LWJGL OSX 'soon'

Not quite. DirectInput device enumeration DEVICECAPs and the information you get back from the HID Manager are wildly different. There is an intersection in what you can get/do, but there is definitely a lot more refinement in the Apple HID Manager. What’s I’ve decided to do is leave the keyboard and mouse as they are. Since that’s the way its desired for LWJGL to function, I’ll let you guys sort out the myriad details involved with differing keyboard types and key codes on OSX. I’ll focus on getting the contoller support up to snuff so you can find controllers. Any device caps which interset with what OSX returns will be filled in and the others will be null.

After working through a double buffering issue with Mr. Palmer, he reports that cool stuff is showing up on the screen and so forth. Input devices are maybe a weekend a way. They are already working in the new framework so I just need to coax that architecture to work with LWJGL.

:o

;D

Howdy (again)!

Is there anything I can do to assist in the OSX port of LWJGL?

I was trying to build using the autogen.sh sources, but when I ran ./configure, I got the following:


checking for JAVA_HOME… /Library/Java/Home
checking for X… no
checking for main in -lX11… no
configure: error: X11 is required
bash-2.05a$

So, I’m guessing that a “quartz-like” build from the command line isn’t (yet) possible. I found the ProjectBuilder project, but when trying to build it (from the command-line, again), I got “Error: couldn’t load project /Users/daniel/GameDev/LWJGL/LWJGL/src/native/projb/lwjglOSX/lwjglOSX.pbproj” which may just be an issue because I’m not at my machine, but rather doing this over an ssh tunnel from my office.

-daniel

Having someone handle the whole build script thing is something that appeals to us greatly as swpalmer and I (maybe me moreso) hate Project Builder and its nutty environment. If you want to help out with that, or if you’re interested in diving into the OSX source tree - feel free! Send either of us a private message and you can join us on AIM as we finish this puppy up.

Ultimately I would like to fix the whole ANT script to do all of the work (relying on external scripts to build the native parts) - I just need to get myself motivated for it, coz it will most likely be a bit messy… But each time we do a distribution, I am reminded that we neeeeeed to make the ant script better :-/

/me tries to motivate himself ::slight_smile:

Hm, actually Brian I am in desperate need of two ant scripts for Alien Flux…

Cas :slight_smile:

I agree that some cleanup is needed. I also would like to see everything built by invoking Ant. If I wasn’t so new to the Mac programming environment I would take a crack at doing a makefile or something.
I generally HATE Unix for how much it sucks in this area ./configure is a crock of sh*t… not to mention that it takes longer to configure than it does to actually compile half the time… assuming it works at all. Very often 3/4 through the configure it bails because of some odd-ball library that is not installed or not where it is expected etc… then i go off to install it… which may mean compiling it… which leads to it’s ./configure maybe not working… then even once it is installed, the original ./configure still can’t figure it out etc… a total bloody mess quite frankly… One thing I like about the Macs is how they are basically ‘all the same’… Having one vendor for OS, and hardware may keep the prices up, but it also keeps the frustration level down…

On the HID front I just purchased a USB game controller for my powerbook… an iShock II… should be good for testing when we get the Mac port to that level.

Does LWJGL support force-feedback controllers? If it doesn’t yet, I think it makes sense to add it as a feature for the next release.

Does it support them - yes. Unfortunately there is no API semantic in the input system for actually being able to call any force feedback routines.

Regarding FF. There is a simple reason for no support - I don’t have access to a FF controller, nor have I ever used one!
I have been very keen to add it though, but there were some issues with linux not supporting it - so I didn’t make it high prioriy.

[quote]If it doesn’t yet, I think it makes sense to add it as a feature for the next release.
[/quote]
Assuming I can get access to one, fine by me - I was just let to believe that we should stall on the features for the next release, as to let the OS X version get up to par?

As for ant scripts, I will be looking into this ASAP, however we still need native buildscripts to build the native parts. And we need to figure out how to deal with dependencies for those native scripts.

By next release I meant after we have a release 1.0… Definitately let the OS X port catch up first.

Just checking in to see how the port is coming. Any estimates for it’s release?

No more estimates - just finished goods.