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Messages - zenroth

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General / Re: SFML 2.0 Mac and 10.4 / 10.5
« on: January 10, 2013, 01:40:53 am »
Well after hours of messing with it, i'm leaning towards no, or atleast for 10.4, might be possible for 10.5 not entirely sure.

I get a lot of warnings when trying to build for 10.4 regarding special foreach style loops and such not being supported until 10.5 and so forth.

Anyways if anyone can confirm/deny it would be great, I've sank way to many hours into this now.

General / SFML 2.0 Mac and 10.4 / 10.5
« on: January 09, 2013, 09:26:55 pm »
Is it possible to build dylibs that support 10.4 and 10.5?

Window / Re: Mac Mouse Input
« on: June 20, 2012, 11:01:15 am »
I was afraid of that :/

Well i'll be attempting to setup a new 10.6.8 install and see if I can get anything to break.. Really really strange, its not even an odd setup. Just a Mac Mini core 2 duo, with a single button usb mouse.

Window / Mac Mouse Input
« on: June 18, 2012, 12:34:03 pm »
Has anyone run into instances where mouse input seems to simply not register at all on certain mac's?

Our game runs fine on all of the mac's we've tested it on, but earlier today we got a support email from a customer running OS X 10.6.8 that our game wasn't working. The issue? No mouse input seems to be registering at all.

I'm at a bit of a loss on what could be causing this, or how to effectively debug it. I of course currently can't reproduce this problem.

This is with SFML 2.0 RC by the way.

General / Re: Will a SFML program run on "ALL" PCs?
« on: June 12, 2012, 04:30:49 am »
It is scary. I don't even know if SFML behaves as expected with this option on all compilers, according to how its dependencies were compiled (which I don't remember, of course).
I did this with our recent product. From what I recall, I had to recompile the static SFML libs to use the same static linked runtimes, as the main app was using, otherwise it would pretty much just crash out. I was also only using the windowing/audio/input portion of SFML as well, so not sure if other dependencies would of needed similar treatment.

General / Re: Malformed Frameworks?
« on: May 23, 2012, 10:17:35 pm »
Sorry, no all SFML frameworks have this problem.

I mean the libsound third pary framework doesn't have this issue. Their framework is magically correct for whatever reason.

General / Re: Malformed Frameworks?
« on: May 15, 2012, 09:00:32 pm »
I'm not sure what the issue with them is either. I tried remaking symlinks and such but ran into no success. The link that is provided is:


Incidentally the sound file framework doesn't have this issue, its just the SFML frameworks.

In the end I went with the dylib versions, though I had to rename them to get them to load up properly from a app bundle, when not present on the system.

General / Re: Mac Menubar
« on: May 15, 2012, 08:58:02 pm »
Hmm, not what I was hoping to hear. I guess I might need to hack in my own simple menu bar somewhere, as I have a feeling Apple will likely reject this non-functional one.

General / Mac Menubar
« on: May 15, 2012, 03:35:54 am »
Anyways to make this actually functional or add entries to it?

General / Malformed Frameworks?
« on: May 14, 2012, 10:30:08 pm »
So I was trying to submit a Mac version of one of our games which is using SFML to the Mac App Store, but the binary is being rejected due to the following:

Malformed Framework - The framework bundle (OurApp.app/Contents/Frameworks/sfml-audio.framework/Versions/2.0.0) must contain a symbolic link 'sfml-audio' -> 'Versions/Current/sfml-audio'. Refer to the Anatomy of Framework Bundles for more information.

Malformed Framework - The framework bundle (OurApp.app/Contents/Frameworks/sfml-audio.framework/Versions/2.0.0) must contain a symbolic link 'Resources' -> 'Versions/Current/Resources'.

I get this for each and every SFML framework included in the project.

Incidentally I also get a warning that the frameworks aren't signed, and don't have code signatures.

If I remember correctly I made these frameworks using the pre-release 2.0 code base and using command line cmake to make make files.

Any help would be most appreciated.

Window / Menus and dialog boxes
« on: February 23, 2012, 04:40:29 am »
Just wanted to say thanks for making it easy to get a window handle now with SFML 2. I had to use this earlier, in order to do a ShellExecute to do something as simple as open a web browser under windows. (ifdefs and so forth for other platforms of course.)

Not sure how I would of done this cleanly without a windows handle, unless the network library handles this. (which I admittedly totally forgot existed until I started typing this reply.)

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