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Messages - All8Up

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Window / Re: Windows gains focus only at borded
« on: August 28, 2013, 03:59:44 pm »
Using a tracking flag seems fine, though the one suggestion I would have is to wrap the check in a helper function such that if more logic needs to be added you don't have to fiddle with each message separately.  Just a trivial sort of rule of thumb type thing.

As to the behavior, I actually ended up putting in a flag on the window to control the behavior in my slightly modified SFML 2.1 because in one place dropping the click was completely appropriate but in another it was extremely annoying.  I'm working on a little secondary helper (debug) tools window for editing some items and not being able to click a button immediately without double clicking in that window was annoying.  Clicking on the viewport windows to activate them before mouse clicks were accepted was perfectly fine though.

I still think it would be possible to simply delay the send of the activation click and post it immediately after WM_SETFOCUS is processed, I just wanted the lightest change possible and figured I'd post it for further discussion.

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Window / Re: Windows gains focus only at borded
« on: August 28, 2013, 06:51:23 am »
Just posted a reply to the bug tracker with a very simple way to fix this.  It's not 100% thanks to the message order, i.e. you get a click or drop a click prior to the focus message showing up but for my stuff dropping the click was appropriate and all the other messages show up correctly.

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General discussions / SFML & CMake 2.8.11 Usage Requirements
« on: June 08, 2013, 05:21:06 am »
Curious if you will be rolling out updates to the CMake files to support the new usage requirements features?  If you are not familiar, I recently wrote up a small overview at http://www.gamedev.net/page/resources/_/technical/general-programming/cross-platform-test-driven-development-environment-using-cmake-part-5-r3182, it pretty much negates about 75% of the first four articles but is 'sooooooo' worth the transition effort.  Mostly the transition is removing a bunch of things in favor of the massive simplifications now possible.

Not sure how you feel about putting in a minimum CMake version dependency?  Seems like it should be a no brainer, but there may be reasons to avoid CMake version dependencies I am not aware of.

BTW: Yes, totally willing to help out on this.  Would just need to have an expedited method of getting build questions answered..

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General discussions / Mac OS X port to be continued
« on: August 28, 2009, 06:01:48 pm »
Hi folks,

  I've been a lurker around here for a while and have been using SFML for various things on Win32 and OsX with an occasional mucking about in various *nix distro's.  Anyway, if someone else better doesn't come along, I'd be willing to take on the Os X maintenence.

  Some background:

20 years making games: The Sims, The Sims Online, Star Wars Ep3 (xbox/ps2), currently on something you probably know about. :)

Os X user since the switch to Intel chips.  Not a "guru" at Objective C but know my way around.  Work in Cocoa just enough to get get things working and wrap with C/C++ for my higher usages.

Threading, graphics, sound etc experience at different times.


  Anyway, I'd obviously be mostly a weekend warrior with occasional work during the week but that seems like it would be enough.

  If this light overview is interresting, we can discuss more details in a PM.

All8Up

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