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Author Topic: SFML 1.3 and OS X  (Read 55457 times)

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Wizzard

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SFML 1.3 and OS X
« on: June 23, 2008, 08:54:26 am »
I was so excited to upgrade to SFML 1.3, but I can't without a OS X port.

Is that port near finished? I remember seeing a thread about it being finished some time during this summer.


EDIT: There is also a typo on the download page that says, "the latest valid OSX port is still in version 1.1," but I think you mean 1.2, right?

lzr

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SFML 1.3 and OS X
« Reply #1 on: June 23, 2008, 10:07:30 am »
Yeah, I was excited too. Cross-platform-ability was the whole reason I ported my engine to SFML in the first place. But it's open source and people are volunteering for us, so we can't complain. I'm pretty sure OSX is still on 1.1, cause it wasn't there in the last version which would have been 1.2. So it must have been there the version before which is 1.1.

The site says we have to wait until 1.4 to get Mac OS X, but if it's ready sooner, I wouldn't mind having it still on 1.3. Just sayin...

Ceylo

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SFML 1.3 and OS X
« Reply #2 on: June 23, 2008, 11:17:17 am »
I'm making the port. The point is just I can't get my work to crash (I use Mac OS X 10.3) whereas it does on Mac OS X 10.4 and 10.5. I expect to get a new laptop with Mac OS X 10.5 in about 2 weeks (if I pass my exams). So... let's hope everything will be fine for me (I mean for my exams) and I'll fix what's wrong :P .


Note : the port will be up to date. There are just still a few points... joysticks should come later and the Audio package does not work because of OpenAL (which isn't updated anymore).
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lzr

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« Reply #3 on: June 23, 2008, 11:22:57 am »
Cool. I have Mac OS 10.4 if you need someone to test it for you.

Ceylo

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SFML 1.3 and OS X
« Reply #4 on: June 23, 2008, 11:29:10 am »
Thanks. I'll tell you as soon as I've news :) .
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NewbiZ

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SFML 1.3 and OS X
« Reply #5 on: June 23, 2008, 03:59:20 pm »
Same here, waiting for the OSX release, and willing to help ;) Do not hesitate if you need any help or build/runtime feedbacks (mac intel on 10.5.3)
Good luck!
~ Passer pour un idiot aux yeux d'un imbécile est une volupté de fin gourmet ~

zarka

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SFML 1.3 and OS X
« Reply #6 on: June 23, 2008, 04:11:24 pm »
Quote from: "Ceylo"
I'm making the port. The point is just I can't get my work to crash (I use Mac OS X 10.3) whereas it does on Mac OS X 10.4 and 10.5. I expect to get a new laptop with Mac OS X 10.5 in about 2 weeks (if I pass my exams). So... let's hope everything will be fine for me (I mean for my exams) and I'll fix what's wrong :P .


and i have max OSX 10.5.2 and would love to get the mac port asap :). i don't really have any experience developing on the mac though :P .. but if you want me to test and debug it i would be glad to :). can i get the code somewhere or do you just keep it locally ?
//Zzzarka

Laurent

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SFML 1.3 and OS X
« Reply #7 on: June 23, 2008, 04:15:22 pm »
The new OSX code is already on the SVN repository of SFML, but I think you'll need some explanations to compile and run it ;)
Laurent Gomila - SFML developer

Ceylo

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SFML 1.3 and OS X
« Reply #8 on: June 23, 2008, 05:41:30 pm »
Uh... nop. Testing my work is quite simple as all dependencies are already installed. You just need to get the stuff from the SVN repository (using "svn co http://sfml.svn.sourceforge.net/svnroot/sfml" in Terminal.app), open the project sfml/build/xcode/SFML.xcode, select the 'sfml-testing' target, and click the 'Build and Run' button.

You don't have to take care of the packages required by the test program, everything is done automatically.

What's trickier is compiling the audio and graphic package because of the dependencies, but that's not the purpose here.
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Wizzard

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« Reply #9 on: June 24, 2008, 12:00:45 am »
Good luck with your exams then, Ceylo and thanks for making the code public. Get this working on the other versions. :D

Ceylo

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« Reply #10 on: June 24, 2008, 09:59:07 pm »
I've some news for you.

I've done much tries, dropping most of my work and yet I've still noticed troubles (data corruption).
This morning I thought of something that was actually... quite true. That means I finally found why everything was going wrong.

If you have looked at my work, you may have noticed a #ifdefined(__OBJC__) block inside of the WindowImplCocoa class declaration. This was allowing me to use objc-C objects among the other members of the C++ class. C++ files couldn't see these members and anyway, they wouldn't have liked to. So everything looked fine.

But ! ...as these members weren't visible from the C++ files, when allocating memory for a WindowImplCocoa object, memory was allocated only for the visible members. That means I was using members located in a non-allocated memory zone, and the following allocations were changing the value of my members.


Well... now I would enjoy being positive. I fixed that and... I would like you to tell me if everything works fine :) .

Note: I didn't say the port was completely done.


PS: I hope my frenchy English is somewhat fine :P .
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Wizzard

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« Reply #11 on: June 24, 2008, 11:01:30 pm »
That's good news. I'm glad to know you're progressing.

On a side note, your French English sounds great. It could be a bit better, but what you have is about all you need to give me the right idea.

Ceylo

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« Reply #12 on: June 24, 2008, 11:22:45 pm »
Thanks :) .

Were you able to run the test program ?
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lzr

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SFML 1.3 and OS X
« Reply #13 on: June 24, 2008, 11:33:18 pm »
The test program works on my computer, which is a PowerPC G5 with Mac OS X 10.4.11.

Wizzard

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« Reply #14 on: June 25, 2008, 12:17:03 am »
I actually don't have OS X. It's my buddy who does and I like to share my programs with him. So I can't test to see if the port works for me at this moment. :(