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Author Topic: Mac OS X port to be continued  (Read 61960 times)

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didito

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Mac OS X port to be continued
« Reply #30 on: February 24, 2010, 10:26:59 pm »
well i can announce that i've wrestled very much with cocoa and opengl (and quicktime and corevideo ...) in the last 2 months and after this project will have been finished (in 3-4 weeks) i would like to rethink about my proposal to help. i still would love to have a good framework like SFML with proper mac support. so maybe i can help ... we will see. i will come back to you soon!

Ceylo

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« Reply #31 on: February 24, 2010, 10:55:29 pm »
Great !! (well.. at least I hope :D)
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Ceylo

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Mac OS X port to be continued
« Reply #32 on: April 29, 2010, 05:28:42 am »
No news here ? :(

Ok I know it may seem a bit odd (especially coming from me) but.. I'd be so pleased if someone could do the Mac OS X port of SFML 2.0 !

(I actually want to start a little game but the best GUI libraries I found here use SFML 2 so I'm a bit stuck)
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didito

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Mac OS X port to be continued
« Reply #33 on: April 29, 2010, 02:16:03 pm »
hey there,
sorry for being quiet for so long but i have some things going on right now.
i am still willing to contribute to the macosx port with my recent cocoa experience.

i just updated my working copy and wanted to ask you to point me into the right direction for starting ...

Quote from: "Ceylo"
What will you have to do ? Update the current port to match the SFML 2 Window interface, implement the new features SFML 2 is to provide (I don't really know the changes, but I saw there is now a separate class for windows and OpenGL contexts for example), provide the most easily usable product you can, answer all the questions on how to use SFML on Mac OS X, and in a general way.. fix all the bugs you can.

My personal note on the most tricky point I found is how to adapt Cocoa to the way Windows and Linux GUI API work. If you try to do a bit of Cocoa, I think you'll find out it's quite different from the Win32 API for instance.


could someone please elaborate on that?!? how far is SFML2 on windows and linux? what is missing on macosx?

didito

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Mac OS X port to be continued
« Reply #34 on: April 29, 2010, 08:30:13 pm »
hello again,

so i spent the whole afternoon on trying to compile sfml2 (updating the whole xcode project before) and trying to figure out what needs to be done and what is going on behind the scenes.
for that i compared it to what was going on in sfml1 on the macosx side...

first of all - kudos to the person that wrote the macosx part before!
it is clean (in terms of coding convention/style/formatting, no dead code) and it does some things really well. like providing standard functionality available on other platforms for SFML, i.e. creating opengl views + and windows at runtime. before i thought this was done via Carbon. but then i saw that it already had an Cocoa implementation. hell, i didn't even know this was possible without a NIB.

and it is hiding the implementation from the user!
and IMHO this is also the bad part. it tries so hard to mimic behavior of other platforms (like linux and windows) and for this a lot is going on in the background (create a global context, global appcontroller, a dummy window, etc) and i can only think this thing must be hell to test, debug and maintain ... ok ok, i knew that mixing objective-c(++), cocoa and c++ would be strange and that everything is packed in 3 gigantic obj-c++ files certainly does help to further obfuscate things ...

so my questions would be?
what would you like to change for the new macosx/cocoa backend?
and why? why not stick with the old?
do you want to have a opengl-context wrapper because of multithreading?
it would really help if someone could shed some light on this topici n general ...

gracias!

Ceylo

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Mac OS X port to be continued
« Reply #35 on: April 29, 2010, 08:46:59 pm »
*hides in a hole*
Well.. I did write the Cocoa backend, almost completely from scratch (actually the only thing remaining from the Carbon implementation is the video mode support).
I didn't think someone could even wonder at this.. "thing" (I find it awfully big, but as you said, that is to match the same behavior as on the other OS).

SFML cannot keep this backend because it does not match the new interface Laurent wrote for SFML 2. Besides there are some new features like OpenGL pixel buffer that need OS specific implementation.

I cannot tell you about the exact new features (Laurent told me to tell you but I know nothing about these !! so I told him to tell you :D ). You'll have to wait for him.

A little note about the awful code.. if I were you I wouldn't even have a look at the autogen.sh script. I did it to be able to build the SFML packages typing one single command line but... don't look at how it works  :lol: .
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Laurent

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« Reply #36 on: April 29, 2010, 10:17:52 pm »
I can of course explain the new classes that must be written, and how things work now compared to SFML 1 :)

I suggest that you send me an e-mail so that we can start a loooong conversation about this port :D
Laurent Gomila - SFML developer

Hiura

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« Reply #37 on: May 12, 2010, 09:53:47 pm »
Any news ?  :)
SFML / OS X developer

Laurent

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Mac OS X port to be continued
« Reply #38 on: May 12, 2010, 10:20:44 pm »
Funny, I sent a PM to didito a few hours ago to ask the same question ;)
Laurent Gomila - SFML developer

didito

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Mac OS X port to be continued
« Reply #39 on: May 22, 2010, 08:47:56 am »
sorry guys, i was kind of offline the last weeks (moving + my macbook getting repaired). i'll need a couple of days more to setup but then i think i'm good to go. i've already done some thinking and i think i've got some questions for you, ceylo :) more on that later ...

so please, stay tuned!

Terrydil

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Mac OS X port to be continued
« Reply #40 on: May 22, 2010, 05:45:14 pm »
Glad to hear it didito.  Mac users everywhere will appreciate your efforts. :)  Hopefully I can be helpful somewhere down the line too.

Ceylo

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« Reply #41 on: May 29, 2010, 10:59:39 pm »
Hi !

Some news here didito ? And you can of course ask me whatever you want (well.. actually not "whatever" but you got the idea :P ) and I'll try to help you as much as I can.

Ceylo
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didito

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Mac OS X port to be continued
« Reply #42 on: June 01, 2010, 04:59:09 pm »
finally started working. so stay tuned (and patient), people!

Ceylo

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Mac OS X port to be continued
« Reply #43 on: June 01, 2010, 05:17:17 pm »
Yay ! Good luck, especially as a lot is expected from you :P .
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didito

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Mac OS X port to be continued
« Reply #44 on: June 01, 2010, 11:32:33 pm »
pressuuuuure *drums rolling* ;)

no, i got something coming up. coming back to you later ...

 

anything