Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - zenroth

Pages: [1]
So I've been using some of the old RC 2.0 code for probably a good year or two without problems, however it seems I've ran into an issue now. I'm now using a Logitech m570 wireless trackball, and games instantly crash when checking for a mouse press. This is likewise present in our previous commercial releases. The crash seems to happen at IOHIDElementGetDevice.

Now I downloaded the latest SFML and I no longer seem to get a crash, but the trackball does not work at all. Debugging the code a bit it seems like SFML detects 3 mice with the following button counts 940,7,39. This seems strange to me, as I would have expected at most 2 mice to be detected, but I'm not familiar with this API any.

Some left, right and other buttons do get detected and added to the m_Buttons array, but in the end the trackball buttons seem to do nothing.

I also checked out some games like FTL that use SDL and the trackball seems to work fine there, so it seems like its not a global issue. The trackball also works fine under SFML and Windows.

Window / Tactics for handling Input Injection and Real Time Polling
« on: January 31, 2013, 04:40:10 am »
I'm starting to work with some GUI libs that need to consume the input events in order to work correctly, but then game code is using the real time system.

Just wondering if anyone has some well known approaches to handling this?

Ditching real time is obviously one solution, but might not always be ideal.

General / SFML 2.0 Mac and 10.4 / 10.5
« on: January 09, 2013, 09:26:55 pm »
Is it possible to build dylibs that support 10.4 and 10.5?

Window / Mac Mouse Input
« on: June 18, 2012, 12:34:03 pm »
Has anyone run into instances where mouse input seems to simply not register at all on certain mac's?

Our game runs fine on all of the mac's we've tested it on, but earlier today we got a support email from a customer running OS X 10.6.8 that our game wasn't working. The issue? No mouse input seems to be registering at all.

I'm at a bit of a loss on what could be causing this, or how to effectively debug it. I of course currently can't reproduce this problem.

This is with SFML 2.0 RC by the way.

General / Mac Menubar
« on: May 15, 2012, 03:35:54 am »
Anyways to make this actually functional or add entries to it?

General / Malformed Frameworks?
« on: May 14, 2012, 10:30:08 pm »
So I was trying to submit a Mac version of one of our games which is using SFML to the Mac App Store, but the binary is being rejected due to the following:

Malformed Framework - The framework bundle (OurApp.app/Contents/Frameworks/sfml-audio.framework/Versions/2.0.0) must contain a symbolic link 'sfml-audio' -> 'Versions/Current/sfml-audio'. Refer to the Anatomy of Framework Bundles for more information.

Malformed Framework - The framework bundle (OurApp.app/Contents/Frameworks/sfml-audio.framework/Versions/2.0.0) must contain a symbolic link 'Resources' -> 'Versions/Current/Resources'.

I get this for each and every SFML framework included in the project.

Incidentally I also get a warning that the frameworks aren't signed, and don't have code signatures.

If I remember correctly I made these frameworks using the pre-release 2.0 code base and using command line cmake to make make files.

Any help would be most appreciated.

Pages: [1]