Date: Sat, 8 Sep 2001 04:42:23 +0200

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
This commit is contained in:
Sam Lantinga 2001-09-11 19:00:18 +00:00
parent 2d9275e49a
commit bea3cb1da4
13 changed files with 1197 additions and 267 deletions

View file

@ -18,11 +18,7 @@ process:
(You may need to create the subdirs of /usr/local manually.)
For some reason, libtool doesn't run ranlib properly, so do this
manually:
ranlib /usr/local/lib/libSDL.a
/*
To use the library once it's built, you need to use the "Carbon
framework", which is the port of the old Mac Toolbox to OS X.
To do this, use the -F and -framework arguments for compiling
@ -33,6 +29,79 @@ and linking, respectively:
sdl-config knows about the linking path and -framework, so it's
recommended to use it to fill in your Makefile variables.
*/
To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Apple's Project Builder.
==============================================================================
Using the Simple DirectMedia Layer with a traditional Makefile
==============================================================================
In the following, it will be mostly assumed that you are using autoconf and
automake to setup your SDL project, and furthermore that you use the AM_PATH_SDL
macro provided by SDL in sdl.m4. If you are not using these tools, you can
still use SDL but it will be somewhat hard to get running.
Only step 1) is really required to get started, but for full OS X support you
will want to do the other steps, too.
1) Update your acinclude.m4 file in case you have copied an older version of
sdl.m4 into it. This is essential as AM_PATH_SDL now performs some additional
tasks when used on MacOS X
Rationale: AM_PATH_SDL copies /usr/local/share/sdl/Info.plist and the folder
/usr/local/share/sdl/SDLMain.nib/ into the directory where configure is invoked.
This is essential for the configure script to be able to run the test code
that detects SDL.
2) Copy SDL's Info.plist.in file (from src/main/macosx) into your project's main
folder (the same spot that your configure.in sits), and edit it to suite your
needs. Then add it to your AC_OUTPUT list in configure.in
Rationale: The Info.plist file can be used to specify an icon file for
your app, and also to provide a human readable version/copyright string
and other meta-information to the user via the Finder's Get Info dialog.
3) Add something like the following rule to your Makefile.am:
APP_NAME.app: EXE_NAME
mkdir -p $@/Contents/MacOS
mkdir -p $@/Contents/Resources
mkdir -p $@/Contents/Resources/SDLMain.nib
echo "APPL????" > $@/Contents/PkgInfo
$(INSTALL_DATA) Info.plist $@/Contents/
$(INSTALL_DATA) SDLMain.nib/*.nib $@/Contents/Resources/
$(INSTALL_PROGRAM) $< $@/Contents/MacOS/
You should replace EXE_NAME with the name of the executable. APP_NAME is what
will be visible to the user in the Finder. Usually it will be the same
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
usually is "TestGame"
If your project builds more than one application, you will have to do a bit more.
For each of your target applications, you need a seperate rule. Furthermore, each
needs its own Info.plist file, since that has to contain the exact name of the
executable (i.e. EXE_NAME above). One way to do that is to use sed in your make rules
and modify a single master Info.plist.
Rationale: on Mac OS X, executables have to be put into so-called "bundles".
The make rule given above will construct such a bundle around the executable
for you. You need to make a copy of it for each target application.
4) If you want the create bundles to be installed, you may want to add this
rule to your Makefile.am:
install-exec-local: Exult.app
mkdir -p /Applications/
cp -r $< /Applications/
This rule takes the Bundle created by the rule from step 3 and installs them
into /Applications/. An alternate installation place would be $HOME/Applications/
Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.
==============================================================================
Using the Simple DirectMedia Layer with Project Builder
@ -122,3 +191,4 @@ following locations:
but I expect that things will still work on older versions.
Known bugs are listed in the file "BUGS"
LocalWords: Stuffit