Merge branch 'master' into drawables

Conflicts:
	include/SFML/Graphics/Sprite.hpp
	include/SFML/Graphics/Text.hpp
	src/SFML/Graphics/Sprite.cpp
This commit is contained in:
Laurent Gomila 2011-12-02 20:58:14 +01:00
commit eeff685255
79 changed files with 747 additions and 892 deletions

View File

@ -31,9 +31,15 @@ set(BUILD_EXAMPLES FALSE CACHE BOOL "TRUE to build the SFML examples, FALSE to i
set(BUILD_DOC FALSE CACHE BOOL "TRUE to generate the API documentation, FALSE to ignore it")
# Mac OS X specific options
if (MACOSX AND MACOSX_VERSION GREATER 5)
# add an option to build against 10.5 SDK if current OS X version is greater than 10.5
set(BUILD_LEOPARD FALSE CACHE BOOL "TRUE to build SFML for OS X 10.5, FALSE to compile with default SDK")
if(MACOSX)
# add an option to build frameworks instead of dylibs (release only)
set(BUILD_FRAMEWORKS FALSE CACHE BOOL "TRUE to build SFML as frameworks libraries (release only), FALSE to build according to BUILD_SHARED_LIBS")
# add an option to let the user specify a custom directory for frameworks installation (SFML, sndfile, ...)
set(CMAKE_INSTALL_FRAMEWORK_PREFIX "/Library/Frameworks" CACHE STRING "Frameworks installation directory")
# add an option to automatically install Xcode 4 templates
set(INSTALL_XCODE4_TEMPLATES FALSE CACHE BOOL "TRUE to automatically install the Xcode 4 templates, FALSE to do nothing about it")
endif()
# define SFML_STATIC if the build type is not set to 'shared'
@ -65,24 +71,59 @@ endif()
# disable the rpath stuff
set(CMAKE_SKIP_BUILD_RPATH TRUE)
# Setup Mac OS X multi arch/SDK support.
if (MACOSX)
if (NOT CMAKE_OSX_ARCHITECTURES)
# Default : i386 and x86_64
set(CMAKE_OSX_ARCHITECTURES "i386;x86_64")
else()
# We got some conflict with custom user settings ; let him know his on his own.
message("CMAKE_OSX_ARCHITECTURES is not empty.")
message("You're on your own : I won't change your settings.")
# Setup Mac OS X stuff
if(MACOSX)
# multi arch support - by default : i386 and x86_64
if(NOT CMAKE_OSX_ARCHITECTURES)
set(CMAKE_OSX_ARCHITECTURES "i386;x86_64" CACHE STRING "Build architectures for OSX" FORCE)
endif()
# use 10.5 SDK ?
if (BUILD_LEOPARD)
# Use 10.5 SDK : override default value
set(CMAKE_OSX_SYSROOT "/Developer/SDKs/MacOSX10.5.sdk")
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.5")
# multi SDK support - by default we choose the older SDK available starting by 10.5 SDK
if(NOT OSX_CONFIG_HAS_BEEN_RUN_BEFORE)
if(EXISTS /Developer/SDKs/MacOSX10.5.sdk)
# target 10.5 system
set(CMAKE_OSX_SYSROOT "/Developer/SDKs/MacOSX10.5.sdk"
CACHE STRING "The product will be built against the headers and libraries located inside the indicated SDK. Set to empty string for default value."
FORCE)
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.5"
CACHE STRING "Minimum OS X version to target for deployment (at runtime); ewer APIs weak linked."
FORCE)
elseif(EXISTS /Developer/SDKs/MacOSX10.6.sdk)
# target 10.6 system
set(CMAKE_OSX_SYSROOT "/Developer/SDKs/MacOSX10.6.sdk"
CACHE STRING "The product will be built against the headers and libraries located inside the indicated SDK. Set to empty string for default value."
FORCE)
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.6"
CACHE STRING "Minimum OS X version to target for deployment (at runtime); newer APIs weak linked."
FORCE)
else()
# Default SDK, let either the user or CMake decide which one to use.
# use default SDK.
endif()
# note : we use OSX_CONFIG_HAS_BEEN_RUN_BEFORE to be able to let the user set his/her custom settings
# so we don't always have to FORCE the value of CMAKE_OSX_DEPLOYMENT_TARGET and CMAKE_OSX_SYSROOT
set(OSX_CONFIG_HAS_BEEN_RUN_BEFORE TRUE
CACHE BOOL "Don't edit this value; you should instead empty your cache."
FORCE)
mark_as_advanced(OSX_CONFIG_HAS_BEEN_RUN_BEFORE)
endif()
# BUILD_FRAMEWORKS needs two things :
# first, it's available only for release
# (because cmake currently doesn't allow specifying a custom framework name so XXX-d is not possible)
# secondly, it works only with BUILD_SHARED_LIBS enabled
if(BUILD_FRAMEWORKS)
# requirement #1
if(NOT CMAKE_BUILD_TYPE STREQUAL "Release")
message(WARNING "CMAKE_BUILD_TYPE should be \"Release\" when BUILD_FRAMEWORKS is TRUE")
return()
endif()
# requirement #2
if(NOT BUILD_SHARED_LIBS)
message(WARNING "BUILD_SHARED_LIBS should be TRUE when BUILD_FRAMEWORKS is TRUE")
return()
endif()
endif()
endif()
@ -96,12 +137,58 @@ if(BUILD_DOC)
endif()
# setup the install rules
install(DIRECTORY include
if(NOT BUILD_FRAMEWORKS)
install(DIRECTORY include
DESTINATION .
COMPONENT devel
PATTERN ".svn" EXCLUDE)
else()
# find only "root" headers
file(GLOB SFML_HEADERS RELATIVE ${PROJECT_SOURCE_DIR} "include/SFML/*")
# in fact we have to fool cmake to copy all the headers in subdirectories
# to do that we have to add the "root" headers to the PUBLIC_HEADER
# then we can run a post script to copy the remaining headers
# we need a dummy file in order to compile the framework
add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/dummy.cpp
COMMAND touch ${CMAKE_CURRENT_BINARY_DIR}/dummy.cpp)
set(SFML_SOURCES ${SFML_HEADERS})
list(APPEND SFML_SOURCES ${CMAKE_CURRENT_BINARY_DIR}/dummy.cpp)
# create SFML.framework
add_library(SFML ${SFML_SOURCES})
# edit target properties
set_target_properties(SFML PROPERTIES
FRAMEWORK TRUE
FRAMEWORK_VERSION ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}
MACOSX_FRAMEWORK_IDENTIFIER org.sfml-dev.SFML
MACOSX_FRAMEWORK_SHORT_VERSION_STRING ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}
MACOSX_FRAMEWORK_BUNDLE_VERSION ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}
PUBLIC_HEADER "${SFML_HEADERS}")
# add the remaining headers
add_custom_command(TARGET SFML
POST_BUILD
COMMAND cp -r ${PROJECT_SOURCE_DIR}/include/SFML/* SFML.framework/Versions/2.0.0/Headers)
# adapt install directory to allow distributing dylibs/frameworks in users frameworks/application bundle
# NOTE : it's not required to link agains SFML.framework
set_target_properties(SFML PROPERTIES
BUILD_WITH_INSTALL_RPATH 1
INSTALL_NAME_DIR "@executable_path/../Frameworks")
# install rule
install(TARGETS SFML
FRAMEWORK DESTINATION ${CMAKE_INSTALL_FRAMEWORK_PREFIX}
COMPONENT devel)
endif()
install(FILES cmake/Modules/FindSFML.cmake DESTINATION ${CMAKE_ROOT}/Modules)
install(FILES license.txt DESTINATION ${INSTALL_MISC_DIR})
if(WINDOWS)
if(ARCH_32BITS)
install(FILES extlibs/bin/x86/libsndfile-1.dll DESTINATION bin)
@ -111,5 +198,9 @@ if(WINDOWS)
install(FILES extlibs/bin/x64/openal32.dll DESTINATION bin)
endif()
elseif(MACOSX)
install(DIRECTORY extlibs/libs-osx/Frameworks/sndfile.framework DESTINATION /Library/Frameworks PATTERN ".svn" EXCLUDE)
install(DIRECTORY extlibs/libs-osx/Frameworks/sndfile.framework DESTINATION ${CMAKE_INSTALL_FRAMEWORK_PREFIX})
if(INSTALL_XCODE4_TEMPLATES)
install(DIRECTORY xcode/templates/SFML DESTINATION $ENV{HOME}/Library/Developer/Xcode/Templates)
endif()
endif()

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@ -4,6 +4,9 @@ if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
set(WINDOWS 1)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
set(LINUX 1)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD")
# FreeBSD compile path is the same as Linux
set(LINUX 1)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(MACOSX 1)

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@ -133,22 +133,42 @@ macro(sfml_add_library target)
endif()
endif()
# on Unix systems with gcc 4.x, we must hide public symbols by default
# (exported ones are explicitely marked)
if((LINUX OR MACOSX) AND COMPILER_GCC)
if(${GCC_VERSION} MATCHES "4\\..*")
set_target_properties(${target} PROPERTIES COMPILE_FLAGS -fvisibility=hidden)
endif()
endif()
# link the target to its SFML dependencies
if(THIS_DEPENDS)
target_link_libraries(${target} ${THIS_DEPENDS})
endif()
# build frameworks or dylibs
if(MACOSX AND BUILD_SHARED_LIBS)
if(BUILD_FRAMEWORKS)
# adapt target to build frameworks instead of dylibs
set_target_properties(${target} PROPERTIES
FRAMEWORK TRUE
FRAMEWORK_VERSION ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}
MACOSX_FRAMEWORK_IDENTIFIER org.sfml-dev.${target}
MACOSX_FRAMEWORK_SHORT_VERSION_STRING ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}
MACOSX_FRAMEWORK_BUNDLE_VERSION ${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH})
endif()
# adapt install directory to allow distributing dylibs/frameworks in users frameworks/application bundle
set_target_properties(${target} PROPERTIES
BUILD_WITH_INSTALL_RPATH 1
INSTALL_NAME_DIR "@executable_path/../Frameworks")
endif()
# link the target to its external dependencies
if(THIS_EXTERNAL_LIBS)
if(BUILD_SHARED_LIBS)
# in shared build, we use the regular linker commands
target_link_libraries(${target} ${THIS_EXTERNAL_LIBS})
if (MACOSX)
set_target_properties(${target} PROPERTIES
BUILD_WITH_INSTALL_RPATH 1
INSTALL_NAME_DIR "@executable_path/../Frameworks")
endif()
else()
# in static build there's no link stage, but with some compilers it is possible to force
# the generated static library to directly contain the symbols from its dependencies
@ -160,7 +180,8 @@ macro(sfml_add_library target)
install(TARGETS ${target}
RUNTIME DESTINATION bin COMPONENT bin
LIBRARY DESTINATION lib${LIB_SUFFIX} COMPONENT bin
ARCHIVE DESTINATION lib${LIB_SUFFIX} COMPONENT devel)
ARCHIVE DESTINATION lib${LIB_SUFFIX} COMPONENT devel
FRAMEWORK DESTINATION ${CMAKE_INSTALL_FRAMEWORK_PREFIX} COMPONENT bin)
endmacro()

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@ -12,10 +12,21 @@
#
# By default, the dynamic libraries of SFML will be found. To find the static ones instead,
# you must set the SFML_STATIC_LIBRARIES variable to TRUE before calling find_package(SFML ...).
# In case of static linking, the SFML_STATIC macro will also be defined by this script.
#
# On Mac OS X if SFML_STATIC_LIBRARIES is not set to TRUE then by default CMake will search for frameworks unless
# CMAKE_FIND_FRAMEWORK is set to "NEVER" for example. Please refer to CMake documentation for more details.
# Moreover, keep in mind that SFML frameworks are only available as release libraries unlike dylibs which
# are available for both release and debug modes.
#
# If SFML is not installed in a standard path, you can use the SFMLDIR CMake variable or environment variable
# to tell CMake where SFML is.
# define the SFML_STATIC macro if static build was chosen
if(SFML_STATIC_LIBRARIES)
add_definitions(-DSFML_STATIC)
endif()
# deduce the libraries suffix from the options
set(FIND_SFML_LIB_SUFFIX "")
if(SFML_STATIC_LIBRARIES)

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@ -6,7 +6,9 @@ set(SRC ${SRCROOT}/X11.cpp)
# find OpenGL, GLU and X11
find_package(OpenGL REQUIRED)
include_directories(${OPENGL_INCLUDE_DIR})
find_package(X11 REQUIRED)
include_directories(${X11_INCLUDE_DIR})
# define the X11 target
sfml_add_example(X11 GUI_APP

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@ -6,6 +6,7 @@ set(SRC ${SRCROOT}/OpenGL.cpp)
# find OpenGL and GLU
find_package(OpenGL REQUIRED)
include_directories(${OPENGL_INCLUDE_DIR})
# define the opengl target
sfml_add_example(opengl GUI_APP

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@ -6,6 +6,7 @@ set(SRC ${SRCROOT}/Window.cpp)
# find OpenGL and GLU
find_package(OpenGL REQUIRED)
include_directories(${OPENGL_INCLUDE_DIR})
# define the window target
sfml_add_example(window GUI_APP

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@ -29,7 +29,6 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/SoundSource.hpp>
#include <SFML/System/Resource.hpp>
#include <cstdlib>
@ -214,7 +213,7 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
ResourcePtr<SoundBuffer> myBuffer; ///< Sound buffer bound to the source
const SoundBuffer* myBuffer; ///< Sound buffer bound to the source
};
} // namespace sf

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@ -29,7 +29,6 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/Resource.hpp>
#include <string>
#include <vector>
#include <set>
@ -49,7 +48,7 @@ class InputStream;
/// \brief Storage for audio samples defining a sound
///
////////////////////////////////////////////////////////////
class SFML_API SoundBuffer : public Resource<SoundBuffer>
class SFML_API SoundBuffer
{
public :
@ -200,7 +199,7 @@ public :
////////////////////////////////////////////////////////////
/// \brief Get the number of channels used by the sound
///
/// If the sound is mono then the number ofchannels will
/// If the sound is mono then the number of channels will
/// be 1, 2 for stereo, etc.
///
/// \return Number of channels

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@ -284,7 +284,7 @@ private :
unsigned int myBuffers[BuffersCount]; ///< Sound buffers used to store temporary audio data
unsigned int myChannelsCount; ///< Number of channels (1 = mono, 2 = stereo, ...)
unsigned int mySampleRate; ///< Frequency (samples / second)
unsigned long myFormat; ///< Format of the internal sound buffers
Uint32 myFormat; ///< Format of the internal sound buffers
bool myLoop; ///< Loop flag (true to loop, false to play once)
Uint64 mySamplesProcessed; ///< Number of buffers processed since beginning of the stream
bool myEndBuffers[BuffersCount]; ///< Each buffer is marked as "end buffer" or not, for proper duration calculation

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@ -97,7 +97,9 @@
////////////////////////////////////////////////////////////
// Define portable import / export macros
////////////////////////////////////////////////////////////
#if defined(SFML_SYSTEM_WINDOWS) && !defined(SFML_STATIC)
#if !defined(SFML_STATIC)
#if defined(SFML_SYSTEM_WINDOWS)
#ifdef SFML_EXPORTS
@ -120,9 +122,25 @@
#endif
#else // Linux, FreeBSD, Mac OS X
#if __GNUC__ >= 4
// gcc 4 has special keywords for showing/hidding symbols
#define SFML_API __attribute__ ((__visibility__ ("default")))
#else
// gcc < 4 has no mechanism to explicitely hide symbols, everything's exported
#define SFML_API
#endif
#endif
#else
// Other platforms and static build don't need these export macros
// Static build doesn't need these export macros
#define SFML_API
#endif

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@ -28,7 +28,6 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Resource.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/System/String.hpp>
#include <SFML/Graphics/Glyph.hpp>
@ -47,7 +46,7 @@ class InputStream;
/// \brief Class for loading and manipulating character fonts
///
////////////////////////////////////////////////////////////
class SFML_API Font : public Resource<Font>
class SFML_API Font
{
public :

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@ -120,8 +120,6 @@ public :
/// The supported image formats are bmp, png, tga, jpg, gif,
/// psd, hdr and pic. Some format options are not supported,
/// like progressive jpeg.
/// The maximum size for an image depends on the graphics
/// driver and can be retrieve with the GetMaximumSize function.
/// If this function fails, the image is left unchanged.
///
/// \param stream Source stream to read from

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@ -72,7 +72,7 @@ public :
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
RenderWindow(VideoMode mode, const std::string& title, unsigned long style = Style::Default, const ContextSettings& settings = ContextSettings());
RenderWindow(VideoMode mode, const std::string& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// \brief Construct the window from an existing control

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@ -142,7 +142,7 @@ public :
/// \see GetStyle
///
////////////////////////////////////////////////////////////
void SetStyle(unsigned long style);
void SetStyle(Uint32 style);
////////////////////////////////////////////////////////////
/// \brief Set the global color of the text
@ -206,7 +206,7 @@ public :
/// \see SetStyle
///
////////////////////////////////////////////////////////////
unsigned long GetStyle() const;
Uint32 GetStyle() const;
////////////////////////////////////////////////////////////
/// \brief Get the global color of the text
@ -286,7 +286,7 @@ private :
String myString; ///< String to display
const Font* myFont; ///< Font used to display the string
unsigned int myCharacterSize; ///< Base size of characters, in pixels
unsigned long myStyle; ///< Text style (see the Style enum)
Uint32 myStyle; ///< Text style (see Style enum)
Color myColor; ///< Text color
VertexArray myVertices; ///< Vertex array containing the text's geometry
FloatRect myBounds; ///< Bounding rectangle of the text (in local coordinates)

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@ -28,9 +28,8 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Resource.hpp>
#include <SFML/Window/GlResource.hpp>
#include <SFML/Graphics/Image.hpp>
#include <SFML/Window/GlResource.hpp>
namespace sf
@ -44,7 +43,7 @@ class InputStream;
/// \brief Image living on the graphics card that can be used for drawing
///
////////////////////////////////////////////////////////////
class SFML_API Texture : public Resource<Texture>, GlResource
class SFML_API Texture : GlResource
{
public :

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@ -369,7 +369,7 @@ public :
Response ChangeDirectory(const std::string& directory);
////////////////////////////////////////////////////////////
/// Go to the parent directory of the current one
/// \brief Go to the parent directory of the current one
///
/// \return Server response to the request
///

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@ -117,7 +117,7 @@ public :
void SetUri(const std::string& uri);
////////////////////////////////////////////////////////////
/// \brief Set the HTTP version fo the request
/// \brief Set the HTTP version for the request
///
/// The HTTP version is 1.0 by default.
///

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@ -94,7 +94,7 @@ public :
void SetBlocking(bool blocking);
////////////////////////////////////////////////////////////
/// \brief Tell whether the socket is blocking or non-blocking mode
/// \brief Tell whether the socket is in blocking or non-blocking mode
///
/// \return True if the socket is blocking, false otherwise
///

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@ -109,7 +109,7 @@ public :
Status Connect(const IpAddress& remoteAddress, unsigned short remotePort, Uint32 timeout = 0);
////////////////////////////////////////////////////////////
/// \brief Disconnect the connect from its remote peer
/// \brief Disconnect the socket from its remote peer
///
/// This function gracefully closes the connection. If the
/// socket is not connected, this function has no effect.

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@ -38,7 +38,11 @@
////////////////////////////////////////////////////////////
#if defined(SFML_SYSTEM_WINDOWS)
// The Visual C++ version of gl.h uses WINGDIAPI and APIENTRY but doesn't define them
#ifdef _MSC_VER
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>

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@ -37,7 +37,7 @@ namespace sf
/// \brief Abstract class for custom file input streams
///
////////////////////////////////////////////////////////////
class SFML_API InputStream
class InputStream
{
public :

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@ -1,288 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_RESOURCE_HPP
#define SFML_RESOURCE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Lock.hpp>
#include <SFML/System/Mutex.hpp>
#include <set>
#include <cstddef>
namespace sf
{
////////////////////////////////////////////////////////////
// These two classes are defined in the same header because
// they depend on each other. And as they're template classes,
// they must be entirely defined in header files, which
// prevents from proper separate compiling
////////////////////////////////////////////////////////////
template <typename> class ResourcePtr;
////////////////////////////////////////////////////////////
/// \brief Base class for resources that need to notify
/// dependent classes about their destruction
///
////////////////////////////////////////////////////////////
template <typename T>
class Resource
{
protected :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
////////////////////////////////////////////////////////////
Resource();
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
Resource(const Resource<T>& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~Resource();
////////////////////////////////////////////////////////////
/// \brief Assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
Resource<T>& operator =(const Resource<T>& right);
private :
friend class ResourcePtr<T>;
////////////////////////////////////////////////////////////
/// \brief Connect a ResourcePtr to this resource
///
/// A connected ResourcePtr will be notified of the
/// destruction of this instance.
///
/// \param observer ResourcePtr to connect
///
////////////////////////////////////////////////////////////
void Connect(ResourcePtr<T>& observer) const;
////////////////////////////////////////////////////////////
/// \brief Disconnect a ResourcePtr from this resource
///
/// The disconnected ResourcePtr will no longer be notified
/// if this instance is destroyed.
///
/// \param observer ResourcePtr to disconnect
///
////////////////////////////////////////////////////////////
void Disconnect(ResourcePtr<T>& observer) const;
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
mutable std::set<ResourcePtr<T>*> myObservers; ///< List of pointers to this resource
mutable Mutex myMutex; ///< Mutex for preventing concurrent access to the pointer list
};
////////////////////////////////////////////////////////////
/// \brief Safe pointer to a sf::Resource<T>
///
////////////////////////////////////////////////////////////
template <typename T>
class ResourcePtr
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// A default constructed ResourcePtr is empty (null).
///
////////////////////////////////////////////////////////////
ResourcePtr();
////////////////////////////////////////////////////////////
/// \brief Construct from a raw pointer
///
/// \param resource Raw pointer to the resource to wrap
///
////////////////////////////////////////////////////////////
ResourcePtr(const T* resource);
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// The new ResourcePtr will share the same resource as \a copy.
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
ResourcePtr(const ResourcePtr<T>& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~ResourcePtr();
////////////////////////////////////////////////////////////
/// \brief Assignment operator for a ResourcePtr parameter
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
ResourcePtr<T>& operator =(const ResourcePtr<T>& right);
////////////////////////////////////////////////////////////
/// \brief Assignment operator for a raw pointer parameter
///
/// \param resource Resource to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
ResourcePtr<T>& operator =(const T* resource);
////////////////////////////////////////////////////////////
/// \brief Cast operator to implicitely convert the resource
/// pointer to its raw pointer type (T*)
///
/// This might be dangerous in the general case, but in this context
/// it is safe enough to define this operator.
///
/// \return Read-only pointer to the actual resource
///
////////////////////////////////////////////////////////////
operator const T*() const;
////////////////////////////////////////////////////////////
/// \brief Overload of unary operator *
///
/// Like raw pointers, applying the * operator returns a
/// reference to the pointed object.
///
/// \return Reference to the pointed resource
///
////////////////////////////////////////////////////////////
const T& operator *() const;
////////////////////////////////////////////////////////////
/// \brief Overload of operator ->
///
/// Like raw pointers, applying the -> operator returns the
/// pointed object.
///
/// \return Pointed resource
///
////////////////////////////////////////////////////////////
const T* operator ->() const;
////////////////////////////////////////////////////////////
/// \brief Function called when the observed resource
/// is about to be destroyed
///
/// This functions is called by the destructor of the pointed
/// resource. It allows this instance to reset its internal pointer
/// when the resource is destroyed, and avoid dangling pointers.
///
////////////////////////////////////////////////////////////
void OnResourceDestroyed();
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
const T* myResource; /// Pointer to the actual resource
};
#include <SFML/System/Resource.inl>
#include <SFML/System/ResourcePtr.inl>
} // namespace sf
#endif // SFML_RESOURCE_HPP
////////////////////////////////////////////////////////////
/// \class sf::Resource
/// \ingroup system
///
/// sf::Resource is a base for classes that want to be
/// compatible with the sf::ResourcePtr safe pointer.
///
/// See sf::ResourcePtr for a complete explanation.
///
/// \see sf::ResourcePtr
///
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
/// \class sf::ResourcePtr
/// \ingroup system
///
/// sf::ResourcePtr is a special kind of smart pointer for
/// resources. Its main feature is to automatically
/// reset its internal pointer to 0 when the resource
/// gets destroyed, so that pointers to a resource never
/// become invalid when the resource is destroyed. Instead,
/// it properly returns 0 when the resource no longer exists.
///
/// Its usage is completely transparent, so that it is similar
/// to manipulating the raw resource directly (like any smart pointer).
///
/// For sf::ResourcePtr<T> to work, T must inherit from
/// the sf::Resource class.
///
/// These two classes are heavily used internally in SFML
/// to safely handle resources and the classes that use them:
/// \li sf::Texture / sf::Sprite
/// \li sf::Font / sf::Text
/// \li sf::SoundBuffer / sf::Sound
///
/// sf::Resource and sf::ResourcePtr are designed for internal use,
/// but if you feel like they would fit well in your implementation
/// there's no problem to use them.
///
/// \see sf::Resource
///
////////////////////////////////////////////////////////////

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@ -1,78 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
template <typename T>
Resource<T>::Resource()
{
// Nothing to do
}
////////////////////////////////////////////////////////////
template <typename T>
Resource<T>::Resource(const Resource<T>&)
{
// Nothing to do, we don't want to copy observers
}
////////////////////////////////////////////////////////////
template <typename T>
Resource<T>::~Resource()
{
// Notify all observers
for (typename std::set<ResourcePtr<T>*>::iterator i = myObservers.begin(); i != myObservers.end(); ++i)
{
(*i)->OnResourceDestroyed();
}
}
////////////////////////////////////////////////////////////
template <typename T>
Resource<T>& Resource<T>::operator =(const Resource<T>&)
{
// Nothing to do, we don't want to copy observers
return *this;
}
////////////////////////////////////////////////////////////
template <typename T>
void Resource<T>::Connect(ResourcePtr<T>& observer) const
{
sf::Lock lock(myMutex);
myObservers.insert(&observer);
}
////////////////////////////////////////////////////////////
template <typename T>
void Resource<T>::Disconnect(ResourcePtr<T>& observer) const
{
sf::Lock lock(myMutex);
myObservers.erase(&observer);
}

View File

@ -1,125 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>::ResourcePtr() :
myResource(NULL)
{
}
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>::ResourcePtr(const T* resource) :
myResource(resource)
{
if (myResource)
myResource->Connect(*this);
}
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>::ResourcePtr(const ResourcePtr<T>& copy) :
myResource(copy.myResource)
{
if (myResource)
myResource->Connect(*this);
}
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>::~ResourcePtr()
{
if (myResource)
myResource->Disconnect(*this);
}
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>& ResourcePtr<T>::operator =(const ResourcePtr<T>& right)
{
if (myResource)
myResource->Disconnect(*this);
myResource = right.myResource;
if (myResource)
myResource->Connect(*this);
return *this;
}
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>& ResourcePtr<T>::operator =(const T* resource)
{
if (myResource)
myResource->Disconnect(*this);
myResource = resource;
if (myResource)
myResource->Connect(*this);
return *this;
}
////////////////////////////////////////////////////////////
template <typename T>
ResourcePtr<T>::operator const T*() const
{
return myResource;
}
////////////////////////////////////////////////////////////
template <typename T>
const T& ResourcePtr<T>::operator *() const
{
return *myResource;
}
////////////////////////////////////////////////////////////
template <typename T>
const T* ResourcePtr<T>::operator ->() const
{
return myResource;
}
////////////////////////////////////////////////////////////
template <typename T>
void ResourcePtr<T>::OnResourceDestroyed()
{
myResource = NULL;
}

View File

@ -66,7 +66,7 @@ public :
/// void operator()();
/// };
/// \endcode
/// Note: this does *not* run the thread, use Run().
/// Note: this does *not* run the thread, use Launch().
///
/// \param function Functor or free function to use as the entry point of the thread
///
@ -93,7 +93,7 @@ public :
/// void operator()(std::string arg);
/// };
/// \endcode
/// Note: this does *not* run the thread, use Run().
/// Note: this does *not* run the thread, use Launch().
///
/// \param function Functor or free function to use as the entry point of the thread
/// \param argument argument to forward to the function
@ -116,7 +116,7 @@ public :
/// void function();
/// };
/// \endcode
/// Note: this does *not* run the thread, use Run().
/// Note: this does *not* run the thread, use Launch().
///
/// \param function Entry point of the thread
/// \param object Pointer to the object to use

View File

@ -223,7 +223,7 @@ public :
/// window.Close();
///
/// // The escape key was pressed
/// if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
/// if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Keyboard::Escape))
/// window.Close();
///
/// // The window was resized

View File

@ -85,7 +85,7 @@ public :
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
Window(VideoMode mode, const std::string& title, unsigned long style = Style::Default, const ContextSettings& settings = ContextSettings());
Window(VideoMode mode, const std::string& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// \brief Construct the window from an existing control
@ -124,7 +124,7 @@ public :
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
void Create(VideoMode mode, const std::string& title, unsigned long style = Style::Default, const ContextSettings& settings = ContextSettings());
void Create(VideoMode mode, const std::string& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window from an existing control
@ -176,7 +176,7 @@ public :
unsigned int GetWidth() const;
////////////////////////////////////////////////////////////
/// Get the height of the rendering region of the window
/// \brief Get the height of the rendering region of the window
///
/// The height doesn't include the titlebar and borders
/// of the window.

View File

@ -48,7 +48,7 @@ float Listener::GetGlobalVolume()
float volume = 0.f;
ALCheck(alGetListenerf(AL_GAIN, &volume));
return volume;
return volume * 100;
}

View File

@ -139,7 +139,8 @@ void Music::OnSeek(Uint32 timeOffset)
void Music::Initialize()
{
// Compute the music duration
myDuration = static_cast<Uint32>(1000 * myFile->GetSamplesCount() / myFile->GetSampleRate() / myFile->GetChannelsCount());
Uint64 samples = myFile->GetSamplesCount();
myDuration = static_cast<Uint32>(1000 * samples / myFile->GetSampleRate() / myFile->GetChannelsCount());
// Resize the internal buffer so that it can contain 1 second of audio samples
mySamples.resize(myFile->GetSampleRate() * myFile->GetChannelsCount());

View File

@ -33,7 +33,8 @@
namespace sf
{
////////////////////////////////////////////////////////////
Sound::Sound()
Sound::Sound() :
myBuffer(NULL)
{
}

View File

@ -50,10 +50,9 @@ myDuration(0)
////////////////////////////////////////////////////////////
SoundBuffer::SoundBuffer(const SoundBuffer& copy) :
Resource<SoundBuffer>(),
myBuffer (0),
mySamples (copy.mySamples),
myDuration (copy.myDuration),
myDuration(copy.myDuration),
mySounds () // don't copy the attached sounds
{
// Create the buffer

View File

@ -86,7 +86,7 @@ if(MACOSX)
endif()
# add include paths of external libraries
include_directories(${FREETYPE_INCLUDE_DIRS} ${GLEW_INCLUDE_PATH} ${JPEG_INCLUDE_DIR})
include_directories(${FREETYPE_INCLUDE_DIRS} ${GLEW_INCLUDE_PATH} ${JPEG_INCLUDE_DIR} ${OPENGL_INCLUDE_DIR})
# build the list of libraries to link
# GL and X11 are only needed for shared build, as they are already linked by sfml-window

View File

@ -46,7 +46,7 @@ namespace
unsigned long Read(FT_Stream rec, unsigned long offset, unsigned char* buffer, unsigned long count)
{
sf::InputStream* stream = static_cast<sf::InputStream*>(rec->descriptor.pointer);
if (stream->Seek(offset) == offset)
if (static_cast<unsigned long>(stream->Seek(offset)) == offset)
{
if (count > 0)
return static_cast<unsigned long>(stream->Read(reinterpret_cast<char*>(buffer), count));
@ -77,7 +77,6 @@ myRefCount (NULL)
////////////////////////////////////////////////////////////
Font::Font(const Font& copy) :
Resource<Font>(),
myLibrary (copy.myLibrary),
myFace (copy.myFace),
myStreamRec (copy.myStreamRec),
@ -339,7 +338,7 @@ const Font& Font::GetDefaultFont()
// Load the default font on first call
if (!loaded)
{
static const char data[] =
static const signed char data[] =
{
#include <SFML/Graphics/Arial.hpp>
};

View File

@ -39,7 +39,7 @@ RenderWindow::RenderWindow()
////////////////////////////////////////////////////////////
RenderWindow::RenderWindow(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings)
RenderWindow::RenderWindow(VideoMode mode, const std::string& title, Uint32 style, const ContextSettings& settings)
{
// Don't call the base class constructor because it contains virtual function calls
Create(mode, title, style, settings);

View File

@ -96,6 +96,7 @@ bool Shader::LoadFromFile(const std::string& filename)
}
// Read the shader code from the file
myFragmentShader.clear();
std::string line;
while (std::getline(file, line))
myFragmentShader += line + "\n";

View File

@ -90,7 +90,7 @@ void Text::SetCharacterSize(unsigned int size)
////////////////////////////////////////////////////////////
void Text::SetStyle(unsigned long style)
void Text::SetStyle(Uint32 style)
{
if (myStyle != style)
{
@ -135,7 +135,7 @@ unsigned int Text::GetCharacterSize() const
////////////////////////////////////////////////////////////
unsigned long Text::GetStyle() const
Uint32 Text::GetStyle() const
{
return myStyle;
}

View File

@ -53,7 +53,6 @@ myPixelsFlipped(false)
////////////////////////////////////////////////////////////
Texture::Texture(const Texture& copy) :
Resource<Texture>(),
myWidth (0),
myHeight (0),
myTextureWidth (0),
@ -63,6 +62,7 @@ myIsSmooth (copy.myIsSmooth),
myIsRepeated (copy.myIsRepeated),
myPixelsFlipped(false)
{
if (copy.myTexture)
LoadFromImage(copy.CopyToImage());
}
@ -189,19 +189,19 @@ bool Texture::LoadFromImage(const Image& image, const IntRect& area)
IntRect rectangle = area;
if (rectangle.Left < 0) rectangle.Left = 0;
if (rectangle.Top < 0) rectangle.Top = 0;
if (rectangle.Width > width) rectangle.Width = width;
if (rectangle.Height > height) rectangle.Height = height;
if (rectangle.Left + rectangle.Width > width) rectangle.Width = width - rectangle.Left;
if (rectangle.Top + rectangle.Height > height) rectangle.Height = height - rectangle.Top;
// Create the texture and upload the pixels
if (Create(rectangle.Width, rectangle.Height))
{
// Copy the pixels to the texture, row by row
const Uint8* pixels = image.GetPixelsPtr() + rectangle.Left + (width * rectangle.Top);
const Uint8* pixels = image.GetPixelsPtr() + 4 * (rectangle.Left + (width * rectangle.Top));
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
for (int i = 0; i < rectangle.Height; ++i)
{
GLCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i, myWidth, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
pixels += width;
pixels += 4 * width;
}
return true;

View File

@ -139,7 +139,7 @@ IpAddress IpAddress::GetLocalAddress()
return localAddress;
// Connect the socket to localhost on any port
sockaddr_in address = priv::SocketImpl::CreateAddress(INADDR_LOOPBACK, 0);
sockaddr_in address = priv::SocketImpl::CreateAddress(ntohl(INADDR_LOOPBACK), 0);
if (connect(sock, reinterpret_cast<sockaddr*>(&address), sizeof(address)) == -1)
{
priv::SocketImpl::Close(sock);

View File

@ -277,7 +277,7 @@ Socket::Status TcpSocket::Send(Packet& packet)
const char* data = packet.OnSend(size);
// First send the packet size
Uint32 packetSize = htonl(static_cast<unsigned long>(size));
Uint32 packetSize = htonl(static_cast<Uint32>(size));
Status status = Send(reinterpret_cast<const char*>(&packetSize), sizeof(packetSize));
// Make sure that the size was properly sent

View File

@ -28,7 +28,7 @@
#include <SFML/Network/Unix/SocketImpl.hpp>
#include <errno.h>
#include <fcntl.h>
#include <string.h>
#include <cstring>
namespace sf
@ -36,10 +36,10 @@ namespace sf
namespace priv
{
////////////////////////////////////////////////////////////
sockaddr_in SocketImpl::CreateAddress(unsigned long address, unsigned short port)
sockaddr_in SocketImpl::CreateAddress(Uint32 address, unsigned short port)
{
sockaddr_in addr;
memset(addr.sin_zero, 0, sizeof(addr.sin_zero));
std::memset(addr.sin_zero, 0, sizeof(addr.sin_zero));
addr.sin_addr.s_addr = htonl(address);
addr.sin_family = AF_INET;
addr.sin_port = htons(port);

View File

@ -65,7 +65,7 @@ public :
/// \return sockaddr_in ready to be used by socket functions
///
////////////////////////////////////////////////////////////
static sockaddr_in CreateAddress(unsigned long address, unsigned short port);
static sockaddr_in CreateAddress(Uint32 address, unsigned short port);
////////////////////////////////////////////////////////////
/// \brief Return the value of the invalid socket

View File

@ -34,7 +34,7 @@ namespace sf
namespace priv
{
////////////////////////////////////////////////////////////
sockaddr_in SocketImpl::CreateAddress(unsigned long address, unsigned short port)
sockaddr_in SocketImpl::CreateAddress(Uint32 address, unsigned short port)
{
sockaddr_in addr;
std::memset(addr.sin_zero, 0, sizeof(addr.sin_zero));
@ -63,7 +63,7 @@ void SocketImpl::Close(SocketHandle sock)
////////////////////////////////////////////////////////////
void SocketImpl::SetBlocking(SocketHandle sock, bool block)
{
unsigned long blocking = block ? 0 : 1;
u_long blocking = block ? 0 : 1;
ioctlsocket(sock, FIONBIO, &blocking);
}

View File

@ -59,7 +59,7 @@ public :
/// \return sockaddr_in ready to be used by socket functions
///
////////////////////////////////////////////////////////////
static sockaddr_in CreateAddress(unsigned long address, unsigned short port);
static sockaddr_in CreateAddress(Uint32 address, unsigned short port);
////////////////////////////////////////////////////////////
/// \brief Return the value of the invalid socket

View File

@ -14,9 +14,6 @@ set(SRC
${INCROOT}/Mutex.hpp
${INCROOT}/NonCopyable.hpp
${SRCROOT}/Platform.hpp
${INCROOT}/Resource.hpp
${INCROOT}/Resource.inl
${INCROOT}/ResourcePtr.inl
${SRCROOT}/Sleep.cpp
${INCROOT}/Sleep.hpp
${SRCROOT}/String.cpp

View File

@ -1,86 +0,0 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Lucas Soltic (ceylow@gmail.com) and Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#ifdef SFML_SYSTEM_MACOS
#include <CoreFoundation/CoreFoundation.h>
#include <iostream>
#include <cstdio>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// Under Mac OS X, when launching an application from the Finder,
/// the default working directory is the user home directory ;
/// when launching from Xcode, the default one is the directory
/// containing the application. In order to produce a uniform behaviour
/// and simplify the use of resources, SFML sets the working directory to
/// the Resources folder of the application bundle.
/// The "constructor" attribute forces the function to be called
/// at library loading time.
////////////////////////////////////////////////////////////
void InitializeWorkingDirectory(void) __attribute__ ((constructor));
void InitializeWorkingDirectory(void)
{
char PathBuffer[4096];
bool Encoded = false;
// Get the application bundle
CFBundleRef MainBundle = CFBundleGetMainBundle();
assert(MainBundle != NULL);
// Get the resource directory URL
CFURLRef ResourceDirectory = CFBundleCopyResourcesDirectoryURL(MainBundle);
assert(ResourceDirectory != NULL);
// Convert it as absolute URL
CFURLRef AbsoluteURL = CFURLCopyAbsoluteURL(ResourceDirectory);
assert(AbsoluteURL != NULL);
// Get the path as C string
Encoded = CFURLGetFileSystemRepresentation(AbsoluteURL, true, (UInt8 *)PathBuffer, 4096);
assert(Encoded);
// Set the working directory
chdir(PathBuffer);
CFRelease(AbsoluteURL);
CFRelease(ResourceDirectory);
}
} // namespace priv
} // namespace sf
#endif // SFML_SYSTEM_MACOS

View File

@ -98,8 +98,13 @@ endif()
# find external libraries
find_package(OpenGL REQUIRED)
include_directories(${OPENGL_INCLUDE_DIR})
if(LINUX)
find_package(X11 REQUIRED)
if(NOT X11_Xrandr_FOUND)
message(FATAL_ERROR "Xrandr library not found")
endif()
include_directories(${X11_INCLUDE_DIR})
endif()
# build the list of external libraries to link

View File

@ -37,7 +37,7 @@
namespace
{
// OpenGL resources counter and its mutex
unsigned long count = 0;
unsigned int count = 0;
sf::Mutex mutex;
}

View File

@ -41,3 +41,11 @@ void RetainPool(void);
////////////////////////////////////////////////////////////
void ReleasePool(void);
////////////////////////////////////////////////////////////
/// \brief Drain the pool.
///
/// ReleasePool must be called at least once before DrainPool.
///
////////////////////////////////////////////////////////////
void DrainPool();

View File

@ -84,6 +84,12 @@ public :
////////////////////////////////////////////////////////////
void Release();
////////////////////////////////////////////////////////////
/// \brief Drain the pool
///
////////////////////////////////////////////////////////////
void Drain();
private:
////////////////////////////////////////////////////////////
@ -149,8 +155,7 @@ void PoolWrapper::Release()
// Drain pool if required.
if (count == 0) {
[pool drain];
pool = 0;
Drain();
}
#ifdef SFML_DEBUG
@ -160,6 +165,16 @@ void PoolWrapper::Release()
#endif
}
void PoolWrapper::Drain()
{
[pool drain];
pool = 0;
if (count != 0) {
pool = [[NSAutoreleasePool alloc] init];
}
}
} // namespace priv
@ -207,3 +222,18 @@ void ReleasePool(void)
#endif
}
////////////////////////////////////////////////////////////
void DrainPool()
{
if (localPool != NULL) {
localPool->Drain();
}
#ifdef SFML_DEBUG
else {
sf::Err() << "ReleasePool must be called at least one before DrainPool"
<< std::endl;
}
#endif
}

View File

@ -29,6 +29,17 @@
#include <SFML/Window/OSX/HIDJoystickManager.hpp>
#include <SFML/Window/OSX/HIDInputManager.hpp>
////////////////////////////////////////////////////////////
// Private data
////////////////////////////////////////////////////////////
namespace
{
// Using a custom run loop mode solve some issues that appears when SFML
// is used with Cocoa.
CFStringRef const runLoopMode = CFSTR("SFML_RUN_LOOP_MODE");
}
namespace sf
{
namespace priv
@ -74,7 +85,7 @@ HIDJoystickManager::HIDJoystickManager()
IOHIDManagerScheduleWithRunLoop(myHIDManager,
CFRunLoopGetCurrent(),
kCFRunLoopDefaultMode);
runLoopMode);
IOHIDManagerOpen(myHIDManager, kIOHIDOptionsTypeNone);
}
@ -85,7 +96,7 @@ HIDJoystickManager::~HIDJoystickManager()
{
IOHIDManagerUnscheduleFromRunLoop(myHIDManager,
CFRunLoopGetCurrent(),
kCFRunLoopDefaultMode);
runLoopMode);
IOHIDManagerRegisterDeviceMatchingCallback(myHIDManager, NULL, 0);
IOHIDManagerRegisterDeviceRemovalCallback(myHIDManager, NULL, 0);
@ -100,7 +111,7 @@ void HIDJoystickManager::Update()
SInt32 status = kCFRunLoopRunHandledSource;
while (status == kCFRunLoopRunHandledSource) {
status = CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, true);
status = CFRunLoopRunInMode(runLoopMode, 0, true);
}
}

View File

@ -39,20 +39,22 @@ namespace priv
////////////////////////////////////////////////////////////
SFContext::SFContext(SFContext* shared)
: myView(0), myWindow(0)
: myView(0), myWindow(0)
{
// Ask for a pool.
RetainPool();
// Create the context
CreateContext(shared, VideoMode::GetDesktopMode().BitsPerPixel, ContextSettings(0, 0, 0));
CreateContext(shared,
VideoMode::GetDesktopMode().BitsPerPixel,
ContextSettings(0, 0, 0));
}
////////////////////////////////////////////////////////////
SFContext::SFContext(SFContext* shared, const ContextSettings& settings,
const WindowImpl* owner, unsigned int bitsPerPixel)
: myView(0), myWindow(0)
: myView(0), myWindow(0)
{
// Ask for a pool.
RetainPool();
@ -68,7 +70,7 @@ SFContext::SFContext(SFContext* shared, const ContextSettings& settings,
SFContext::SFContext(SFContext* shared, const ContextSettings& settings,
unsigned int width, unsigned int height)
: myView(0), myWindow(0)
: myView(0), myWindow(0)
{
// Ensure the process is setup in order to create a valid window.
WindowImplCocoa::SetUpProcess();

View File

@ -286,6 +286,9 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
{
// Forward to...
[self otherMouseDown:theEvent];
// Transmit to non-SFML responder
[[self nextResponder] mouseDown:theEvent];
}
@ -294,6 +297,9 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
{
// Forward to...
[self otherMouseUp:theEvent];
// Transmit to non-SFML responder
[[self nextResponder] mouseUp:theEvent];
}
@ -302,17 +308,23 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
{
// Forward to...
[self otherMouseDragged:theEvent];
// Transmit to non-SFML responder
[[self nextResponder] mouseMoved:theEvent];
}
////////////////////////////////////////////////////////
-(void)scrollWheel:(NSEvent *)theEvent
{
if (myRequester == 0) return;
if (myRequester != 0) {
NSPoint loc = [self cursorPositionFromEvent:theEvent];
myRequester->MouseWheelScrolledAt([theEvent deltaY], loc.x, loc.y);
}
// Transmit to non-SFML responder
[[self nextResponder] scrollWheel:theEvent];
}
@ -343,6 +355,9 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
{
// Forward to...
[self otherMouseDown:theEvent];
// Transmit to non-SFML responder
[[self nextResponder] rightMouseDown:theEvent];
}
@ -351,46 +366,51 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
{
// Forward to...
[self otherMouseUp:theEvent];
// Transmit to non-SFML responder
[[self nextResponder] rightMouseUp:theEvent];
}
////////////////////////////////////////////////////////
-(void)otherMouseDown:(NSEvent *)theEvent
{
if (myRequester == 0) return;
NSPoint loc = [self cursorPositionFromEvent:theEvent];
sf::Mouse::Button button = [self mouseButtonFromEvent:theEvent];
if (myRequester != 0) {
NSPoint loc = [self cursorPositionFromEvent:theEvent];
if (button != sf::Mouse::ButtonCount) {
myRequester->MouseDownAt(button, loc.x, loc.y);
}
//#ifdef SFML_DEBUG
// else {
// sf::Err() << "Unknown mouse button released." << std::endl;
// }
//#endif
}
// If the event is not forwarded by mouseDown or rightMouseDown...
if (button != sf::Mouse::Left && button != sf::Mouse::Right) {
// ... transmit to non-SFML responder
[[self nextResponder] otherMouseDown:theEvent];
}
}
////////////////////////////////////////////////////////
-(void)otherMouseUp:(NSEvent *)theEvent
{
if (myRequester == 0) return;
NSPoint loc = [self cursorPositionFromEvent:theEvent];
sf::Mouse::Button button = [self mouseButtonFromEvent:theEvent];
if (myRequester != 0) {
NSPoint loc = [self cursorPositionFromEvent:theEvent];
if (button != sf::Mouse::ButtonCount) {
myRequester->MouseUpAt(button, loc.x, loc.y);
}
//#ifdef SFML_DEBUG
// else {
// sf::Err() << "Unknown mouse button released." << std::endl;
// }
//#endif
}
// If the event is not forwarded by mouseUp or rightMouseUp...
if (button != sf::Mouse::Left && button != sf::Mouse::Right) {
// ... transmit to non-SFML responder
[[self nextResponder] otherMouseUp:theEvent];
}
}
@ -399,6 +419,9 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
{
// Forward to...
[self otherMouseDragged:theEvent];
// Transmit to non-SFML responder
[[self nextResponder] rightMouseDragged:theEvent];
}
@ -407,20 +430,30 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
{
// Forward to...
[self otherMouseDragged:theEvent];
// Transmit to non-SFML responder
[[self nextResponder] mouseDragged:theEvent];
}
////////////////////////////////////////////////////////
-(void)otherMouseDragged:(NSEvent *)theEvent
{
if (myRequester == 0) return;
if (myRequester != 0) {
// If the event is not useful.
if (!myMouseIsIn) return;
NSPoint loc = [self cursorPositionFromEvent:theEvent];
myRequester->MouseMovedAt(loc.x, loc.y);
}
// If the event is not forwarded by mouseDragged or rightMouseDragged...
sf::Mouse::Button button = [self mouseButtonFromEvent:theEvent];
if (button != sf::Mouse::Left && button != sf::Mouse::Right) {
// ... transmit to non-SFML responder
[[self nextResponder] otherMouseUp:theEvent];
}
}
@ -471,6 +504,9 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
////////////////////////////////////////////////////////
-(void)keyDown:(NSEvent *)theEvent
{
// Transmit to non-SFML responder
[[self nextResponder] keyDown:theEvent];
if (myRequester == 0) return;
// Handle key down event
@ -484,11 +520,13 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
// Handle text entred event
// We create a new event without command modifiers
// We create a new event without command/ctrl modifiers
// to prevent the OS from sending an alert
NSUInteger modifiers = [theEvent modifierFlags] & NSCommandKeyMask
? [theEvent modifierFlags] & ~NSCommandKeyMask
: [theEvent modifierFlags];
NSUInteger modifiers = [theEvent modifierFlags];
if (modifiers & NSCommandKeyMask) modifiers = modifiers & ~NSCommandKeyMask;
if (modifiers & NSControlKeyMask) modifiers = modifiers & ~NSControlKeyMask;
NSEvent* ev = [NSEvent keyEventWithType:NSKeyDown
location:[theEvent locationInWindow]
modifierFlags:modifiers
@ -526,6 +564,9 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
////////////////////////////////////////////////////////
-(void)keyUp:(NSEvent *)theEvent
{
// Transmit to non-SFML responder
[[self nextResponder] keyUp:theEvent];
if (myRequester == 0) return;
sf::Event::KeyEvent key = [SFOpenGLView convertNSKeyEventToSFMLEvent:theEvent];
@ -539,6 +580,9 @@ NSUInteger KeepOnlyMaskFromData(NSUInteger data, NSUInteger mask);
////////////////////////////////////////////////////////
-(void)flagsChanged:(NSEvent *)theEvent
{
// Transmit to non-SFML responder
[[self nextResponder] flagsChanged:theEvent];
if (myRequester == 0) return;
NSUInteger modifiers = [theEvent modifierFlags];

View File

@ -32,14 +32,28 @@
@implementation SFWindow
////////////////////////////////////////////////////////
-(BOOL)acceptsFirstResponder {
-(BOOL)acceptsFirstResponder
{
return YES;
}
////////////////////////////////////////////////////////
-(BOOL)canBecomeKeyWindow {
-(BOOL)canBecomeKeyWindow
{
return YES;
}
////////////////////////////////////////////////////////
-(void)keyDown:(NSEvent *)theEvent
{
// Do nothing except preventing a system alert each time a key is pressed
//
// Special Consideration :
// -----------------------
// Consider overriding NSResponder -keyDown: message in a Cocoa view/window
// that contains a SFML rendering area. Doing so will prevent a system
// alert to be thrown everytime the user presses a key.
}
@end

View File

@ -312,6 +312,7 @@ private:
// Member data
////////////////////////////////////////////////////////////
WindowImplDelegateRef myDelegate; ///< Implementation in Obj-C.
bool myShowCursor; ///< Is the cursor displayed or hidden ?
};
} // namespace priv

View File

@ -44,6 +44,7 @@ namespace priv
////////////////////////////////////////////////////////////
WindowImplCocoa::WindowImplCocoa(WindowHandle handle)
: myShowCursor(true)
{
// Ask for a pool.
RetainPool();
@ -91,6 +92,7 @@ WindowImplCocoa::WindowImplCocoa(WindowHandle handle)
WindowImplCocoa::WindowImplCocoa(VideoMode mode,
const std::string& title,
unsigned long style)
: myShowCursor(true)
{
// Transform the app process.
SetUpProcess();
@ -116,6 +118,10 @@ WindowImplCocoa::~WindowImplCocoa()
[myDelegate release];
ReleasePool();
DrainPool(); // Make sure everything was freed
// This solve some issue when sf::Window::Create is called for the
// second time (nothing was render until the function was called again)
}
@ -183,6 +189,10 @@ void WindowImplCocoa::WindowResized(unsigned int width, unsigned int height)
////////////////////////////////////////////////////////////
void WindowImplCocoa::WindowLostFocus(void)
{
if (!myShowCursor) {
[myDelegate showMouseCursor]; // Make sur the cursor is visible
}
Event event;
event.Type = Event::LostFocus;
@ -193,6 +203,10 @@ void WindowImplCocoa::WindowLostFocus(void)
////////////////////////////////////////////////////////////
void WindowImplCocoa::WindowGainedFocus(void)
{
if (!myShowCursor) {
[myDelegate hideMouseCursor]; // Restore user's setting
}
Event event;
event.Type = Event::GainedFocus;
@ -255,6 +269,10 @@ void WindowImplCocoa::MouseWheelScrolledAt(float delta, int x, int y)
////////////////////////////////////////////////////////////
void WindowImplCocoa::MouseMovedIn(void)
{
if (!myShowCursor) {
[myDelegate hideMouseCursor]; // Restore user's setting
}
Event event;
event.Type = Event::MouseEntered;
@ -264,6 +282,10 @@ void WindowImplCocoa::MouseMovedIn(void)
////////////////////////////////////////////////////////////
void WindowImplCocoa::MouseMovedOut(void)
{
if (!myShowCursor) {
[myDelegate showMouseCursor]; // Make sur the cursor is visible
}
Event event;
event.Type = Event::MouseLeft;
@ -330,7 +352,9 @@ WindowHandle WindowImplCocoa::GetSystemHandle() const
////////////////////////////////////////////////////////////
void WindowImplCocoa::ShowMouseCursor(bool show)
{
if (show) {
myShowCursor = show;
if (myShowCursor) {
[myDelegate showMouseCursor];
} else {
[myDelegate hideMouseCursor];

View File

@ -145,7 +145,7 @@ bool InputImpl::IsKeyPressed(Keyboard::Key key)
case Keyboard::Pause: vkey = VK_PAUSE; break;
}
return GetAsyncKeyState(vkey) != 0;
return (GetAsyncKeyState(vkey) & 0x8000) != 0;
}
@ -162,7 +162,7 @@ bool InputImpl::IsMouseButtonPressed(Mouse::Button button)
case Mouse::XButton2: vkey = VK_XBUTTON2; break;
}
return GetAsyncKeyState(vkey) != 0;
return (GetAsyncKeyState(vkey) & 0x8000) != 0;
}

View File

@ -30,6 +30,7 @@
////////////////////////////////////////////////////////////
#include <SFML/Window/GlContext.hpp>
#include <SFML/OpenGL.hpp>
#include <windows.h>
namespace sf

View File

@ -87,7 +87,7 @@ myIsCursorIn (false)
////////////////////////////////////////////////////////////
WindowImplWin32::WindowImplWin32(VideoMode mode, const std::string& title, unsigned long style) :
WindowImplWin32::WindowImplWin32(VideoMode mode, const std::string& title, Uint32 style) :
myHandle (NULL),
myCallback (0),
myCursor (NULL),

View File

@ -62,7 +62,7 @@ public :
/// \param style Window style
///
////////////////////////////////////////////////////////////
WindowImplWin32(VideoMode mode, const std::string& title, unsigned long style);
WindowImplWin32(VideoMode mode, const std::string& title, Uint32 style);
////////////////////////////////////////////////////////////
/// \brief Destructor

View File

@ -55,7 +55,7 @@ myFramerateLimit(0)
////////////////////////////////////////////////////////////
Window::Window(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings) :
Window::Window(VideoMode mode, const std::string& title, Uint32 style, const ContextSettings& settings) :
myWindow (NULL),
myContext (NULL),
myLastFrameTime (0),
@ -84,7 +84,7 @@ Window::~Window()
////////////////////////////////////////////////////////////
void Window::Create(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings)
void Window::Create(VideoMode mode, const std::string& title, Uint32 style, const ContextSettings& settings)
{
// Destroy the previous window implementation
Close();

View File

@ -55,7 +55,7 @@ namespace sf
namespace priv
{
////////////////////////////////////////////////////////////
WindowImpl* WindowImpl::New(VideoMode mode, const std::string& title, unsigned long style)
WindowImpl* WindowImpl::New(VideoMode mode, const std::string& title, Uint32 style)
{
return new WindowImplType(mode, title, style);
}

View File

@ -64,7 +64,7 @@ public :
/// \return Pointer to the created window (don't forget to delete it)
///
////////////////////////////////////////////////////////////
static WindowImpl* New(VideoMode mode, const std::string& title, unsigned long style);
static WindowImpl* New(VideoMode mode, const std::string& title, Uint32 style);
////////////////////////////////////////////////////////////
/// \brief Create a new window depending on to the current OS

View File

@ -43,7 +43,9 @@ struct SFMLmainWindow
NSLog(@"Couldn't load the logo image");
}
sprite.SetImage(logo, true);
logo.SetSmooth(true);
sprite.SetTexture(logo, true);
sprite.SetOrigin(sprite.GetSize() / 2.f);
sprite.Scale(0.3, 0.3);
@ -56,7 +58,7 @@ struct SFMLmainWindow
sf::RenderWindow renderWindow;
sf::Text text;
sf::Image logo;
sf::Texture logo;
sf::Sprite sprite;
sf::Color background;
};

View File

@ -42,6 +42,64 @@ subject to the following restrictions:
<!-- ############################################################### Options -->
<key>Options</key>
<array>
<!-- ****************************************** Framework option -->
<dict>
<key>Identifier</key>
<string>libraryType</string>
<key>Name</key>
<string>Use frameworks</string>
<key>Description</key>
<string>Indicates whether frameworks should be used instead of dylibs or not.</string>
<key>Type</key>
<string>checkbox</string>
<key>SortOrder</key>
<integer>1</integer>
<key>Default</key>
<string>false</string>
<key>Units</key>
<dict>
<!-- ON -->
<key>true</key>
<dict>
<!-- compilation options -->
<key>Project</key>
<dict>
<key>SharedSettings</key>
<dict>
<key>SFML_LINK_PREFIX</key>
<string>$(SFML_LINK_FRAMEWORKS_PREFIX)</string>
<key>SFML_LINK_SUFFIX</key>
<string>$(SFML_LINK_FRAMEWORKS_SUFFIX)</string>
<key>HEADER_SEARCH_PATHS</key>
<string>$(HEADER_SEARCH_PATHS)</string>
</dict>
</dict>
</dict>
<!-- OFF -->
<key>false</key>
<dict>
<!-- compilation options -->
<key>Project</key>
<dict>
<key>SharedSettings</key>
<dict>
<key>SFML_LINK_PREFIX</key>
<string>$(SFML_LINK_DYLIBS_PREFIX)</string>
<key>SFML_LINK_SUFFIX</key>
<string>$(SFML_LINK_DYLIBS_SUFFIX)</string>
<key>HEADER_SEARCH_PATHS</key>
<string>$(HEADER_SEARCH_PATHS) /usr/local/include/</string>
</dict>
</dict>
</dict>
</dict>
</dict>
<!-- ********************************************* Window Module -->
<dict>
<key>Identifier</key>
@ -66,11 +124,8 @@ subject to the following restrictions:
<dict>
<key>SharedSettings</key>
<dict>
<key>WINDOW_RELEASE</key>
<string>-lsfml-window</string>
<key>WINDOW_DEBUG</key>
<string>-lsfml-window-d</string>
<key>SFML_WINDOW</key>
<string>$(SFML_LINK_PREFIX)sfml-window$(SFML_LINK_SUFFIX)</string>
</dict>
</dict>
@ -99,10 +154,7 @@ subject to the following restrictions:
<dict>
<key>SharedSettings</key>
<dict>
<key>WINDOW_RELEASE</key>
<string></string>
<key>WINDOW_DEBUG</key>
<key>SFML_WINDOW</key>
<string></string>
</dict>
</dict>
@ -157,11 +209,8 @@ subject to the following restrictions:
<dict>
<key>SharedSettings</key>
<dict>
<key>GRAPHICS_RELEASE</key>
<string>-lsfml-graphics</string>
<key>GRAPHICS_DEBUG</key>
<string>-lsfml-graphics-d</string>
<key>SFML_GRAPHICS</key>
<string>$(SFML_LINK_PREFIX)sfml-graphics$(SFML_LINK_SUFFIX)</string>
</dict>
</dict>
@ -256,10 +305,7 @@ text.SetColor(sf::Color::Black);
<dict>
<key>SharedSettings</key>
<dict>
<key>GRAPHICS_RELEASE</key>
<string></string>
<key>GRAPHICS_DEBUG</key>
<key>SFML_GRAPHICS</key>
<string></string>
</dict>
</dict>
@ -307,11 +353,8 @@ text.SetColor(sf::Color::Black);
<dict>
<key>SharedSettings</key>
<dict>
<key>AUDIO_RELEASE</key>
<string>-lsfml-audio</string>
<key>AUDIO_DEBUG</key>
<string>-lsfml-audio-d</string>
<key>SFML_AUDIO</key>
<string>$(SFML_LINK_PREFIX)sfml-audio$(SFML_LINK_SUFFIX)</string>
</dict>
</dict>
@ -354,10 +397,7 @@ music.Play();
<dict>
<key>SharedSettings</key>
<dict>
<key>AUDIO_RELEASE</key>
<string></string>
<key>AUDIO_DEBUG</key>
<key>SFML_AUDIO</key>
<string></string>
</dict>
</dict>
@ -402,11 +442,8 @@ music.Play();
<dict>
<key>SharedSettings</key>
<dict>
<key>NETWORK_RELEASE</key>
<string>-lsfml-network</string>
<key>NETWORK_DEBUG</key>
<string>-lsfml-network-d</string>
<key>SFML_NETWORK</key>
<string>$(SFML_LINK_PREFIX)sfml-network$(SFML_LINK_SUFFIX)</string>
</dict>
</dict>
@ -427,10 +464,7 @@ music.Play();
<dict>
<key>SharedSettings</key>
<dict>
<key>NETWORK_RELEASE</key>
<string></string>
<key>NETWORK_DEBUG</key>
<key>SFML_NETWORK</key>
<string></string>
</dict>
</dict>
@ -560,13 +594,23 @@ while (window.IsOpened())
<key>PRODUCT_NAME</key>
<string>$(TARGET_NAME)</string>
<key>SYSTEM_RELEASE</key>
<string>-lsfml-system</string>
<key>SYSTEM_DEBUG</key>
<string>-lsfml-system-d</string>
<key>SFML_LINK_DYLIBS_PREFIX</key>
<string>-l</string>
<key>HEADER_SEARCH_PATHS</key>
<string>$(HEADER_SEARCH_PATHS) /usr/local/include/</string>
<key>SFML_LINK_FRAMEWORKS_PREFIX</key>
<string>-framework </string>
<key>SFML_SYSTEM</key>
<string>$(SFML_LINK_PREFIX)sfml-system$(SFML_LINK_SUFFIX)</string>
<key>SFML_LINK_FRAMEWORKS_SUFFIX</key>
<string></string>
<key>CLANG_ENABLE_OBJC_ARC</key>
<string></string>
<key>GCC_ENABLE_OBJC_GC</key>
<string>unsupported</string>
</dict>
<key>Configurations</key>
@ -574,16 +618,22 @@ while (window.IsOpened())
<!-- ***************************************************** Debug -->
<key>Debug</key>
<dict>
<key>SFML_LINK_DYLIBS_SUFFIX</key>
<string>-d</string>
<key>OTHER_LDFLAGS</key>
<string>$(OTHER_LDFLAGS) $(SYSTEM_DEBUG) $(WINDOW_DEBUG) $(GRAPHICS_DEBUG) $(AUDIO_DEBUG) $(NETWORK_DEBUG)</string>
<string>$(OTHER_LDFLAGS) $(SFML_SYSTEM) $(SFML_WINDOW) $(SFML_GRAPHICS) $(SFML_AUDIO) $(SFML_NETWORK)</string>
</dict>
<!-- *************************************************** Release -->
<key>Release</key>
<dict>
<key>SFML_LINK_DYLIBS_SUFFIX</key>
<string></string>
<key>OTHER_LDFLAGS</key>
<string>$(OTHER_LDFLAGS) $(SYSTEM_RELEASE) $(WINDOW_RELEASE) $(GRAPHICS_RELEASE) $(AUDIO_RELEASE) $(NETWORK_RELEASE)</string>
<string>$(OTHER_LDFLAGS) $(SFML_SYSTEM) $(SFML_WINDOW) $(SFML_GRAPHICS) $(SFML_AUDIO) $(SFML_NETWORK)</string>
</dict>
</dict>
</dict>
@ -606,48 +656,71 @@ while (window.IsOpened())
<string>/bin/sh</string>
<key>ShellScript</key>
<string># This shell script simply copies required sfml dylibs into the application bundle frameworks folder
# NB : this script assumes that if moduleX is required in release mode then it is also required in debug mode.
<string># This shell script simply copies required sfml dylibs/frameworks into the application bundle frameworks folder.
# If you're using static libraries (which is not recommended) you should remove this script from your project.
# Are we building a project that uses framework or dylibs ?
if [ $SFML_LINK_PREFIX = $SFML_LINK_FRAMEWORKS_PREFIX ]
then
frameworks=1
else
frameworks=0
fi
require () # $1 is a SFML module like 'system' or 'audio'
{
dest=$BUILT_PRODUCTS_DIR/$PRODUCT_NAME.app/Contents/Frameworks
if [ -z $1 ]
then
echo "no parameter! ERROR!"
exit
else
if [ $CONFIGURATION = "Debug" ]
# clean potentially old stuff
rm -f $dest/libsfml-$1.2.dylib
rm -f $dest/libsfml-$1-d.2.dylib
rm -fr $dest/sfml-$1.framework
# copy SFML libraries
if [ $frameworks ]
then
rm -f $BUILT_PRODUCTS_DIR/test.app/Contents/Frameworks/libsfml-$1.2.dylib
ditto /usr/local/lib/libsfml-$1-d.2.dylib $BUILT_PRODUCTS_DIR/test.app/Contents/Frameworks/libsfml-$1-d.2.dylib
ditto /Library/Frameworks/sfml-$1.framework $dest/sfml-$1.framework
elif [ $CONFIGURATION = "Debug" ]
then
ditto /usr/local/lib/libsfml-$1-d.2.dylib $dest/libsfml-$1-d.2.dylib
else
rm -f $BUILT_PRODUCTS_DIR/test.app/Contents/Frameworks/libsfml-$1-d.2.dylib
ditto /usr/local/lib/libsfml-$1.2.dylib $BUILT_PRODUCTS_DIR/test.app/Contents/Frameworks/libsfml-$1.2.dylib
ditto /usr/local/lib/libsfml-$1.2.dylib $dest/libsfml-$1.2.dylib
fi
if [ $1 = "audio" ]
then
# copy sndfile framework too
ditto /Library/Frameworks/sndfile.framework $dest/sndfile.framework
fi
fi
}
if [ -n "$SYSTEM_RELEASE" ]
if [ -n "$SFML_SYSTEM" ]
then
require "system"
fi
if [ -n "$AUDIO_RELEASE" ]
if [ -n "$SFML_AUDIO" ]
then
require "audio"
fi
if [ -n "$NETWORK_RELEASE" ]
if [ -n "$SFML_NETWORK" ]
then
require "network"
fi
if [ -n "$WINDOW_RELEASE" ]
if [ -n "$SFML_WINDOW" ]
then
require "window"
fi
if [ -n "$GRAPHICS_RELEASE" ]
if [ -n "$SFML_GRAPHICS" ]
then
require "graphics"
fi

View File

Before

Width:  |  Height:  |  Size: 140 KiB

After

Width:  |  Height:  |  Size: 140 KiB

View File

@ -42,6 +42,64 @@ subject to the following restrictions:
<!-- ############################################################### Options -->
<key>Options</key>
<array>
<!-- ****************************************** Framework option -->
<dict>
<key>Identifier</key>
<string>libraryType</string>
<key>Name</key>
<string>Use frameworks</string>
<key>Description</key>
<string>Indicates whether frameworks should be used instead of dylibs or not.</string>
<key>Type</key>
<string>checkbox</string>
<key>SortOrder</key>
<integer>1</integer>
<key>Default</key>
<string>false</string>
<key>Units</key>
<dict>
<!-- ON -->
<key>true</key>
<dict>
<!-- compilation options -->
<key>Project</key>
<dict>
<key>SharedSettings</key>
<dict>
<key>SFML_LINK_PREFIX</key>
<string>$(SFML_LINK_FRAMEWORKS_PREFIX)</string>
<key>SFML_LINK_SUFFIX</key>
<string>$(SFML_LINK_FRAMEWORKS_SUFFIX)</string>
<key>HEADER_SEARCH_PATHS</key>
<string>$(HEADER_SEARCH_PATHS)</string>
</dict>
</dict>
</dict>
<!-- OFF -->
<key>false</key>
<dict>
<!-- compilation options -->
<key>Project</key>
<dict>
<key>SharedSettings</key>
<dict>
<key>SFML_LINK_PREFIX</key>
<string>$(SFML_LINK_DYLIBS_PREFIX)</string>
<key>SFML_LINK_SUFFIX</key>
<string>$(SFML_LINK_DYLIBS_SUFFIX)</string>
<key>HEADER_SEARCH_PATHS</key>
<string>$(HEADER_SEARCH_PATHS) /usr/local/include/</string>
</dict>
</dict>
</dict>
</dict>
</dict>
<!-- ********************************************* Window Module -->
<dict>
<key>Identifier</key>
@ -66,11 +124,8 @@ subject to the following restrictions:
<dict>
<key>SharedSettings</key>
<dict>
<key>WINDOW_RELEASE</key>
<string>-lsfml-window</string>
<key>WINDOW_DEBUG</key>
<string>-lsfml-window-d</string>
<key>SFML_WINDOW</key>
<string>$(SFML_LINK_PREFIX)sfml-window$(SFML_LINK_SUFFIX)</string>
</dict>
</dict>
@ -99,10 +154,7 @@ subject to the following restrictions:
<dict>
<key>SharedSettings</key>
<dict>
<key>WINDOW_RELEASE</key>
<string></string>
<key>WINDOW_DEBUG</key>
<key>SFML_WINDOW</key>
<string></string>
</dict>
</dict>
@ -157,11 +209,8 @@ subject to the following restrictions:
<dict>
<key>SharedSettings</key>
<dict>
<key>GRAPHICS_RELEASE</key>
<string>-lsfml-graphics</string>
<key>GRAPHICS_DEBUG</key>
<string>-lsfml-graphics-d</string>
<key>SFML_GRAPHICS</key>
<string>$(SFML_LINK_PREFIX)sfml-graphics$(SFML_LINK_SUFFIX)</string>
</dict>
</dict>
@ -256,10 +305,7 @@ text.SetColor(sf::Color::Black);
<dict>
<key>SharedSettings</key>
<dict>
<key>GRAPHICS_RELEASE</key>
<string></string>
<key>GRAPHICS_DEBUG</key>
<key>SFML_GRAPHICS</key>
<string></string>
</dict>
</dict>
@ -307,11 +353,8 @@ text.SetColor(sf::Color::Black);
<dict>
<key>SharedSettings</key>
<dict>
<key>AUDIO_RELEASE</key>
<string>-lsfml-audio</string>
<key>AUDIO_DEBUG</key>
<string>-lsfml-audio-d</string>
<key>SFML_AUDIO</key>
<string>$(SFML_LINK_PREFIX)sfml-audio$(SFML_LINK_SUFFIX)</string>
</dict>
</dict>
@ -354,10 +397,7 @@ music.Play();
<dict>
<key>SharedSettings</key>
<dict>
<key>AUDIO_RELEASE</key>
<string></string>
<key>AUDIO_DEBUG</key>
<key>SFML_AUDIO</key>
<string></string>
</dict>
</dict>
@ -399,11 +439,8 @@ music.Play();
<dict>
<key>SharedSettings</key>
<dict>
<key>NETWORK_RELEASE</key>
<string>-lsfml-network</string>
<key>NETWORK_DEBUG</key>
<string>-lsfml-network-d</string>
<key>SFML_NETWORK</key>
<string>$(SFML_LINK_PREFIX)sfml-network$(SFML_LINK_SUFFIX)</string>
</dict>
</dict>
@ -424,10 +461,7 @@ music.Play();
<dict>
<key>SharedSettings</key>
<dict>
<key>NETWORK_RELEASE</key>
<string></string>
<key>NETWORK_DEBUG</key>
<key>SFML_NETWORK</key>
<string></string>
</dict>
</dict>
@ -554,13 +588,23 @@ while (window.IsOpened())
<key>PRODUCT_NAME</key>
<string>$(TARGET_NAME)</string>
<key>SYSTEM_RELEASE</key>
<string>-lsfml-system</string>
<key>SYSTEM_DEBUG</key>
<string>-lsfml-system-d</string>
<key>SFML_LINK_DYLIBS_PREFIX</key>
<string>-l</string>
<key>HEADER_SEARCH_PATHS</key>
<string>$(HEADER_SEARCH_PATHS) /usr/local/include/</string>
<key>SFML_LINK_FRAMEWORKS_PREFIX</key>
<string>-framework </string>
<key>SFML_SYSTEM</key>
<string>$(SFML_LINK_PREFIX)sfml-system$(SFML_LINK_SUFFIX)</string>
<key>SFML_LINK_FRAMEWORKS_SUFFIX</key>
<string></string>
<key>CLANG_ENABLE_OBJC_ARC</key>
<string></string>
<key>GCC_ENABLE_OBJC_GC</key>
<string>unsupported</string>
</dict>
<key>Configurations</key>
@ -568,16 +612,22 @@ while (window.IsOpened())
<!-- ***************************************************** Debug -->
<key>Debug</key>
<dict>
<key>SFML_LINK_DYLIBS_SUFFIX</key>
<string>-d</string>
<key>OTHER_LDFLAGS</key>
<string>$(OTHER_LDFLAGS) $(SYSTEM_DEBUG) $(WINDOW_DEBUG) $(GRAPHICS_DEBUG) $(AUDIO_DEBUG) $(NETWORK_DEBUG)</string>
<string>$(OTHER_LDFLAGS) $(SFML_SYSTEM) $(SFML_WINDOW) $(SFML_GRAPHICS) $(SFML_AUDIO) $(SFML_NETWORK)</string>
</dict>
<!-- *************************************************** Release -->
<key>Release</key>
<dict>
<key>SFML_LINK_DYLIBS_SUFFIX</key>
<string></string>
<key>OTHER_LDFLAGS</key>
<string>$(OTHER_LDFLAGS) $(SYSTEM_RELEASE) $(WINDOW_RELEASE) $(GRAPHICS_RELEASE) $(AUDIO_RELEASE) $(NETWORK_RELEASE)</string>
<string>$(OTHER_LDFLAGS) $(SFML_SYSTEM) $(SFML_WINDOW) $(SFML_GRAPHICS) $(SFML_AUDIO) $(SFML_NETWORK)</string>
</dict>
</dict>
</dict>

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XCODE 4 TEMPLATES
=================
These are templates to create easily a new project in Xcode 4.
These are templates to create easily a new SFML project in Xcode 4.
Features
--------
* You can choose between command line tool or bundle application.
* You can select or not each module of SFML you'll use into your project.
* A basic example is inserted automatically into your project's code.
* You can choose between using SFML libraries as dylibs or frameworks.
* You can add independently each SFML module you'll use into your project.
* A basic example is included automatically into your project's code.
Install
-------
Copy the four folders into ~/Library/Developer/Xcode/Templates folder (you might need to create it first).
If you are building SFML from sources you can set CMake's INSTALL_XCODE4_TEMPLATES variable to TRUE to install the templates automatically. Otherwise proceed as follow :
1. Make sure "~/Library/Developer/Xcode/Templates/" folder exists;
2. Copy "SFML" folder into the above folder.
Usage
-----
To use these templates follow these steps :
* open Xcode 4,
* select «create a new Xcode project» from the «Welcome to Xcode» window or select menu File > New > New Project,
* select «Templates» under «Mac OS X»,
* then select either «SFML Application» or «SFML Command Line Tool»,
* fill in the requested information and you're done.
1. open Xcode 4,
2. select "create a new Xcode project" from the "Welcome to Xcode" window or select menus File > New > New Project,
3. select "SFML" subsection under "Mac OS X",
4. then select either "SFML Application" or "SFML Command Line Tool",
5. fill in the requested information and you're done.
Note
----
Question & Answer
-----------------
If you wish to add/remove any module of SFML from your project without rebuilding a new one follow these steps :
* I would like to add/remove a module of SFML from my current project without creating a new one. How can I do that ?
* select your project from the project navigator panel (cmd+1),
* select your project's target on the main area,
* go to the «Build Settings» tab,
* go down to the bottom,
* edit any MODULEX_CONFIG variable (e.g. AUDIO_DEBUG, NETWORK_RELEASE) you want to.
1. select your project from the project navigator panel,
2. select your project's target on the main area,
3. go to the "Build Settings" tab,
4. go down to the bottom,
5. set SFML_XXX variable, where XXX is the name of the module to add/remove to "$(SFML_LINK_PREFIX)sfml-XXX$(SFML_LINK_SUFFIX)" to add it or to "" (nothing) to remove it.
Examples :
* to disable the audio module simply erase the content of AUDIO_DEBUG and AUDIO_RELEASE.
* to add the network module set NETWORK_DEBUG to '-lsfml-network-d' and NETWORK_RELEASE to '-lsfml-network'.
* I changed my mind and would like to switch from dylibs to frameworks or vice versa. How can I do that ?
1. select your project from the project navigator panel,
2. select your project's target on the main area,
3. go to the "Build Settings" tab,
4. go down to the bottom,
5. update SFML_LINK_PREFIX and SFML_LINK_SUFFIX as follow :
* if you want to use frameworks, then
1. set SFML_LINK_PREFIX to "$(SFML_LINK_FRAMEWORKS_PREFIX)",
2. set SFML_LINK_SUFFIX to "$(SFML_LINK_FRAMEWORKS_SUFFIX)"
* if you want to use dylibs, then
1. set SFML_LINK_PREFIX to "$(SFML_LINK_DYLIBS_PREFIX)",
2. set SFML_LINK_SUFFIX to "$(SFML_LINK_DYLIBS_SUFFIX)"
* I want to use the static version of SFML. Is it possible ?
Short answer : Don't do that!
We strongly recommend you to use either dylibs or frameworks on Mac OS X. Please refer to Apple documentation for information about static vs shared libraries debate.
If you really need/want to use static libraries proceed as follow. First, set your project to use dylibs (see above Q & A). Then set SFML_LINK_DYLIBS_SUFFIX to "-s-d" in debug mode and to "-s" in release mode. Finally, remove the script automatically generated by the application template (see Build Phases tab).