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.


Messages - capz

Pages: 1 [2]
16
General / Re: SFML Mac Portability
« on: June 08, 2012, 06:33:23 pm »
Edit: made this a separate post as to trigger the topic reply notification :)

So I've done a 100% clean install inside of VMWare (which is allowed now, so thanks apple!) and the results are in!

When you attempt to run an SFML 2.0 app, you are indeed presented with an option to install XQuartz.
Clicking it will open a browser, pointing at xquartz.macosforge.com, from which you'll have to download the disk image containing the XQuartz installer. So not a one-click as I thought before.

Everything works as expected after installing XQuartz though.

As for compiling SFML from source:
XQuartz includes a TON of libs, including freetype 2.4.9 + patches. More specifically:
Quote
* freetype 2.4.9
      * CVE-2012-1126
      * CVE-2012-1127
      * CVE-2012-1128
      * CVE-2012-1129
      * CVE-2012-1130
      * CVE-2012-1131
      * CVE-2012-1132
      * CVE-2012-1133
      * CVE-2012-1134
      * CVE-2012-1135
      * CVE-2012-1136
      * CVE-2012-1137
      * CVE-2012-1138
      * CVE-2012-1139
      * CVE-2012-1140
      * CVE-2012-1141
      * CVE-2012-1142
      * CVE-2012-1143
      * CVE-2012-1144

Configuring & Compiling SFML from source works as expected from that point onward. Kind of; the make install only worked properly when CMAKE_OSX_DEPLOYMENT_TARGET was set manually (I set it to 10.8, was blank initially)

So the freetype situation is a non-issue ;)

For me though.. I was hoping to get an SFML project into the app store, but now I'm not so sure if that will be possible with the dependency on an XQuartz install. Might need to review the submission guidelines

17
General / Re: SFML Mac Portability
« on: June 08, 2012, 03:03:02 pm »
I did indeed upgrade. I'll do a clean install for testing purposes later today, and build SFML on that.

Will report back asap  :)

18
SFML projects / Re: SFML2 V8 JavaScript Binding
« on: June 08, 2012, 02:42:59 pm »
that's pretty neat actually.

so how should I look at this? you have a C++ project with V8 JS as a sandboxed scripting environment? or would one be running the V8 JS VM and all code would be in JS?

19
General discussions / Re: SFML Xcode Weirdness
« on: June 08, 2012, 02:28:25 pm »
OR you use the provided templates and everything is handled for you!  ;)
well, maybe the a fresh pull from git could make a difference then.

I'd like to point out that if macattack is compiling the whole thing himself, then I think he'd need to check the little checkbox next to build templates when configuring in cmake. I didn't do this before and couldn't help but wonder where the expected templates went  ::)

20
General discussions / Re: SFML on Mobile
« on: June 08, 2012, 05:08:14 am »
I have to do the internal modifications to the windowing and rendering systems

Might be a stupid question, but why would you have to personally make these changes?

21
General discussions / Re: SFML Xcode Weirdness
« on: June 08, 2012, 04:59:04 am »
Cornstalks is on the money!

I have no idea which version of Xcode you are using but have a look under the build rules of your target and ensure that the sfml frameworks are being copied into the app. You'll likely find that they are not. It's easy to check if they are;

Right click the app, click view package contents (or something like that) and browse into Contents > Frameworks
If frameworks does not exist, or is empty then they are not being copied.

Do a quick google on how to copy frameworks into Xcode targets, I'm fairly confident that you'll find everything you need to know  :D

22
General / Re: Will a SFML program run on "ALL" PCs?
« on: June 08, 2012, 04:51:08 am »
I would also like to point out that you don't necessarily need to use VC++, there are other IDEs out there that use GCC for example and by definition don't link to any Microsoft libraries unless you make them. I used to use bloodshed devc++ when i was still on windows (it's getting really ancient now though) in combination with SDL, and all you'd end up with using that setup was the exe + the SDL dll. I would imagine something similar should be possible with SFML, too. I'm much more an Xcode user than a VC++ one though.

I just feel what you mean every time I install VC++ for an assignment and can't even find the darn .exe in that solution folder mess. So just saying that you don't necessarily need the monster truck called VC :)

..but it's still likely the way to go >_>
Geez I just added absolutely nothing of value to this thread. Go me  :o

23
General / Re: SFML Mac Portability
« on: June 08, 2012, 04:21:36 am »
What apple is shipping as X11 is actually a repackaging of the open-source (though mostly developed by apple engineers) XQuartz.

Edit:

I should really read these things twice..
Anyways, I'm not sure if you needed to install X11 in the past in order to run SFML apps since I installed it by default, but if so, then the user would (once, identical to how you install java on 10.7) get a one-click install via software update. It's quick and painless :)

Should be the same as with X11, so if you didn't need to install that in the past to run SFML apps, then you shouldn't have to install XQuartz.

Also, vanilla SFML 2 works just fine on 10.8 ;)

24
General / Mac OS X: possible to access the ViewController?
« on: May 23, 2012, 01:21:04 am »
to elaborate on the topic title:

I am working on a game with SFML2 (fairly recent version) and I need access to a ViewController object.
Needless to say, SFML hides a lot of things from the user. I don't really even know if the OS X port even uses a View (likely does), or a ViewController (no clue), or if it would be possible to add a ViewController so that the API that I'm using can show/hide some dialogs to appear over the game.

I have no idea who to ask, but I sure hope that this is somehow possible  :-\

25
General discussions / New naming convention
« on: February 07, 2012, 04:15:02 am »
Sweet! sfml is switching to the exact naming convention that I already use :) this is going to make my life with sfml even nicer ^^. Happy to see the "get" bits were added back in, seems confusing without.

26
Feature requests / Bitmap fonts?
« on: February 07, 2012, 03:42:03 am »
..why not just use a bitmap-styles ttf font, or use an app to create a font in a particular style and use the standard sf fonts? Rolling your own bitmap font code is so simple, I wouldn't add it to sfml. For anything beyond simple, there's sf fonts

27
SFML projects / Vector Math Library
« on: January 09, 2012, 01:44:22 pm »
you can't really turn this into sse/mmx with all the templates going on. It would have to be converted to separate float/int versions.

28
General discussions / Who Are You? (the obligatory interview thread)
« on: December 20, 2011, 01:33:10 am »
Well, I'll say hi too, considering that I registered today :P

Haven't been much on the forums until now, really. But anyways!

Hi, I'm Leroy, 24, from the Netherlands.
I often found myself wanting to create websites as a young teen, and that was something that I pursued despite not having access internet connection until years later.

Then I got into console gaming, with a PSX, moved to Gamecube later, and Picked up Phantasy Star Online.
I then got involved with the Action replay gamecube hacking community, and learned how to use a debugger and create cheats for Phantasy Star. At about the same time, I had decided to go enroll at a game dev education, which was a super new thing at the time, where I first got in touch with Visual Basic 6 (..ugh). Oh and game maker (...uhhhggg).

I made some tools in VB for the Gamecube hacking community, before I picked up C++ (as in, they handed me a book on C++), and I taught myself C++ from the book, and online references.
Then they had an indie dev come in and teach us C++ game programming. But I had just bought my first Mac, and his homemade game lib would only support development on windows. A big no-go.

.. So I started messing with SDL, wrote my own SDL wrapper as a compatibility layer around the teacher's library, and learned so much doing that.

Graduated there learning most of the important stuff myself, off the internet, and enrolled at NHTV University of Applied Science straight after. I also did some work as a volunteer, for an online gaming lifestyle publication, where I worked as a columnist and CTO, before quitting to focus on my studies. I loved attending industry events such as GDC, though! Fascinating talks and people there : )

Then I picked up SFML as a friend of mine discovered it, after initially continuing work on my own (by then) 2D game engine in SDL.

So I'm now a 3rd year Indie Game Dev student, with industry and media contacts, and roughly 16+ games under my belt (property of past and present schools, sadly). But I'm also a web developer (your average html, xhtml, css, javascript, php, mysql stuff), know Adobe Flash/Flash Builder with Actionscript3, and picked up Python two weeks ago (good stuff!)

Switched over my latest personal project over from SFML to SFML2, and spent today going through API references, source code, figuring out why my 360 controller refuses to work in SFML2 on Mac OS X (I think I did).

I have to say though, I totally love SFML for it's clean API, and I'm learning interesting new stuff every day by solving problems as I go (which I think goes for a lot of people on here ^_^)
Cool forum by the way. I've never been into the whole mailing list thing that's so frequently used in the open source development community : ) And I'm curious if there's any other dutch guys around :)

Ok. Time to shut up now.

29
General discussions / [Announcement] New support for joysticks
« on: December 19, 2011, 10:21:02 pm »
sorry about the bump, but I'm running into some issues with controllers here and this seemed like the best topic to address it : )

I've recently been working on a project with SFML, and converted over from SFML to SFML 2 due to the lack of Controller/Joystick support for 1.6.

Having finally gotten everything updated to work with SFML 2, I discovered that my Xbox 360 controller (with HID driver from tattiebogle (google it)) refused to work on my mac. My Gamecube to USB adapter, supporting HID out of the box on Mac OS X, works just fine.

The 360 joystick works fine in any piece of software, such as emulators. SDL even, but not in SFML 2.

Also, I tried removing the driver as you mentioned your PS3 controller worked without one, but that definetely stops it from functioning in the other software, and doesn't change the fact that SFML 2 just isn't picking it up.

I have no clue what's going on and being able to use the 360 controller would be really nice seeing as I bought the thing specifically for use with my project..

It might be the driver, though, but I just don't know.
I've fired up IORegistryExplorer and it shows the following info about the controllers [ link ]

Would it be possible to sort out this issue?

PS. I was using sf::Joystick::IsConnected to test for joypads

Edit:

I can confirm that the PS3 controller is indeed picked up as a HID device out of the box on Mac OS X Lion, but I know for sure that it wasn't on Snow Leopard because it, too required special drivers to function on that OS. Apple must have added support for it :O

Edit2:

Actually, I've been digging through the source of SFML2, IOKit documentation, and whatnot, and I noticed the following:

in SFML/Window/OSX/HIDJoystickManager.cpp:
Line 78:    

Code: [Select]
CFDictionaryRef mask = HIDInputManager::CopyDevicesMask(kHIDPage_GenericDesktop, kHIDUsage_GD_Joystick);
Looks to me like HID devices are filtered in the constructor of HIDJoystickManager, by kHIDUsage_GD_Joystick

I found in the SDL implementation of OSX Joysticks that they actually filter on kHIDUsage_GD_Joystick and kHIDUsage_GD_Gamepad

Now, using Apple's HID_Dumper example project, I printed a dump of info about my HID Devices.

Code: [Select]
Device: 0x332340 = { ©Microsoft Corporation - Controller, vendorID: 0x045E, productID: 0x028E, usage: 0x0001:0x0005, "Generic Desktop GamePad", Transport: "USB", SerialNumber: "05B528B", locationID: 0xFD130000, MaxInputReportSize: 14, ReportInterval: 8000, }

Device: 0x332fb0 = { Sony - PLAYSTATION(R)3 Controller, vendorID: 0x054C, productID: 0x0268, usage: 0x0001:0x0004, "Generic Desktop Joystick", Transport: "Bluetooth", VendorIDSource: 2, version: 256, SerialNumber: "00-1b-fb-a3-90-f9", CountryCode: 33, locationID: 0x7BA390F9, MaxInputReportSize: 49, MaxOutputReportSize: 49, MaxFeatureReportSize: 49, ReportInterval: 11250, }

Device: 0x332ad0 = { WiseGroup.,Ltd - GameCube to USB box 1, vendorID: 0x0926, productID: 0x8888, usage: 0x0001:0x0004, "Generic Desktop Joystick", Transport: "USB", version: 648, locationID: 0xFA120000, MaxInputReportSize: 8, MaxOutputReportSize: 7, ReportInterval: 8000, }



You'll notice that the 360 controller shows up as a Gamepad, and it doesn't work with SFML. the PS3 and GC adapters show up as Joysticks, and they DO work.

In other words, I don't know how to include Gamepads in the HID devices filtering code (I tried, but it didn't produce anything functional), but simply adding them may very well resolve this issue. (which would make me eternally grateful)

Pages: 1 [2]
anything