view README.MacOSX @ 632:85e104fe14c2

Date: Sun, 1 Jun 2003 15:38:45 -0700 (PDT) From: Jeff Brown <jabrown@caida.org> Subject: [patch] SDL-1.2.5 + FreeBSD joystick axes, hat fixes Hello again! When I sent in some SDL fixes last December, I found out they'd already been fixed in the CVS version. This time, I checked the repository before bugging you. =) I'm using SDL-1.2.5 on a FreeBSD 4.6.2-RELEASE system, and in the course of getting my multi-analog-axis USB controller (with a hat switch!) working with d2x-sdl -- the SDL port of the Descent 2 engine -- I came across a few problems: 1) The second analog stick is reported as a slider in one direction, and "Rz" in the other. SDL was ignoring the Rz axis, so I added Rx/Ry/Rz to the set of things SDL considers to be axes. 2) After the above change, the set of JOYAXE_* axes for my gamepad was {0,1,3,7}; however, d2x-sdl expects the axes to be contiguously numbered from 0, which seems like a pretty reasonable expectation, rather than having to scan the entire space of axes that SDL may or may not have. So, I added a table lookup which maps the JOYAXE_* axis numbers to 0,1,... in the order they're detected by SDL_SYS_JoystickOpen(), when reporting them to the application. I also added a function "usage_to_joyaxe()" which maps the USB HUG_* usage values to JOYAXE_values, since the repeated case statements testing for HUG_* were getting out of hand. 3) The BSD joystick driver had no hat support, so I added it. It looks like our USB library can only support one hat switch per device, which makes life easy. The patch against SDL-1.2.5 which implements these changes is at: http://www.caida.org/~jabrown/patches/sdl-1.2.5-bsdhat.diff After applying, SDL's "testjoystick" reports all activity from my gamepad correctly, and d2x works too (though it needed some other fixes). Moving on... There is also a problem with slightly different USBHID library interfaces on different versions of FreeBSD. I wasn't going to mention this since the FreeBSD port for SDL-1.2.5 (and not SDL itself) was doing the FreeBSD version-specific patching, so I e-mailed the port maintainer with this change. However, I see that you've incorporated the FreeBSD version-checking stuff into the CVS version of SDL, so now it's relevant for you too. The problem is, the FreeBSD #if tests don't work right for FreeBSD 4.6.2-RELEASE. There may be other versions with this problem, but I've only tested 4.6.2-R. The following patch against your latest CVS version fixes this: --- SDL_sysjoystick.c-1.16 Tue Apr 15 09:02:08 2003 +++ SDL_sysjoystick.c Sun Jun 1 15:10:28 2003 @@ -420,6 +420,8 @@ # else len = hid_report_size(rd, repinfo[repind].kind, r->rid); # endif +# elif (__FreeBSD_version == 460002) + len = hid_report_size(rd, r->rid, repinfo[repind].kind); # else len = hid_report_size(rd, repinfo[repind].kind, &r->rid); #endif I hope this is all useful to you. I've been getting myself dizzy playing Descent 2 with it, all morning! -Jeff Brown P.S. My USB controller is a Thrustmaster Firestorm Dual Analog 2. That's probably irrelevant, but I threw it in for completeness.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 02 Jun 2003 14:50:22 +0000
parents 50620ec9c86a
children ae4ab3ac89a9
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==============================================================================
Using the Simple DirectMedia Layer with Mac OS X
==============================================================================

These instructions are for people using Apple's Mac OS X (pronounced
"ten").

From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE ProjectBuilder (PB).

To build using the command line, use the standard configure and make
process:

	./configure
	make
	make install

(You may need to create the subdirs of /usr/local manually.)

To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Apple's Project Builder.

==============================================================================
Using the Simple DirectMedia Layer with a traditional Makefile
==============================================================================

An existing autoconf/automake build system for your SDL app has good chances
to work almost unchanged on OS X. However, to produce a "real" MacOS X binary
that you can distribute to users, you need to put the generated binary into a
so called "bundle", which basically is a fancy folder with a name like
"MyCoolGame.app".

To get this build automatically, add something like the following rule to
your Makefile.am:

bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
	mkdir -p $(bundle_contents)/MacOS
	mkdir -p $(bundle_contents)/Resources
	echo "APPL????" > $(bundle_contents)/PkgInfo
	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/

You should replace EXE_NAME with the name of the executable. APP_NAME is what
will be visible to the user in the Finder. Usually it will be the same
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
usually is "TestGame". You might also want to use @PACKAGE@ to use the package
name as specified in your configure.in file.

If your project builds more than one application, you will have to do a bit
more.  For each of your target applications, you need a seperate rule.

If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:

install-exec-hook: APP_NAME_bundle
	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
	mkdir -p $(DESTDIR)$(prefix)/Applications/
	cp -r $< /$(DESTDIR)$(prefix)Applications/

This rule takes the Bundle created by the rule from step 3 and installs them
into $(DESTDIR)$(prefix)/Applications/.

Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.


==============================================================================
Using the Simple DirectMedia Layer with Project Builder
==============================================================================

These instructions are for using Apple's Project Builder IDE to build SDL
applications.

- First steps

The first thing to do is to unpack the PBProjects.tar.gz archive in the
top level SDL directory (where the PBProjects.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
	cd [path_to_SDL_source]
	tar zxf PBProjects.tar.gz
This will create a new folder called PBProjects, which you can browse
normally from the Finder.

- Building the Framework

The SDL Library is packaged as a framework bundle, an organized
relocatable folder heirarchy of executible code, interface headers, 
and additional resources. For practical purposes, you can think of a 
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.

To build the framework, simply open the framework project and build it. 
By default, the framework bundle "SDL.framework" is installed in 
~/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:

    ~/Library/Frameworks
    /Local/Library/Frameworks
    /System/Library/Frameworks

- Build Options
    There are two "Build Styles" (See the "Targets" tab) for SDL.
    "Deployment" should be used if you aren't tweaking the SDL library.
    "Development" should be used to debug SDL apps or the library itself.

- Building the Testers
    Open the SDLTest project and build away!

- Using the Project Stationary
    Copy the stationary to the indicated folders to access it from
    the "New Project" and "Add target" menus. What could be easier?

- Setting up a new project by hand
    Some of you won't want to use the Stationary so I'll give some tips:
    * Create a new "Cocoa Application"
    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
    * Remove "main.c" from your project
    * Remove "MainMenu.nib" from your project
    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
    * Add your files
    * Clean and build

- Building from command line
    Use pbxbuild in the same directory as your .pbproj file
         
- Running your app
    You can send command line args to your app by either invoking it from
    the command line (in *.app/Contents/MacOS) or by entering them in the
    "Executibles" panel of the target settings.
    
- Implementation Notes
    Some things that may be of interest about how it all works...
    * Working directory
        As defined in the SDL_main.m file, the working directory of your SDL app
        is by default set to its parent. You may wish to change this to better
        suit your needs.
    * You have a Cocoa App!
        Your SDL app is essentially a Cocoa application. When your app
        starts up and the libraries finish loading, a Cocoa procedure is called,
        which sets up the working directory and calls your main() method.
        You are free to modify your Cocoa app with generally no consequence 
        to SDL. You cannot, however, easily change the SDL window itself.
        Functionality may be added in the future to help this.
	

Known bugs are listed in the file "BUGS"