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Messages - Ceylo

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991
General discussions / SFML 1.3 and OS X
« on: September 19, 2008, 12:58:36 pm »
A little personal raodmap for what's been done since last time and what's remaining (green=done, orange=to do+low priority, red=to do+high priority) :

Quote
TO DO:
- mouse position setting function
- joysticks handling
- handle MouseEntered and MousedExited events
- implement fullscreen mode

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()


I'm currently working on the fullscreen feature, but I have some troubles.

As you may now, each window and "full screen" has its own OpenGL context. All of these contexts use a main shared context, so that resources don't have to be loaded more than once. But now the problem is the public contexts must have the same properties as the shared one. That means I can't share a context made for a window with a fullscreen context. Same with contexts using antialiasing.

For now, the solution would be using a window fitting the whole screen, which means loss of performance (direct screen rendering *can* be faster than rendering in a window).

992
General discussions / SFML 1.3 and OS X
« on: September 08, 2008, 07:03:41 pm »
Latest news : the OpenAL framework provided with Mac OS X 10.4 and later seems to be working fine. That means, the SFML audio package is probably usable (still to be checked).

993
General discussions / SFML 1.3 and OS X
« on: September 03, 2008, 12:53:24 pm »
A crash when finishing reading the sound.

994
General discussions / SFML 1.3 and OS X
« on: August 28, 2008, 10:30:15 pm »
There is no path to set, you just need to install OpenAL... BUT the audio package does not work (because of problems with the Mac OS X OpenAL backend).

995
General / Re: Installing in macosx using xcode
« on: August 26, 2008, 03:36:01 pm »
Quote from: "ymmot"
I downloaded SFML (latest).

From where ? If it's not from the SVN repository, it's outdated.

And DevIL is not needed (in the up to date version).

996
General discussions / SFML 1.3 and OS X
« on: August 25, 2008, 07:21:29 pm »
The project to build bare libraries has been added to the SVN repository.
It only builds dynamic libraries for now, I'll add the static building later (a bit hungry :P ).

997
General discussions / SFML 1.3 and OS X
« on: August 25, 2008, 01:49:31 am »
Ok, I'll add a project for bare libraries (the original project for the frameworks is already a bit big).

998
General discussions / SFML 1.3 and OS X
« on: August 25, 2008, 12:18:58 am »
I could make Xcode build bare libraries in order to build the binding... BUT I don't think doing so right now is a good idea because the C++ port is not complete, contains mistakes, maybe bugs... My opinion is you're wanting the things to go too fast, and that it's not yet time for a binding.

As an example, these are a few known issues :
 - 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)
 - setting mouse position through SFML does not work
 - joysticks are not yet supported
 - MouseEntered and MousedExited events are not yet supported
 - fullscreen mode is not yet supported
 - 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)

And you really want to make a binding with this ? Okay, it doesn't stop my work being somewhat usable but... the SVN version is not supposed to be used yet, it's only for test and debug.


Now a little about me. I know I'm a bit slow at making the things progress. I haven't done much for the last few months, especially because I was a bit fed up of seeing users getting problems when I was seeing none. Now I've a new laptop but I also have to get ready for a move and college in exactly one week. So I'm a bit busy...

999
General / [mac+xcode] fatal errors when including sfml frameworks
« on: August 24, 2008, 09:44:00 pm »
Did you install the frameworks ?

Which means copying them to /Library/Frameworks.

1000
General discussions / SFML 1.3 and OS X
« on: August 22, 2008, 07:01:36 pm »
Hmm... maybe it could be done right now, but I can't do it myself because I have no knowledge about the D language.

1001
General discussions / SFML 1.3 and OS X
« on: August 22, 2008, 12:43:24 pm »
By the way... SFML-Application-template.zip, usable with Xcode 2.4 and later.

Unzip this and put the "SFML Application" folder in /Developer/Library/Xcode/Project Templates/Application. The SFML frameworks are supposed to be already installed in /Library/Frameworks.


And to use this in Xcode... New Project > Application > SFML Application.
Enjoy !

1002
General discussions / SFML 1.3 and OS X
« on: August 21, 2008, 02:02:37 pm »
Some news for you !

My 18th birthday took place last monday (August 18th). Great day for me, more stupid things I can do now :D .

Besides I got the new laptop (that I'm using), and therefore I will be able to provide universal binaries for Mac OS X 10.4 and 10.5. For now I dunno whether I'll be able to do the same for Mac OS X 10.3 (much troubles with my first tries).

So... I updated the SVN repository where you can now find a project usable with Xcode 2.4 and later. I replaced the test program with a bundle application. You can also now put the SFML frameworks in your bundle application so that the user doesn't have to install them.

And finally, no more need to install freetype as I now use the static library provided by the previous Mac OS X developer (it didn't work with Mac OS X 10.3).


Edit: by the way, there does not seem to be anymore problem with char_traits, so the current SVN version is usable (for tries :P ).

1003
General discussions / SFML 1.3 and OS X
« on: August 03, 2008, 03:08:23 pm »
Hmmm... some troubles with the current SVN version. Because Laurent added a unicode support that is not working due to unimplemented parts in the C++ standard library (char_trait<unsigned char>).

I would say the last usable revision is 777.

1004
General discussions / SFML 1.3 and OS X
« on: July 30, 2008, 03:29:28 am »
Quote from: "dorkfish"
I had to remove the const modifier from the function

I already told Laurent about it, but.... ... ........

Quote from: "dorkfish"
Now I'm getting ready to generate some patches to submit

Even if the provided test program works, the OS X implementation is NOT completely done.

Quote from: "dorkfish"
And does anybody have any other test projects I can use to see if everything is working as it should?

You can try these : http://www.sfml-dev.org/tutorials/1.4/ .

1005
General discussions / SFML 1.3 and OS X
« on: July 28, 2008, 10:36:12 pm »
As a matter of fact, it seems to work fine. The user (A)who had told me it didn't work tried a test project made by an external developer, and it worked. The user A still can't find out the difference between his own project and Mr. B's one, so we don't know why it wasn't working.

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