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Date: Thu, 17 Jun 2004 11:38:51 -0700 (PDT)
From: Eric Wing <ewing2121@yahoo.com>
Subject: New OS X patch (was Re: [SDL] Bug with inverted mouse coordinates in
I have a new patch for OS X I would like to submit.
First, it appears no further action has been taken on
my fix from Apple on the OpenGL windowed mode mouse
inversion problem. The fix would reunify the code, and
no longer require case checking for which version of
the OS you are running. This is probably a good fix
because the behavior with the old code could change
again with future versions of the OS, so those fixes
are included in this new patch.
But in addition, when I was at Apple, I asked them
about the ability to distinguish between the modifier
keys on the left and right sides of the keyboard (e.g.
Left Shift, Right Shift, Left/Right Alt, L/R Cmd, L/R
Ctrl). They told me that starting with Panther, the OS
began supporting this feature. This has always been a
source of annoyance for me when bringing a program
that comes from Windows or Linux to OS X when the
keybindings happened to need distinguishable left-side
and right-side keys. So the rest of the patch I am
submitting contains new code to support this feature
on Panther (and presumably later versions of the OS).
So after removing the OS version checks for the mouse
inversion problem, I reused the OS version checks to
activate the Left/Right detection of modifier keys. If
you are running Panther (or above), the new code will
attempt to distinguish between sides. For the older
OS's, the code path reverts to the original code.
I've tested with Panther on a G4 Cube, G5 dual
processor, and Powerbook Rev C. The Cube and G5
keyboards demonstrated the ability to distinguish
between sides. The Powerbook seems to only have
left-side keys, but the patch was still able to handle
it by producing the same results as before the patch.
I also wanted to test a non-Apple keyboard.
Unfortunately, I don't have any PC USB keyboards.
However, I was able to borrow a Sun Microsystems USB
keyboard, so I tried that out on the G5, and I got the
correct behavior for left and right sides. I'm
expecting that if it worked with a Sun keyboard, most
other keyboards should work with no problems.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 20 Aug 2004 22:35:23 +0000 |
parents | de622b7108bf |
children |
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <title>Building SDL with Borland's C++ compilers</title> <meta name="author" content="David Snopek and updated by Dominique Louis."> </head> <body> <xevol @newtonave.net=""> </xevol> <h1>Building SDL with Borland's C++ compilers. </h1> <b> by <a href="mailto:xevol@users.sourceforge.net"> David Snopek</a></b> and updated by <b><a href="mailto:Dominique@SavageSoftware.com.au">Dominique Louis</a></b> ( Last updated : 30th June 2003 ).<br> <br> These instructions cover how to compile SDL and its included test programs using either Borland <a href="#bcbwin">C++ Builder 5, 6 for Windows</a>, <a href="#k3">C++ Builder for Linux ( AKA Kylix 3 )</a> or the free <a href="#bccc">Borland C++ command-line compiler</a>. <br> <h3> <b> Extract the files </b> </h3> <p> Unzip the Borland.zip archive into <b>this</b> directory. Do not unzip it into any other directory because the makefiles ( *.mak ) and project files ( *.bpr ) use relative paths to refer to the SDL sources. This should create a directory named "Borland" inside of the top level SDL source directory. </p> <h3> <b><a name="bcbwin"></a> Using Borland C++ Builder 5, 6 for Windows </b> </h3> <p> Inside of the "Borland" directory there is a "bcb6" directory that contains a number of Builder project files. Double-click on the "libSDL.bpg" file icon. Once Builder has started click on the "<u>P</u>rojects" menu on the menu-bar and go down to "B<u>u</u>ild All Projects" option. <br> This will proceed to build SDL ( with Borland's calling convention ), SDLmain, and all the <a href="#tests">test programs</a>. Currently, all the <a href="#tests">test programs</a> are dynamically linked to Sam Lantinga's SDL.dll.</p> <p><b>NOTE :</b> Borland's "lib" format and Microsoft's "lib" format are incompatible. <br> If you wish to dynamically link to the SDL library supplied by Sam Lantinga in each release, I have created the correct *.libs for SDL 1.2.4 and they exist in the "/lib" directory.<br> If you would like to create the *.lib files yourself, you will need to make use of Borland's "implib.exe" utility.<br> </p> <p><tt>IMPLIB</tt> works like this: </p> <pre> IMPLIB (destination lib name) (source dll)<br></pre> <p> For example,</p> <pre> IMPLIB SDL.lib SDL.dll<br></pre> <p>This assumes that SDL.dll was compiled with Visual C++ or similar.<br> </p> <p>To learn more about the difference between Borland's and Microsoft's *.lib format please read the article <a href="http://www.bcbdev.com/articles/vcdll.htm">here</a>.<br> </p> <p> <b><br> NOTE :</b> The C++ Builder for Windows project format, is not compatible with the Kylix 3 project format, hence the reason why they are in separate directories.</p> <h3> <b><a name="bccc"></a> Using the free Borland C++ command-line compiler </b> </h3> <p> The free Borland compiler can be downloaded at no charge from <a href="http://www.borland.com/bcppbuilder/freecompiler/"> the Borland website </a>. Make sure that it is installed and properly configured. </p> <p> Open an MS-DOS Prompt. Change to the "Borland\freebcc" directory under the SDL source directory. Type "make -f SDL.mak" to build SDL and "make -f SDLmain.mak". There are also makefiles for all of the <a href="#tests">test programs</a>, if you wish to build them. All .exes and DLLs are created in the "test" SDL directory. Ify ou would like to create the DLL and all the test applications, I have thrown together a basic batchfile called "makeall.bat" which should create everything in the right order. </p> <h3> <b> Output files </b> </h3> No matter which compiler you used, three important files should have been produced: <ul> <li> SDL.dll ( Borland format ) </li> <li> SDL.lib ( Borland format ) </li> <li> SDLmain.lib ( Borland format ) </li> </ul> Both of the *.lib files will need to be added to all the projects that use SDL and SDL.dll must be placed some where the Windows dynamic linker can find it (either in your project directory or on the system path, C:\WINDOWS\SYSTEM). <h3> <b><a name="k3"></a> Using Borland C++ Builder for Linux ( AKA Kylix 3 ) </b> </h3> <p> Inside of the "Borland" directory there is a "k3" directory that contains a number of Builder project files. Double-click on the "libSDL.bpg" file icon. Once Builder has started click on the "<u>P</u>rojects" menu on the menu-bar and go down to "B<u>u</u>ild All Projects" option. This will proceed to build all the <a href="#tests">test programs</a>. <br> Linux users do not need *.lib files as the Shared Object is linked right into the project ( very neat actually, Windows should do this sort of thing as it is a lot easier for the developer ). <br> <b>NOTE :</b> The C++ Builder for Windows project format, is not compatible with the Kylix 3 project format, hence the reason why they are in separate directories.</p> <p> On Mandrake 8.1 the shared objects for SDL are located in the /usr/lib directory as libSDL_*.so and the Mesa OpenGL shared objects are located in /usr/X11R6/lib as libGL*.so<br> <br> So if your setup is different you may need to change the project file so that they re-link to the ones on your system.<br> <br> On Mandrake 8.1 the headers files are located at /usr/include/SDL/. So if you you have not installed the development RPMs ( usually named libSDL-devel* ) for SDL ( not included ) you may have to change the include directory within some of the projects.<br> </p> <h3> Known Problems</h3> The only known problem is that I ( Dominique Louis ), was unable to create the projects that rebuilt the SDL shared objects under Linux, due to time constraints and my lack of intimate knowledge of Linux. <h3><a name="tests"><b> Test programs </b> </a></h3> Some of the test programs require included media files ( *.wav; *.bmp etc ). All the test programs are now created in the "test" directory, where the media files are ( usually ) so they should be ready to go. <br> <br> <br> <br> </body> </html>