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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) :
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).
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).