48 hour game jam

Manu turkeyman at gmail.com
Tue Oct 16 08:19:15 PDT 2012


On 16 October 2012 18:02, Jacob Carlborg <doob at me.com> wrote:

> On 2012-10-16 15:29, Manu wrote:
>
>  Well I've not tested mac, but I'll make the Linux build work tonight,
>> and from that, you should be able to adapt it easily.
>> Does OSX have X11 libs?
>>
>
> Yes, Mac OS X has X11.


What about alsa/pulse/oss, linux input?
I presume OSX has it's own variants of each of these things.


 If there is no X11 libs for OSX, then you will need to knock up an
>> MFDisplay_OSX.cpp for cocoa, which should be trivial (just create a
>> window, then call into MFRenderer_OpenGL.cpp init, as the windows/X11
>> ones do).
>> Infact, I'd really like to have a proper cocoa version anyway... ;)
>>
>
> Yeah, a proper Cocoa version is always nice.


Indeed, but does that involve .m files? :)


 You might also have problems with sound and input in osx, if they aren't
>> using the same libraries as linux. Writing the backend drivers for new
>> platforms is very easy, I've just never wanted to run on a mac.
>> I don't suppose you might like to help me out making proper support for
>> OSX? I'll be home on a couple of hours if we could take it offline then.
>> There's probably 2-3 drivers that need to be written, and some tweaks to
>> the typical C++ platform disambiguation nonsense at the top of Fuji.h.
>>
>
> It depends on how much work it is, but I can have a look.


I'll do it with you/do most of it myself, I just need someone to test it,
and give me OSX advice.
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