Mercurial > sdl-ios-xcode
annotate README.MacOSX @ 664:abfdc08eb289
Date: Sun, 3 Aug 2003 22:07:57 +0200
From: Max Horn
Subject: SDL OSX fullscreen FIX
the attached patch fixes the fullscreen problems on SDL/OSX. The cause
was that click events are bounded by winRect. Now, winRect is set to
the size of the video surface. But if you e.g. request a 640x420
surface, you might get a 640x480 "real" surface. Still,
SDL_VideoSurface->h will be set to 420! Thus, the upper 60 pixels in my
example received no mouse down events.
My fix simply disables this clipping when in full screen mode - after
all, all clicks then should be inside the screen surface. Higher SDL
functions ensure that the coordinates then are clipped to 640x420. It
works fine in all my tests here. I don't know if it's the right thing
to do in multi screen scenarios, though.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 04 Aug 2003 01:00:30 +0000 |
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0 | 1 ============================================================================== |
2 Using the Simple DirectMedia Layer with Mac OS X | |
3 ============================================================================== | |
4 | |
5 These instructions are for people using Apple's Mac OS X (pronounced | |
6 "ten"). | |
7 | |
8 From the developer's point of view, OS X is a sort of hybrid Mac and | |
9 Unix system, and you have the option of using either traditional | |
10 command line tools or Apple's IDE ProjectBuilder (PB). | |
11 | |
12 To build using the command line, use the standard configure and make | |
13 process: | |
14 | |
15 ./configure | |
16 make | |
17 make install | |
18 | |
19 (You may need to create the subdirs of /usr/local manually.) | |
20 | |
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21 To use the library once it's built, you essential have two possibilities: |
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22 use the traditional autoconf/automake/make method, or use Apple's Project Builder. |
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23 |
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24 ============================================================================== |
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25 Using the Simple DirectMedia Layer with a traditional Makefile |
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26 ============================================================================== |
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27 |
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28 An existing autoconf/automake build system for your SDL app has good chances |
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29 to work almost unchanged on OS X. However, to produce a "real" MacOS X binary |
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30 that you can distribute to users, you need to put the generated binary into a |
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31 so called "bundle", which basically is a fancy folder with a name like |
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32 "MyCoolGame.app". |
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33 |
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34 To get this build automatically, add something like the following rule to |
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35 your Makefile.am: |
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36 |
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37 bundle_contents = APP_NAME.app/Contents |
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38 APP_NAME_bundle: EXE_NAME |
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39 mkdir -p $(bundle_contents)/MacOS |
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40 mkdir -p $(bundle_contents)/Resources |
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41 echo "APPL????" > $(bundle_contents)/PkgInfo |
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42 $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ |
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43 |
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44 You should replace EXE_NAME with the name of the executable. APP_NAME is what |
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45 will be visible to the user in the Finder. Usually it will be the same |
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46 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME |
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47 usually is "TestGame". You might also want to use @PACKAGE@ to use the package |
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48 name as specified in your configure.in file. |
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49 |
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50 If your project builds more than one application, you will have to do a bit |
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51 more. For each of your target applications, you need a seperate rule. |
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52 |
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53 If you want the created bundles to be installed, you may want to add this |
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54 rule to your Makefile.am: |
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55 |
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56 install-exec-hook: APP_NAME_bundle |
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57 rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app |
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58 mkdir -p $(DESTDIR)$(prefix)/Applications/ |
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59 cp -r $< /$(DESTDIR)$(prefix)Applications/ |
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60 |
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61 This rule takes the Bundle created by the rule from step 3 and installs them |
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62 into $(DESTDIR)$(prefix)/Applications/. |
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63 |
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64 Again, if you want to install multiple applications, you will have to augment |
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65 the make rule accordingly. |
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66 |
0 | 67 |
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68 ============================================================================== |
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69 Using the Simple DirectMedia Layer with Project Builder |
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70 ============================================================================== |
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71 |
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72 These instructions are for using Apple's Project Builder IDE to build SDL |
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73 applications. |
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74 |
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75 - First steps |
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76 |
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77 The first thing to do is to unpack the PBProjects.tar.gz archive in the |
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78 top level SDL directory (where the PBProjects.tar.gz archive resides). |
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79 Because Stuffit Expander will unpack the archive into a subdirectory, |
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80 you should unpack the archive manually from the command line: |
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81 cd [path_to_SDL_source] |
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82 tar zxf PBProjects.tar.gz |
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83 This will create a new folder called PBProjects, which you can browse |
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84 normally from the Finder. |
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85 |
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86 - Building the Framework |
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87 |
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88 The SDL Library is packaged as a framework bundle, an organized |
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89 relocatable folder heirarchy of executible code, interface headers, |
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90 and additional resources. For practical purposes, you can think of a |
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91 framework as a more user and system-friendly shared library, whose library |
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92 file behaves more or less like a standard UNIX shared library. |
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93 |
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94 To build the framework, simply open the framework project and build it. |
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95 By default, the framework bundle "SDL.framework" is installed in |
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96 ~/Library/Frameworks. Therefore, the testers and project stationary expect |
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97 it to be located there. However, it will function the same in any of the |
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98 following locations: |
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99 |
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100 ~/Library/Frameworks |
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101 /Local/Library/Frameworks |
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102 /System/Library/Frameworks |
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103 |
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104 - Build Options |
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105 There are two "Build Styles" (See the "Targets" tab) for SDL. |
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106 "Deployment" should be used if you aren't tweaking the SDL library. |
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107 "Development" should be used to debug SDL apps or the library itself. |
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108 |
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109 - Building the Testers |
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110 Open the SDLTest project and build away! |
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111 |
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112 - Using the Project Stationary |
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113 Copy the stationary to the indicated folders to access it from |
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114 the "New Project" and "Add target" menus. What could be easier? |
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116 - Setting up a new project by hand |
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117 Some of you won't want to use the Stationary so I'll give some tips: |
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118 * Create a new "Cocoa Application" |
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119 * Add src/main/macosx/SDLMain.m , .h and .nib to your project |
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120 * Remove "main.c" from your project |
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121 * Remove "MainMenu.nib" from your project |
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122 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path |
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123 * Add "$(HOME)/Library/Frameworks" to the frameworks search path |
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124 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" |
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125 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib" |
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126 * Add your files |
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127 * Clean and build |
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129 - Building from command line |
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130 Use pbxbuild in the same directory as your .pbproj file |
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131 |
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132 - Running your app |
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133 You can send command line args to your app by either invoking it from |
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134 the command line (in *.app/Contents/MacOS) or by entering them in the |
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135 "Executibles" panel of the target settings. |
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136 |
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137 - Implementation Notes |
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138 Some things that may be of interest about how it all works... |
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139 * Working directory |
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140 As defined in the SDL_main.m file, the working directory of your SDL app |
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141 is by default set to its parent. You may wish to change this to better |
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142 suit your needs. |
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143 * You have a Cocoa App! |
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144 Your SDL app is essentially a Cocoa application. When your app |
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145 starts up and the libraries finish loading, a Cocoa procedure is called, |
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146 which sets up the working directory and calls your main() method. |
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147 You are free to modify your Cocoa app with generally no consequence |
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148 to SDL. You cannot, however, easily change the SDL window itself. |
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149 Functionality may be added in the future to help this. |
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150 |
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151 |
0 | 152 Known bugs are listed in the file "BUGS" |