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?
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
I don't know how exact you use Carbon(with your own main loop or with RunBlaBlaBla from standard Carbon API), so I can't answer you Anyway, halt is bad way to terminate your application.Originally Posted by Relfos
Last edited by Andru; 03-02-2011 at 07:27 PM.
Hmm, a bad way, why?
Before calling Halt() I release all allocated memory and resources, and destroy the Carbon window, well, maybe there is still something left to release, and that is causing the problem.
Because of "maybe there is still something left to release", but halt terminate your application immediately.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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Oh I see, it's not that bad then, but since I already have code for all SOs, well, I just need to switch from Carbon to Cocoa then.
Hmm, objective Pascal, does FPC have Cocoa headers?
This has probably been found by any of those looking into Objective-Pascal or Cocoa for Pascal, but here it is just the same: http://wiki.freepascal.org/FPC_PasCocoa
It outlines the initial idea behind Objective-Pascal and how it was implemented by the Free Pascal compiler team. It also tells you how to enable it for your projects too.
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