Mercurial > sdl-ios-xcode
annotate Borland.html @ 563:04dcaf3da918
Massive Quartz input enhancements from Darrell Walisser. His email:
Enclosed is a patch that addresses the following:
--Various minor cleanups.
Removed dead/obsolete code, made some style cleanups
--Mouse Events
Now keep track of what button(s) were pressed so we know when to send
the mouse up event. This fixes the case where the mouse is dragged
outside of the game window and released (in which case we want to send
the mouse up event even though the mouse is outside the game window).
--Input Grabbing
Here is my take on the grabbing situation, which is the basis for the
new implementation.
There are 3 grab states, ungrabbed (UG), visible (VG), and invisible
(IG). Both VG and IG keep the mouse constrained to the window and
produce relative motion events. In VG the cursor is visible (duh), in
IG it is not. In VG, absolute motion events also work.
There are 6 actions that can affect grabbing:
1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do
nothing. However, a fullscreen visible grab can be treated just like a
windowed visible grab, which is what I have done to help simplify
things.
2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the
grab is an invisible grab. If the cursor is visible, the grab should
just constrain the mouse to the window.
3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to
the window as should the keyboard input. On Mac OS X, the keyboard
input is implicitly grabbed by confining the cursor, except for
command-tab which can switch away from the application. Should the
window come to the foreground if the application is deactivated and
grab input is called? This isn't necessary in this implementation
because the grab state will be asserted upon activation.
Using my notation, these are all the cases that need to be handled
(state + action = new state).
UG+U = UG
UG+G = VG or IG, if cursor is visible or not
UG+H = UG
UG+S = UG
VG+U = UG
VG+G = VG
VG+H = IG
VG+S = VG
IG+U = UG
IG+G = IG
IG+H = IG
IG+S = VG
The cases that result in the same state can be ignored in the code,
which cuts it down to just 5 cases.
Another issue is what happens when the app loses/gains input focus from
deactivate/activate or iconify/deiconify. I think that if input focus
is ever lost (outside of SDL's control), the grab state should be
suspended and the cursor should become visible and active again. When
regained, the cursor should reappear in its original location and/or
grab state. This way, when reactivating the cursor is still in the same
position as before so apps shouldn't get confused when the next motion
event comes in. This is what I've done in this patch.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Fri, 27 Dec 2002 20:52:41 +0000 |
parents | 25f475cd4981 |
children | de622b7108bf |
rev | line source |
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1 <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> |
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2 <html> |
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3 <head> |
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4 <title>Building SDL with Borland's C++ compilers</title> |
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5 |
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6 <meta name="author" |
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7 content="David Snopek and updated by Dominique Louis."> |
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8 </head> |
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9 <body> |
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10 <xevol @newtonave.net=""> </xevol> |
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11 <h1>Building SDL with Borland's C++ compilers. </h1> |
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12 <b> by <a href="mailto:xevol@users.sourceforge.net"> David Snopek</a></b> |
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13 and updated by <b><a href="mailto:Dominique@SavageSoftware.com.au">Dominique |
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14 Louis</a></b>.<br> |
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15 <br> |
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16 These instructions cover how to compile SDL and its included test programs |
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17 using either Borland <a href="#bcbwin">C++ Builder 5, 6 for Windows</a>, |
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18 <a href="#k3">C++ Builder for Linux ( AKA Kylix 3 )</a> or the free <a |
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19 href="#bccc">Borland C++ command-line compiler</a>. <br> |
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20 |
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21 <h3> <b> Extract the files </b> </h3> |
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22 |
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23 <p> Unzip the Borland.zip archive into <b>this</b> directory. Do not unzip |
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24 it into any other directory because the makefiles ( *.mak ) and project |
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25 files ( *.bpr ) use relative paths to refer to the SDL sources. This should |
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26 create a directory named "Borland" inside of the top level SDL source directory. |
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27 </p> |
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28 |
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29 <h3> <b><a name="bcbwin"></a> Using Borland C++ Builder 5, 6 for Windows </b> |
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30 </h3> |
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31 |
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32 <p> Inside of the "Borland" directory there is a "bcb6" directory that contains |
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33 a number of Builder project files. Double-click on the "libSDL.bpg" file |
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34 icon. Once Builder has started click on the "<u>P</u>rojects" menu on the |
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35 menu-bar and go down to "B<u>u</u>ild All Projects" option. <br> |
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36 This will proceed to build SDL ( with Borland's calling convention ), SDLmain, |
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37 and all the <a href="#tests">test programs</a>. Currently, all the <a |
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38 href="#tests">test programs</a> |
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39 are dynamically linked to Sam Lantinga's SDL.dll.</p> |
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40 |
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41 <p><b>NOTE :</b> Borland's "lib" format and Microsoft's "lib" format are incompatible. |
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42 <br> |
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43 If you wish to dynamically link to the SDL library supplied by Sam Lantinga |
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44 in each release, I have created the correct *.libs for SDL 1.2.4 and they |
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45 exist in the "/lib" directory.<br> |
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46 If you would like to create the *.lib files yourself, you will need to make |
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47 use of Borland's "implib.exe" utility.<br> |
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48 </p> |
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49 |
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50 <p><tt>IMPLIB</tt> works like this: </p> |
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51 |
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52 <pre> IMPLIB (destination lib name) (source dll)<br></pre> |
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53 |
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54 <p> For example,</p> |
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55 |
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56 <pre> IMPLIB SDL.lib SDL.dll<br></pre> |
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57 |
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58 <p>This assumes that SDL.dll was compiled with Visual C++ or similar.<br> |
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59 </p> |
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60 |
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61 <p>To learn more about the difference between Borland's and Microsoft's *.lib |
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62 format please read the article <a |
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63 href="http://www.bcbdev.com/articles/vcdll.htm">here</a>.<br> |
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64 </p> |
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65 |
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66 <p> <b><br> |
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67 NOTE :</b> The C++ Builder for Windows project format, is not compatible |
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68 with the Kylix 3 project format, hence the reason why they are in separate |
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69 directories.</p> |
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70 |
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71 <h3> <b><a name="bccc"></a> Using the free Borland C++ command-line compiler |
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72 </b> </h3> |
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73 |
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74 <p> The free Borland compiler can be downloaded at no charge from <a |
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75 href="http://www.borland.com/bcppbuilder/freecompiler/"> the Borland website |
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76 </a>. Make sure that it is installed and properly configured. </p> |
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77 |
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78 <p> Open an MS-DOS Prompt. Change to the "Borland\freebcc" directory under |
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79 the SDL source directory. Type "make -f SDL.mak" to build SDL and "make |
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80 -f SDLmain.mak". There are also makefiles for all of the <a |
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81 href="#tests">test programs</a>, if you wish to build them. </p> |
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82 |
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83 <h3> <b> Output files </b> </h3> |
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84 No matter which compiler you used, three important files should have |
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85 been produced: |
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86 <ul> |
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87 <li> SDL.dll ( Borland format ) </li> |
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88 <li> SDL.lib ( Borland format ) </li> |
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89 <li> SDLmain.lib ( Borland format ) </li> |
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90 |
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91 </ul> |
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92 Both of the *.lib files will need to be added to all the projects that |
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93 use SDL and SDL.dll must be placed some where the Windows dynamic linker |
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94 can find it (either in your project directory or on the system path, C:\WINDOWS\SYSTEM). |
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95 |
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96 <h3> <b><a name="k3"></a> Using Borland C++ Builder for Linux ( AKA Kylix |
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97 3 ) </b> </h3> |
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98 |
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99 <p> Inside of the "Borland" directory there is a "k3" directory that contains |
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100 a number of Builder project files. Double-click on the "libSDL.bpg" file |
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101 icon. Once Builder has started click on the "<u>P</u>rojects" menu on the |
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102 menu-bar and go down to "B<u>u</u>ild All Projects" option. This will proceed |
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103 to build all the <a |
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104 href="#tests">test programs</a>. <br> |
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105 Linux users do not need *.lib files as the Shared Object is linked right |
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106 into the project ( very neat actually, Windows should do this sort of thing |
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107 as it is a lot easier for the developer ). <br> |
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108 <b>NOTE :</b> The C++ Builder for Windows project format, is not |
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109 compatible with the Kylix 3 project format, hence the reason why they are |
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110 in separate directories.</p> |
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111 |
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112 <p> On Mandrake 8.1 the shared objects for SDL are located in the /usr/lib |
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113 directory as libSDL_*.so and the Mesa OpenGL shared objects are located in |
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114 /usr/X11R6/lib as libGL*.so<br> |
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115 <br> |
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116 So if your setup is different you may need to change the project file |
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117 so that they re-link to the ones on your system.<br> |
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118 <br> |
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119 On Mandrake 8.1 the headers files are located at /usr/include/SDL/. |
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120 So if you you have not installed the development RPMs ( usually named libSDL-devel* |
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121 ) for SDL ( not included ) you may have to change the include directory |
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122 within some of the projects.<br> |
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123 </p> |
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124 |
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125 <h3> Known Problems</h3> |
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126 The only known problem is that I ( Dominique Louis ), was unable to create |
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127 the projects that rebuilt the SDL shared objects under Linux, due to time |
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128 constraints and my lack of intimate knowledge of Linux. |
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129 <h3><a name="tests"><b> Test programs </b> </a></h3> |
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130 Some of the test programs require included media files ( *.wav; *.bmp etc |
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131 ). Before trying to run any of the test programs, copy these media files |
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132 from the "tests/" directory into the Borland build directory that you extracted |
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133 the project files to. <br> |
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134 <br> |
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135 </body> |
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136 </html> |
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137 |