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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