From: "David Chait" <davebytes@hotmail.com>
Subject: sdlmods.zip
-- Message: 502 -- Next: 503 N --------------------------------------------
now bracketed with (MWERKS && macintosh), so it'll work under metrowerks under any kind of mac build. Project Builder probably uses pack properly as it is GCC under the covers, so not worrying about it... :)
it sets packing to 68K 4-byte alignment, and turns on enumsalwaysint. resets them both to project defaults when done. note that if a project sets these things in a header and expects the settings to last throughout a C file (which is a nasty thing to do), it won't work. I think there's an overall-state push/pop system, but it's a deprecated interface so I'm loathe to use it...
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40190
From: Max Horn <max@quendi.de>
Subject: SDL/OSX: Joystick; Better key handling
I just finished implementing improved keyhandling for OS X (in fact
the code should be easily ported to the "normal" MacOS part of SDL, I
just had no chance yet). Works like this:
First init the mapping table statically like before. Them, it queries
the OS for the "official" key table, then iterates over all 127
scancode and gets the associates ascii code. It ignores everythng
below 32 (has to, as it would lead to many problems if we did not...
e.g. both ESC and NUM LOCk produce an ascii code 27 on my keyboard),
and all stuff above 127 is mapped to SDLK_WORLD_* simply in the order
it is encountered.
In addition, caps lock is now working, too.
The code work flawless for me, but since I only have one keyboard, I
may have not encountered some serious problem... but I am pretty
confident that it is better than the old code in most cases.
The joystick driver works fine for me, too. I think it can be added
to CVS already. It would simply be helpful if more people would test
it. Hm, I wonder if Maelstrom or GLTron has Joystick support? That
would be a wonderful test application :)
I also took the liberty of modifying some text files like BUGS,
README.CVS, README.MacOSX (which now contains the OS X docs I long
promised)
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40173
stream. I don't know if the code works with non-seekable streams anyway, but
...
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40172
From: Max Horn <max@quendi.de>
Subject: New patch for OS X
Attached a .patch file for SDL/OSX with some nice bug fixes / enhancments.
* fixes the activation issues, which also caused the window to be
always drawn like an inactive. The close/minimize widgets now are
animated properly, too.
* the menu items are automatically adjusted to use the app name
instead of just "SDL App". I did this so that we really can use one
central SDLMain.nib file, w/o requiring developers to make a copy of
it and adjust it.
* libSDLMain now contains the proper cocoa code, not as before the
carbon code. This means apps no longer have to carry a copy of
SDLMain.m/SDLMain.h
* revamped configure.in to properly build a Cocoa/Quartz SDL lib, not
a Carbon based SDL lib
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40159
From: Darrell Walisser <dwaliss1@purdue.edu>
Subject: Patch for video bugs + Max's additions
I've attached a patch for today's CVS that includes Max's virtual
mouse button fix as well as some other changes:
-building mode list correctly now (had duplicate entries, was unsorted)
-switching modes correctly now (wasn't destroying previous mode)
-releasing memory correctly in event loop
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40156
and added a function to cache the application handle so DirectInput
still works properly.
--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40146