not require import libraries, only DLLs/SOs - it does run-time dynamic linking (i.e. loads dynamic library and binds function pointers at runtime). The only major caveat with Derelict at the moment is lack of proper support for 'shared' directive, which leads to chaos in multithreaded applications. Some work has been done to fix that, but much is to be done still.

Hurray! Now I'm going to write a wrapper for SDL_Surface. I will only use 
surface
poiters so my questions is if I can safely put these pointers into class
instances which on destruction free the surface (iff it's no display)?

Some caveats apply:

iirc with SDL you typically initialize and close down the different subsystems. With the GC finalizing surfaces will be freed after sdl shutdown, dunno if that's legal.

Generally, it's not.
Mafi, if you really want to wrap up SDL handles into classes, I'd advise you to either:

1) Rethink your design. For example, you could store references to all objects that are bound to SDL handles and free resources before SDL_Quit()/SDL_QuitSubSystem() call.

2) Manually 'tell' classes they should free SDL resources via some method. Even in C++ you'd delete all your heap-allocated objects anyway, so there's no difference, except that instead of calling delete you'd call some custom method.

Pretty much anything that concerns video in SDL should go into one and only thread, so you should "be doubly careful, for all manner of stupid mousetraps await our toes in the dark" if you think of multithreaded application. This means that lazy SDL resource management is in no way an option.


Also, sdl surfaces may take lots of space, so if possible I would free them when no longer in use. The GC may not collect at all, or late. But this may or may not be a problem.

I very much like the design decision made by Eric Poggel in Yage (yage3d.net). This mostly concerns OpenGL resources, but generalization is clear enough: GL resources are allocated and initialized on demand (i.e. when first used) and freed if not used in some time. Similar approach may be taken with SDL as well, I think.

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