| 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 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'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 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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