Mercurial > sdl-ios-xcode
view README.OS2 @ 1211:304d8dd6a989
To: sdl@libsdl.org
From: Christian Walther <cwalther@gmx.ch>
Date: Wed, 28 Dec 2005 12:13:20 +0100
Subject: [SDL] Fix for opening documents on Mac OS X < 10.4
The current code in SDLMain.m that transforms documents opened from the
Finder into command-line arguments (introduced in revision 1.14,
2005-08-11) uses the methods -[NSString lengthOfBytesUsingEncoding:] and
-[NSString getCString:maxLength:encoding:], which are only available in
Mac OS X 10.4.
Compiling this code on 10.3 produces warnings, and running it (i.e.
starting an SDL application by opening a document) leads to weird
behavior which I didn't investigate in detail ("*** -[NSCFString
lengthOfBytesUsingEncoding:]: selector not recognized" is printed to the
console log, and the SDL window never opens).
The attached patch removes the offending calls and uses -[NSString
UTF8String] instead, which is available everywhere. Tested on 10.3.9,
and I see no reason why it shouldn't also work on 10.2 and 10.4.
Two further comments:
* The comment above the -[SDLMain application: openFile:] implementation
says "You need to have a CFBundleDocumentsType section in your
Info.plist to get this message, apparently." This is not the case in my
experience - it worked just fine with a hand-built bare-bones
application consisting only of Test.app/Contents/MacOS/test, without any
Info.plist (although you have to press the option and command keys for
such an application to accept a dragged file).
* I took the liberty of cleaning up another area of SDLMain.m: I changed
"CustomApplicationMain (argc, argv)" to "CustomApplicationMain (int
argc, char **argv)". This avoids the "type of `argv' defaults to `int'"
warnings, and I'm not sure if leaving out the types could cause problems
on platforms where an int and a char** aren't of the same size.
-Christian
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Sun, 01 Jan 2006 23:45:52 +0000 |
parents | 173c063d4f55 |
children | e3242177fe4a |
line wrap: on
line source
=========== SDL on OS/2 =========== Last updated on Oct 02, 2005. 1. How to compile? ------------------ To compile this, you'll need the followings installed: - The OS/2 Developer's Toolkit - The OpenWatcom compiler (http://www.openwatcom.org) - The FSLib library (ftp://ftp.netlabs.org/pub/SDL) Please edit the second, fourth and fifth lines of setvars.cmd file to set the folders where the toolkit, the OW compiler and the FSLib are. You won't need NASM yet (The Netwide Assembler), you can leave that line. Run setvars.cmd, and you should get a shell in which you can compile SDL. Check the "Watcom.mif" file. This is the file which is included by all the Watcom makefiles, so changes here will affect the whole build process. There is a line in there which determines if the resulting SDL.DLL will be a 'debug' or a 'release' build. The 'debug' version is full of printf()'s, so if something goes wrong, its output can help a lot for debugging. Then go to the 'src' folder, and run "wmake -f makefile.wat". This should create the SDL.DLL and the corresponding SDL.LIB file there. To test applications, it's a good idea to use the 'debug' build of SDL, and redirect the standard output and standard error output to files, to see what happens internally in SDL. (like: testsprite >stdout.txt 2>stderr.txt) To rebuild SDL, use the following commands in 'src' folder: wmake -f makefile.wat clean wmake -f makefile.wat 2. How to compile the testapps? ------------------------------- Once you have SDL.DLL compiled, navigate into the 'test' folder, copy in there the newly built SDL.DLL, and copy in there FSLib.DLL. Then run "wmake -f makefile.wat" in there to compile some of the testapps. 3. What is missing? ------------------- The following things are missing from this SDL implementation: - MMX, SSE and 3DNOW! optimized video blitters? - HW Video surfaces - OpenGL support 4. Special Keys / Full-Screen support ------------------------------------- There are two special hot-keys implemented: - Alt+Home switches between fullscreen and windowed mode - Alt+End simulates closing the window (can be used as a Panic key) Only the LEFT Alt key will work. 5. Joysticks on SDL/2 --------------------- The Joystick detection only works for standard joysticks (2 buttons, 2 axes and the like). Therefore, if you use a non-standard joystick, you should specify its features in the SDL_OS2_JOYSTICK environment variable in a batch file or CONFIG.SYS, so SDL applications can provide full capability to your device. The syntax is: SET SDL_OS2_JOYSTICK=[JOYSTICK_NAME] [AXES] [BUTTONS] [HATS] [BALLS] So, it you have a Gravis GamePad with 4 axes, 2 buttons, 2 hats and 0 balls, the line should be: SET SDL_OS2_JOYSTICK=Gravis_GamePad 4 2 2 0 If you want to add spaces in your joystick name, just surround it with quotes or double-quotes: SET SDL_OS2_JOYSTICK='Gravis GamePad' 4 2 2 0 or SET SDL_OS2_JOYSTICK="Gravis GamePad" 4 2 2 0 Notive However that Balls and Hats are not supported under OS/2, and the value will be ignored... but it is wise to define these correctly because in the future those can be supported. Also the number of buttons is limited to 2 when using two joysticks, 4 when using one joystick with 4 axes, 6 when using a joystick with 3 axes and 8 when using a joystick with 2 axes. Notice however these are limitations of the Joystick Port hardware, not OS/2. 6. Next steps... ---------------- Things to do: - Implement missing stuffs (look for 'TODO' string in source code!) - Finish video driver (the 'wincommon' can be a good example for missing things like application icon and so on...) - Enable MMX/SSE/SSE2 acceleration functions - Rewrite CDROM support using DOS Ioctl for better support. 7. Contacts ----------- You can contact the developers for bugs: Area Developer email General (Audio/Video/System) Doodle doodle@scenergy.dfmk.hu CDROM and Joystick Caetano daniel@caetano.eng.br Notice however that SDL/2 is 'in development' stage so ... if you want to help, please, be our guest and contact us!