diff --git a/BUGS b/BUGS index 46e26e0bc..5b709c19d 100644 --- a/BUGS +++ b/BUGS @@ -68,7 +68,7 @@ MacOS: Not all of the keys are properly recognized on the keyboard. -MacOS X: +Mac OS X: Depth switching for windowed mode isn't implemented yet. Palette handling isn't implemented in windowed mode yet. @@ -87,7 +87,7 @@ MacOS X: cursor in the center of the window/screen. Also, mouse moved events are not generated, and the keyboard cannot be grabbed. - MacOS X seems to have a broken pthread_cancel() implementation. + Mac OS X seems to have a broken pthread_cancel() implementation. Actually, it just only has one cancellation point defined. http://lists.apple.com/archives/darwin-development/2004/Jun/24/killingapthread.001.txt diff --git a/CREDITS b/CREDITS index 6d26614b8..ffab8be51 100644 --- a/CREDITS +++ b/CREDITS @@ -26,9 +26,9 @@ Thanks to everyone who made this possible, including: * Max Watson, Matt Slot, and Kyle for help with the MacOS Classic port -* Stan Shebs, for the initial MacOS X port +* Stan Shebs, for the initial Mac OS X port -* Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the MacOS X port +* Eric Wing, Max Horn, and Darrell Walisser for unflagging work on the Mac OS X port * Patrick Trainor, Jim Boucher, and Mike Gorchak for the QNX Neutrino port diff --git a/README b/README index 22ff6c517..c34b410cb 100644 --- a/README +++ b/README @@ -16,7 +16,7 @@ SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, C#, Eiffel, Java, Lua, ML, Objective C, Pascal, Perl, PHP, Pike, Python, and Ruby. -The current version supports Linux, Windows, BeOS, MacOS, MacOS X, +The current version supports Linux, Windows, BeOS, MacOS, Mac OS X, FreeBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for Windows CE, AmigaOS, Dreamcast, Atari, NetBSD, AIX, OSF/Tru64, RISC OS, SymbianOS, and OS/2, but these are not officially supported. diff --git a/README.MacOSX b/README.MacOSX index 1a8b41616..821edb775 100644 --- a/README.MacOSX +++ b/README.MacOSX @@ -26,7 +26,7 @@ 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 +to work almost unchanged on OS X. However, to produce a "real" Mac OS 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". diff --git a/TODO b/TODO index 87bdf6f41..65bb01c17 100644 --- a/TODO +++ b/TODO @@ -5,7 +5,7 @@ http://bugzilla.libsdl.org/ * Add mousewheel events (new unified event architecture?) * DirectInput joystick support needs to be implemented * Be able to enumerate and select available audio and video drivers - * Fullscreen video mode support for MacOS X + * Fullscreen video mode support for Mac OS X * Explicit vertical retrace wait (maybe separate from SDL_Flip?) * Shaped windows, windows without borders * Multiple windows, multiple display support diff --git a/configure.in b/configure.in index 891ebac8d..7b538f60e 100644 --- a/configure.in +++ b/configure.in @@ -2363,7 +2363,7 @@ case "$host" in SOURCES="$SOURCES $srcdir/src/loadso/macosx/*.c" have_loadso=yes fi - # The MacOS X platform requires special setup. + # The Mac OS X platform requires special setup. SDLMAIN_SOURCES="$srcdir/src/main/macosx/*.m" EXTRA_CFLAGS="$EXTRA_CFLAGS -fpascal-strings" SDL_LIBS="-lSDLmain $SDL_LIBS" diff --git a/docs/html/guidevideoopengl.html b/docs/html/guidevideoopengl.html index c3d464bb4..0abd56718 100644 --- a/docs/html/guidevideoopengl.html +++ b/docs/html/guidevideoopengl.html @@ -77,7 +77,7 @@ NAME="GUIDEVIDEOOPENGL" >Using OpenGL With SDL
SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, MacOS X, FreeBSD/X11 and Solaris/X11). This allows you to use SDL's audio, event handling, threads and times in your OpenGL applications (a function often performed by GLUT).
SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, Mac OS X, FreeBSD/X11 and Solaris/X11). This allows you to use SDL's audio, event handling, threads and times in your OpenGL applications (a function often performed by GLUT).(MacOS X)
(Mac OS X)Note: SDL's threading is not implemented on MacOS, due to that lack of preemptive thread support (MacOS X dos nt suffer from this problem)
SDL's threading is not implemented on MacOS, due to that lack of preemptive thread support (Mac OS X dos nt suffer from this problem)UnlockAudio = Mac_UnlockAudio; this->free = Audio_DeleteDevice; -#ifdef __MACOSX__ /* MacOS X uses threaded audio, so normal thread code is okay */ +#ifdef __MACOSX__ /* Mac OS X uses threaded audio, so normal thread code is okay */ this->LockAudio = NULL; this->UnlockAudio = NULL; #endif @@ -106,7 +106,7 @@ AudioBootStrap SNDMGR_bootstrap = { }; #if defined(TARGET_API_MAC_CARBON) || defined(USE_RYANS_SOUNDCODE) -/* This works correctly on MacOS X */ +/* This works correctly on Mac OS X */ #pragma options align=power diff --git a/src/joystick/darwin/SDL_sysjoystick.c b/src/joystick/darwin/SDL_sysjoystick.c index 890d03032..46e786739 100644 --- a/src/joystick/darwin/SDL_sysjoystick.c +++ b/src/joystick/darwin/SDL_sysjoystick.c @@ -21,7 +21,7 @@ */ #include "SDL_config.h" -/* SDL joystick driver for Darwin / MacOS X, based on the IOKit HID API */ +/* SDL joystick driver for Darwin / Mac OS X, based on the IOKit HID API */ /* Written 2001 by Max Horn */ #include