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Messages - Ceylo

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976
Feature requests / sfml equivalent of GetMessage()
« on: November 01, 2008, 07:41:37 pm »
Quote from: "Laurent"
SFML is for beginners (most users are), as well as experts. I don't see why a library which is beginner-friendly couldn't be also expert-friendly. My goal is to make quality available for everybody. Too many libraries are either scary (i.e. for experts only) or too limited (i.e. for beginners only).

Then what about the threads ?

977
Feature requests / sfml equivalent of GetMessage()
« on: November 01, 2008, 05:22:45 pm »
Quote from: "Laurent"
4/ I think SFML is appreciated because I care about beginners. Trust me. And believe me, thread safety is not beginner-friendly at all.

Is SFML supposed to be used for beginners only ? (I admit this would somewhat disapoint me)
I think the point is : do you prefer to focus on the library popularity or the library quality ?

Quote from: "Laurent"
5/ Regarding the memory leaks... it's a long story ;)

Why don't you just explain to him there is only ONE leak that happens only ONCE in the whole program execution ?
Or are there other leaks under Windows ?

Quote from: "kfriddile"
Anyways, it's also come to my attention that sfml contains intentional memory leaks, so it can't be used in any production-quality code anyways.

As the Mac OS X developer for SFML, I can tell I noticed no leak the OS dependant part (at least, that's what the "leaks" tool told me, and the memory amount used by SFML apps is not increasing over time).

Now about this...
Quote from: "kfriddile"
I would really like to see support for a blocking call to get events, similar to the Win32 API's GetMessage() call.

I've not thought of this for a long time, but whenever it would be easy for me to support blocking calls for events, that would also block display updates because I manually have to tell the OpenGL context when to swap the back and front buffers (which is done from the polling loop). Is this what you wish ?

978
General discussions / SFML 1.3 and OS X
« on: October 21, 2008, 10:38:11 pm »
Hm, not going :D . I have not improved anything important since last time.
I'm still looking for solutions about the composed keys. I've got no answer for now (from myself and developer forums).

979
General discussions / SFML 1.3 and OS X
« on: September 30, 2008, 09:28:31 pm »
Yep, I've already looked at this, but it didn't help me.

I tried to implement the NSTextInput protocol using a custom view (-interpretKeyEvents: and all that), but I got nothing more than what I now get with my way of handling events.

980
General discussions / SFML 1.3 and OS X
« on: September 27, 2008, 12:55:01 pm »
Quote from: "dorkfish"
I haven't looked at the SFML source in a while, so my memory of it is a little fuzzy, but maybe what could be done is to create a KeyboardLayout abstract base class, and then create PCKeyboardLayout and MacKeyboardLayout subclasses, and a final KeyboardManager class for instantiating the proper KeyboardLayout subclass for a given system, allowing us to implement keyboard handling in the optimal manner for each OS. This would give us the advantage that creating new keyboard layouts for other operating systems/devices, like the Pandora (or the GP2X, with USB keyboard), should be easier later on. ;)

Uh... I've to talk about this with Laurent :D .

Quote from: "dorkfish"
If I'm understanding this blog entry correctly, what we should be using is UCKeyTranslate() (if you're not adverse to using Carbon, that is). It seems like the easiest way to get a character from a keycode, to me.

I'm adverse to using Carbon. First because it cannot be used for 64 bits applications, and second because Carbon will probably soon be removed (understand Mac OS X 10.6 or Mac OS X 10.7). I'm not positive about this last point, but what I know is that the Cocoa framework will progressively support what was only possible with Carbon.

981
General discussions / SFML 1.3 and OS X
« on: September 26, 2008, 08:36:33 pm »
Quote from: "dorkfish"
Ceylo, you are doing amazing work on the Mac port, and I'm extremely grateful for it. :) I had been considering using Clanlib for a while, due to its maturity, but I think I'm going to stick with SFML since the Mac port is so far along.

Hey thanks :) ! It's also quite interesting for me because I never worked on a bigger project (remember I'm an eighteen-year-old teen !) and to make my own games with it.

Quote from: "dorkfish"
What do you have left to do on your to-do list? I should be able to help with some small stuff, like implementing missing keys.


My up to date to-do list :
Quote
TO DO:
- mouse position setting function > done
- joysticks handling
- handle MouseEntered and MousedExited events > done
- handle full screen mode > done

TO FIX:
- closing all the SFML windows may leave your app blocked (no more event handling)
- SFML windows cannot be used properly in Cocoa applications (just messing up everything in the run loop)
- there are missing keys (as an Apple keyboard does not have the same keys as an PC's one)
- not all the keys (text events are not concerned) are language independant
- using the '^' key and 'e' key produces an 'e' instead of 'ê' (same for other characters that need two keys)

- correct WindowImplCocoa::SetIcon() > done
- fix everything else I may have forgotten


As far as the missing keys are concerned, the point is the 'Key::Code's are based on a PC keyboard. This means that if I add the Mac keys, these will (mostly) never be used on a PC keyboard. Same with PC keys on a Mac keyboard. So I have to talk about this to Laurent, but for now there is no way.

Now about the '^' key and such... I didn't find any way till now. I saw the Camino browser did it, but I can't find out how they did (the source code is available). The thing is I get the virtual code but not the characters, and as the virtual code is not independant from the keyboard layout, I can't use it.

No way for now too in order not to leave the application blocked when you close all the windows.

And there may be ways to use SFML windows in Cocoa applications but this is not possible right now.

982
General discussions / SFML 1.3 and OS X
« on: September 25, 2008, 08:47:59 pm »
Quote from: "coral"
Hey, if malloc.h isn't used at all, won't you consider removing it from the includes?! :)

Laurent told me he would tell the author about this problem (not me :P ), so that he fixes this.

983
General discussions / SFML 1.3 and OS X
« on: September 25, 2008, 08:40:35 pm »
Hehe, thanks !

I'm just a bit afraid... I think i forgot something in my work, but I can't find out what :mrgreen: . I hope it's not too important...

984
General discussions / SFML 1.3 and OS X
« on: September 25, 2008, 07:41:27 pm »
Hey all !


I have some (and good) news for you.
I've worked for the few past days on reorganizing the code and... the full screen mode !

So, yeah, that's it, the first version supporting full screen mode :) . It's been sent on the SVN repository.


There are certainly a few missing things but it should be usable. So... have fun !

Note : I also added a Development build style in the Xcode project. This is for my personal use. You may still use the Debug and Release build styles.
The main point between the Development and Debug build style is that the Debug one builds UB.

985
General discussions / Benchmark : SDL vs SFML
« on: September 22, 2008, 11:50:14 pm »
Quote from: "zarka"
OOP (object oriented peogramming) not loop ;)

Oh, k. Sorry :D .

986
General discussions / Benchmark : SDL vs SFML
« on: September 22, 2008, 08:34:49 pm »
Quote from: "heishe"
plus if you use sdl + opengl you don't automatically get this nice oop layout that sfml has.

How do you handle events with SDL and without a loop ?

987
General discussions / SFML 1.3 and OS X
« on: September 20, 2008, 02:27:19 pm »
Quote from: "http://www.sfml-dev.org/tutorials/1.4/graphics-window.php"
The only difference here is that we've added a call to Clear, so that the screen gets filled with black instead of remaining with random pixels.


Refer to the tutorials for the SVN version !

988
General discussions / SFML 1.3 and OS X
« on: September 20, 2008, 02:09:50 pm »
Quote from: "coral"
I don't know where it came from, i think i placed it there when the AL building wasn't working. However, i removed it and it works like a charm. Everything compiled and it's ready to go for OSX 10.5.5.

I will try to publish my Leopard builds here:
http://frittelan.se/code/sfmlosxbuild/index.php

Now it's time for some testing!

I suppose you provide this only for early tries for everyone, don't you ?
By the way, you only put the release frameworks, not the debug ones :P .

989
General discussions / SFML 1.3 and OS X
« on: September 20, 2008, 01:03:50 pm »
Quote from: "coral"
/Library/Frameworks//OpenAL.framework/OpenAL, file is not of required architecture

You're using a non UB (universal) framework. Looks like it is ppc only.
Anyway you don't need this, the OpenAL framework is already in /System/Library/Frameworks. And that one is UB.

So just remove OpenAL.framework from the /Library/Frameworks directory.


PS: does the OpenAL.framework you're using come from my website ? All of the downloads I provide in it are PPC only.

990
General discussions / SFML 1.3 and OS X
« on: September 20, 2008, 12:36:16 pm »
Quote from: "coral"
First problem: is the Malloc.h it's using, i'm not seeing a clear point in using this at all since stdlib.h takes care of what malloc.h was doing, it's sort of a deprecated header file.

But just to try i copied it into my build folder.

Don't worry about this, malloc.h is not needed, you can remove the #include for this file.

Quote from: "coral"
Second problem was this:
[/b]
Code: [Select]
@executable_path/../Frameworks/sfml-audio-d.framework/Versions/A/sfml-audio-d -dynamiclib /Users/coral/Documents/Kod/Projektarbete/sfml/build/xcode/../../extlibs/libs-xcode/libsndfile.a -framework OpenAL -lsndfile

ld: library not found for -lsndfile

collect2: ld returned 1 exit status


I am at this stage right now, aiming to solve it. Give me a tip or two!

Uh... a mistake :lol: . libsndfile doesn't need to be linked twice. I'm going to fix this as soon as possible.


EDIT: fixed.

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