Hm, I never used cmem, and my apps worked fine on Linux and MacOS X But if you need it, maybe you forgot that cmem unit should be the first unit in the uses clause?
Hm, I never used cmem, and my apps worked fine on Linux and MacOS X But if you need it, maybe you forgot that cmem unit should be the first unit in the uses clause?
Yes, but do you use TThread?
I don't really need cmem unit, so if you can use threads without it, better.
Also, I can't really get a single window application running, APPTYPE seems to don't work in MacOS?
My application now opens both a Carbon window and a console window, and while the console is useful for printing info, I want to be able to choose between having it or not.
Any special switch I need to compile?
(I don't use SDL or anything else, I create my window directly using Carbon, the code was based on a C++ sample I found on the web.)
For sound streaming I use BeginThread. And I add unit cthreads to my uses clause.Originally Posted by Relfos
If you were read FPC documentation, you would know this...Originally Posted by Relfos
GUI applications under MacOS X are not an one single executable. You must "build" your own Bundle. Simple description "what is Bundle" can sounds like this: "Bundle is a directory with name which contains part "name" and ".app"(for example - MyApp.app). Inside this directory must be another one - Contents. Inside Contest must be directories Frameworks(for your libs/etc.), MacOS(for your executable, which must be with the same name as your bundle, in our case - MyApp) and Resources(where you must put all your resources)".Originally Posted by Relfos
Last edited by Andru; 03-02-2011 at 05:48 PM.
Thank you, so I only need cthreads
And, if I understood correctly, what I need to hide the console is create a bundle for the application?
Seems simple, I will try.
Yes, you need to create your own bundle for applicationAnd, if I understood correctly, what I need to hide the console is create a bundle for the application?
Thank you so much, my Bobs game is now working on Mac
The only problem is I still can't get the keyboard input to work, I will try to look into Lazarus sources to see how they handle keyboard events in Carbon.
I know people will call me masochist for not using SDL, but in iPhone SDL needs a paid license for comercial projects, and I don't want to shell out 500$ for one, so I'm writing my own window/event handling for all platforms. Only iPhone and Wii to go
EDIT: Well, the keys are working now, it was just a stupid bug, one line changed and it is ok now.
Another problem, I have a method called Engine.Terminate that safely unloads all resources and uses Halt to quit.
After calling Terminate() on MacOS, it shuts down, but the operating system says "This software did not terminate correctly, open again or ignore?"
Should I pass another a specific value to halt() instead of zero?
Last edited by Relfos; 03-02-2011 at 07:08 PM.
For Carbon you need to process kEventClassKeyboard event.Originally Posted by Relfos
You got the prices wrong. One SDL iPhone license costs 100$ and -10% for every following iPhone license you purchase and finally down to 50$. I know it, I bought a license.
Also your Carbon code won't work on the iPhone as only Cocoa is allowed on iOS. Carbon has marked as deprecated by Apple since Mac OS X 10.5.
For Cocoa you should take a look at Objective-Pascal.
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