Le 19/09/13 23:55, Bob Carpenter a
écrit :
Jerome,
Hopefully, you will find the answer soon.
It's OK, I got it. We made a lot of change in the Cocoa Build, I
will try to release a build and send changes asap.
JV
Bob C
On Thursday, September 19, 2013, Jerome Vernet wrote:
It's not so easy ;).
Two line are used to control the way dialog are displayed
(SDL or cocoa). Adding a simple fullscreen test like
behind do not do the job: the SDL alert is displayed, but
Hatari is not paused.... So the dialog disapear
immediatly.
#ifdef ALERT_HOOKS
if(!bInFullScreen) return HookedAlertNotice(text);
#endif
I cannot yet find why !
Jerome
Le 19/09/13 19:02, Bob Carpenter a écrit :
Jerome,
If you could make the change to show the SDL alert
when in full screen mode, that would be great.
Bob C
On Thursday, September 19, 2013, Jerome Vernet wrote:
Le
19/09/13 02:19, Bob Carpenter a écrit :
Eero,
I'm not an OS X developer. However, to me, it
appears that SDL (and most games) use a full screen
mode that's incompatible with the standard OS X
alerts and dialogs. That's my guess why most games
have their own alerts that are totally different in
look than the system. I'm betting that SDL isn't
creating a window in the traditional OS X sense. I
don't know if SDL 2.0 is any different in this
respect.
I think either of your alternative solutions would
work fine. However, I have no idea how much work it
would be for Jerome to implement any of them.
I think it should be possible to handle that case, by
only using SDL messages when in full screen. I rarelly
use full screen, but know this bug: never quit while
in full screen !
I will try.
A lot of improvement may come to MacosX Build, as a
windowed debugger (we have it running, but interacting
with emulator is not so easy without some changes in
debug C sources).
Jerome
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