The change made to sdl-config.in on March 18 (rev 11, see
http://www.libsdl.org/cgi/cvsweb.cgi/SDL12/sdl-config.in), broke static linking
under Mac OS X for unix style build systems. In other words, "sdl-config
--static-libs" no longer produces the correct output, as it is missing the
required -framework switches.
The attached patch fixes this.
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[I opted to go for a warning, since I often tweak configure.in, but don't want to rebuild the entire project]
One thing that was lost in the switch from automake to the new build system is
that there is now no rule to build configure from configure.in.
IMHO, if configure.in gets changed, then at the very least, the build system
should print out a warning (better, again IMHO, an error) about this fact.
Else, you easily forget about this when modifying configure.in.
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The proper name of Apple's operating system is "Mac OS X" not "MacOS X", as can
bee seen in many places, for example http://www.apple.com/macosx/). This
contrasts the naming of the old operating system, which was called "MacOS" and
today is often refered to as "MacOS Classic".
The attached patches fixes the misuse of the name "MacOS X" in both the SDL12
and sdlweb CVS modules.
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The current definition of int32_t, uint32_t, uintptr_t
doesn't match what the Mac system headers already have...
Since it's an old 16/32 bit platform, the system headers
expect the types to use "long" and not "int" like they do.
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When switching to "UNIX-style paths" as needed for the new includes,
including <GL/gl.h> and <GL/glu.h> doesn't work anymore on Mac OS...
The two headers are really located in the OpenGL SDK 1.2 CFM like this:
OpenGL:Headers:gl.h
OpenGL:Headers:glu.h
There are also some compat copies, that *used* to work with Mac paths:
OpenGL:Headers:GL/gl.h
OpenGL:Headers:GL/glu.h
The easiest fix is to make SDL_opengl.h include the proper header names,
by adding a special case for the MACOS platform in addition to the MACOSX
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From: "Fran���is Revol"
Subject: [SDL] BeOS port fix: PrintScreen key crashing
It seems the latest SDL crashes when someone hits the PrtScrn key in
ZETA (BeOS R6), somewhere it gets a negative value as key code (or a
big unsigned maybe ?), and uses it as an index in the keysym table...
I'll investigate the cause for the negative value, but it's always
better to check for bounds correctly when indexing a table. The
attached diff fixes it.
Fran���is Revol
--
Software Architect
yellowTAB GmbH
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The attached patch changes configure.in to use "-framework FOO" instead of
"-Wl,-framework,FOO".
This avoid some issues with certain versions of libtool that do not handle
-framework properly.
Some versions of libtool will try to reorder the two parts of the option, or
render the 2nd part of the argument to the relative path of a non-existent
library.
Note: It is not enough if SDL uses a version of libtool that does this
correctly, because these -framework options show up in "sdl-config --libs".
Hence, some 3rd party apps which still ship with an old libtool have troubles
compiling under Mac OS X.
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SDL_config.h is no longer in CVS. Instead, configure will generate it for
systems that use configure, and we always copy SDL_config.h.default to
SDL_config.h before generating a snapshot or release archive.
Also fixed a couple of uninstall issues.
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places in the source when adding a new one. Also handles build systems that
don't define a given library.
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From: "Jim"
Subject: [SDL] Frame Buffer patches...
Okay I'm new at patch generation - so please tell me if there's a better way
I could have done this.
Attached are two patch files generated with 'cvs diff -u'
SDL-fb-open-lock.patch applies to SDL_fbvideo.c
Modifies the open loop to check /dev/fb/0 found on devfs...
Modifies the lock code to return failure if the current virtual terminal
is not the one opened for frame buffer writing...
Lock would hang forever if switched away (ctrl-alt-F1) ...
SDL-fb-mousedrv-screensave.patch applies to SDL_fbevents.c
Switches default mouse mode based on SDL_MOUSEDRV - currently only
accepts PS2 - otherwise default is MS Mouse.
When the screen is switched - exisiting code (wrapped in ifdef
SAVE_SCREEN_COTENTS) would save the wrong bit of the screen....
( I run frame buffer 1600x1200, the size I requested was 800x600 - the
save would save the top 800 lines (non biased) and restore them... Adding
screen->offset fixed that )
However, if that option is not set, then a call to SDL_UpdateRect (full
screen) is made. (which may have had it's contents changed since the screen
is not entirely locked because of lock-failure patch)
Jim
[patches slightly tweaked for SDL 1.2.10]
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Date: Mon, 24 Feb 2003 13:35:11 +0800
From: "Leonidas"
Subject: [SDL] Re: Trigger mouse wheel event -- not in X-environment
I have looked into the codes for the IMPS/2 mouse wheel mode of fbcon driver.
But I found something weird.
Here's the original codes to set a mouse device into IMPS/2 mode in libSDL.
In the file src/video/fbcon/SDL_fbevents.c
In function static int set_imps2_mode(int fd)
...
Uint8 set_imps2[] = {0xf3, 200, 0xf3, 100, 0xf3, 80};
Uint8 reset = 0xff;
fd_set fdset;
struct timeval tv;
int retval = 0;
// Set mouse device fd into IMPS/2 mode
if ( write(fd, &set_imps2, sizeof(set_imps2)) == sizeof(set_imps2) ) {
// ??? then RESET it..???
if (write(fd, &reset, sizeof (reset)) == sizeof (reset) ) {
retval = 1;
}
}
...........
Since it sets IMPS/2 mode then reset it, so you will never get a mouse into
IMPS/2 mode to use its wheel.
What I did to make the wheel usable is remove the RESET codes.
....
if ( write(fd, &set_imps2, sizeof(set_imps2)) == sizeof(set_imps2) ) {
/*
if (write(fd, &reset, sizeof (reset)) == sizeof (reset) ) {
}
*/
retval = 1;
}
....
And in FB_OpenMouse(_THIS)
Make the device /dev/psaux to be setted into imps2 mode such that it can be
detected its a imps/2 mouse or not.
(my mouse device is on ps2, but the codes only set /dev/input/mice device
originally)
Then I have done, I can use the mouse wheel when SDL uses frame buff driver.
I dont exactly know I did right or wrong, I just change it for my usuage.
Correct me please, if I did something wrong.
Best regards,
Li Tsung Lin
IAP Product Dept. Engineer
EeRise Corp. (Image Processing System, Computer Vision System)
Hsin Tien, Taipei Hsien, Taiwan, R.O.C.
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Using ctrl-alt-fn for flipping instead of alt-fn may help a few games that
actually use that key combination.
[Note: This is also consistent with X11 on the Linux console]
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and SDL no longer builds on MacOS X 10.3 natively, as of the 7.0.4
QuickTime update.
MacOS X 10.4 is the new build baseline for the SDL MacOS X packages.
... it would shore be nice if I had it. :)
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