Mercurial > sdl-ios-xcode
view VisualC.html @ 1629:ef4a796e7f24
Fixed bug #55
From Christian Walther:
When writing my patch for #12, I ended up doing all sorts of changes to the way
application/window activating/deactivating is handled in the Quartz backend,
resulting in the attached patch. It does make the code a bit cleaner IMHO, but
as it might be regarded as a case of "if it ain't broken, don't fix it" I'd
like to hear other people's opinion about it. Please shout if some change
strikes you as unnecessary or wrong, and I'll explain the reasons behind it. As
far as I tested it, it does not introduce any new bugs, but I may well have
missed some.
- The most fundamental change (that triggered most of the others) is irrelevant
for the usual single-window SDL applications, it only affects the people who
are crazy enough to display other Cocoa windows alongside the SDL window (I'm
actually doing this currently, although the additional window only displays
debugging info and won't be present in the final product): Before, some things
were done on the application becoming active, some on the window becoming key,
and some on the window becoming main. Conceptually, all these actions belong to
the window becoming key, so that's what I implemented. However, since in a
single-window application these three events always happen together, the
previous implementation "ain't broken".
- This slightly changed the meaning of the SDL_APPMOUSEFOCUS flag from
SDL_GetAppState(): Before, it meant "window is main and mouse is inside window
(or mode is fullscreen)". Now, it means "window is key and mouse is inside
window (or mode is fullscreen)". It makes more sense to me that way. (See
http://developer.apple.com/documentation/Cocoa/Conceptual/WinPanel/Concepts/ChangingMainKeyWindow.html
for a discussion of what key and main windows are.) The other two flags are
unchanged: SDL_APPACTIVE = application is not hidden and window is not
minimized, SDL_APPINPUTFOCUS = window is key (or mode is fullscreen).
- As a side effect, the reorganization fixes the following two issues (and
maybe others) (but they could also be fixed in less invasive ways):
* A regression that was introduced in revision 1.42 of SDL_QuartzVideo.m
(http://libsdl.org/cgi/cvsweb.cgi/SDL12/src/video/quartz/SDL_QuartzVideo.m.diff?r1=1.41&r2=1.42)
(from half-desirable to undesirable behavior):
Situation: While in windowed mode, hide the cursor using
SDL_ShowCursor(SDL_DISABLE), move the mouse outside of the window so that the
cursor becomes visible again, and SDL_SetVideoMode() to a fullscreen mode.
What happened before revision 1.42: The cursor is visible, but becomes
invisible as soon as the mouse is moved (half-desirable).
What happens in revision 1.42 and after (including current CVS): The cursor is
visible and stays visible (undesirable).
What happens after my patch: The cursor is invisible from the beginning
(desirable).
* When the cursor is hidden and grabbed, switch away from the application using
cmd-tab (which ungrabs and makes the cursor visible), move the cursor outside
of the SDL window, then cmd-tab back to the application. In 1.2.8 and in the
current CVS, the cursor is re-grabbed, but it stays visible (immovable in the
middle of the window). With my patch, the cursor is correctly re-grabbed and
hidden. (For some reason, it still doesn't work correctly if you switch back to
the application using the dock instead of cmd-tab. I haven't been able to
figure out why. I can step over [NSCursor hide] being called in the debugger,
but it seems to have no effect.)
- The patch includes my patch for #12 (it was easier to obtain using cvs diff
that way). If you apply both of them, you will end up with 6 duplicate lines in
SDL_QuartzEvents.m.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 13 Apr 2006 14:17:48 +0000 |
parents | e044e7c70a50 |
children | 4f896c20caf6 |
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<HTML> <HEAD> <TITLE>Using SDL with Microsoft Visual C++</TITLE> </HEAD> <BODY> <H1> Using SDL with Microsoft Visual C++ 5,6 and 7 </H1> <H3> by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro </A>and additions by <A HREF="mailto:james@conceptofzero.net"> James Turk</A> </H3> <p> You can either use the precompiled libraries from <A HREF="http://www.libsdl.org/download.php"> the SDL Download web site </A>, or you can build SDL yourself. </p> <H3> Building SDL </H3> <P> Unzip the <CODE>VisualC.zip</CODE> file into the directory that contains this file (<CODE>VisualC.html</CODE>). </P> <P> Be certain that you unzip the zip file for your compiler into <strong>this</strong> directory and not any other directory. If you are using WinZip, be careful to make sure that it extracts to <strong>this</strong> folder, because it's convenient feature of unzipping to a folder with the name of the file currently being unzipped will get you in trouble if you use it right now. And that's all I have to say about that. </P> <P> Now that it's unzipped, go into the VisualC directory that is created, and double-click on the VC++ file "<CODE>SDL.dsw</CODE>"<STRONG><FONT color="#009900"> ("<CODE>SDL.sln</CODE>").</FONT></STRONG> This should open up the IDE. </P> <P> You may be prompted at this point to upgrade the workspace, should you be using a more recent version of Visual C++. If so, allow the workspace to be upgraded. </P> <P> Build the <CODE>.dll</CODE> and <CODE>.lib</CODE> files. </P> <P> This is done by right clicking on each project in turn (Projects are listed in the Workspace panel in the FileView tab), and selecting "Build". </P> <P> You may get a few warnings, but you should not get any errors. You do have to have at least the DirectX 5 SDK installed, however. The latest version of DirectX can be downloaded or purchased on a cheap CD (my recommendation) from <A HREF="http://www.microsoft.com">Microsoft </A>. </P> <P> Later, we will refer to the following .lib and .dll files that have just been generated: </P> <ul> <li> SDL.dll</li> <li> SDL.lib</li> <li> SDLmain.lib</li> </ul> <P> Search for these using the Windows Find (Windows-F) utility, if you don't already know where they should be. For those of you with a clue, look inside the Debug or Release directories of the subdirectories of the Project folder. (It might be easier to just use Windows Find if this sounds confusing. And don't worry about needing a clue; we all need visits from the clue fairy frequently.) </P> <H3> Creating a Project with SDL </H3> <P> Create a project as a Win32 Application. </P> <P> Create a C++ file for your project. </P> <P> Set the C runtime to "Multi-threaded DLL" in the menu: <CODE>Project|Settings|C/C++ tab|Code Generation|Runtime Library </CODE>. </P> <P> Add the SDL <CODE>include</CODE> directory to your list of includes in the menu: <CODE>Project|Settings|C/C++ tab|Preprocessor|Additional include directories </CODE> . <br> <STRONG><FONT color="#009900">VC7 Specific: Instead of doing this I find it easier to add the include and library directories to the list that VC7 keeps. Do this by selecting Tools|Options|Projects|VC++ Directories and under the "Show Directories For:" dropbox select "Include Files", and click the "New Directory Icon" and add the [SDLROOT]\include directory (ex. If you installed to c:\SDL-1.2.5\ add c:\SDL-1.2.5\include). Proceed to change the dropbox selection to "Library Files" and add [SDLROOT]\lib.</FONT></STRONG> </P> <P> The "include directory" I am referring to is the <CODE>include</CODE> folder within the main SDL directory (the one that this HTML file located within). </P> <P> Now we're going to use the files that we had created earlier in the Build SDL step. </P> <P> Copy the following files into your Project directory: </P> <ul> <li> SDL.dll</li> </ul> <P> Add the following files to your project (It is not necessary to copy them to your project directory): </P> <ul> <li> SDL.lib </li> <li> SDLmain.lib</li> </ul> <P> (To add them to your project, right click on your project, and select "Add files to project") </P> <P><STRONG><FONT color="#009900">Instead of adding the files to your project it is more desireable to add them to the linker options: Project|Properties|Linker|Command Line and type the names of the libraries to link with in the "Additional Options:" box. Note: This must be done for each build configuration (eg. Release,Debug).</FONT></STRONG></P> <H3> SDL 101, First Day of Class </H3> <P> Now create the basic body of your project. The body of your program should take the following form: <CODE> <PRE> #include "SDL.h" int main( int argc, char* argv[] ) { // Body of the program goes here. return 0; } </PRE> </CODE> <P></P> <H3> That's it! </H3> <P> I hope that this document has helped you get through the most difficult part of using the SDL: installing it. Suggestions for improvements to this document should be sent to the writers of this document. </P> <P> Thanks to Paulus Esterhazy (pesterhazy@gmx.net), for the work on VC++ port. </P> <P> This document was originally called "VisualC.txt", and was written by <A HREF="mailto:slouken@libsdl.org"> Sam Lantinga</A>. </P> <P> Later, it was converted to HTML and expanded into the document that you see today by <A HREF="mailto:snowlion@sprynet.com">Lion Kimbro</A>. </P> <P>Minor Fixes and Visual C++ 7 Information (In Green) was added by <A HREF="mailto:james@conceptofzero.net">James Turk</A> </P> </BODY> </HTML>