On Mar 18, 2008, at 7:23 PM, Brian Greenstone wrote:
Actually, no. Not for games. For games we use the HID Manager for
input which allows us to use more than just the keyboard and mouse.
It allows for gamepads, steering wheels, tablets, etc, etc. The
code doesn't even need to know wher
Actually, no. Not for games. For games we use the HID Manager for
input which allows us to use more than just the keyboard and mouse.
It allows for gamepads, steering wheels, tablets, etc, etc. The code
doesn't even need to know where the input is coming from. The code
can't tell the d
On Mar 18, 2008, at 6:41 AM, Brian Greenstone wrote:
Works perfectly! It inserts my timer into the main run loop and
processes everything as it should. Now I just need to figure out
the CF equivalent of thos NSApplication calls and then I can be Obj-
C free ;)
If you want mouse and keyb
On Tue, Mar 18, 2008 at 1:41 PM, Brian Greenstone <[EMAIL PROTECTED]> wrote:
> Now I just need to figure out the
> CF equivalent of thos NSApplication calls and then I can be Obj-C
> free ;)
You're asking in the wrong place. Perhaps try
http://lists.apple.com/mailman/listinfo/carbon-dev ?
Ham
Yay, I knew there was a way to do this, and I finally figured it out!
Ok, so I'm able to emulate the Carbon calls exactly how I wanted by
doing this:
Step 1: Create the CF Timer...
CFRunLoopTimerRef timer = CFRunLoopTimerCreate(...);
CFRunLoopAddTimer(CFRunLoopGetCurrent(), timer,
On Mar 17, 2008, at 7:53 PM, Brian Greenstone wrote:
[[NSApplication sharedApplication] run];
That actually works! My timer fires off like it should, yet
everything else works too. I can still access the menus, and window
still receive click events. Unfortunately, there's no way
On Tue, Mar 18, 2008 at 12:01 AM, Brian Greenstone <[EMAIL PROTECTED]> wrote:
> Cocoa is really only necessary for GUI based apps
We seem to have not made any progress. Until you change that
misconception, this is going to be rather difficult. Back when this
OS was known as NEXTSTEP and Core Fou
On 18/03/2008, at 2:04 PM, Rob Keniger wrote:
Works great and it sounds like it will do what you want. The trick
is to set the run loop mode correctly, you can probably do something
equivalent with the CF calls if you like. I like my Obj-C gibberish
so I avoid CF if possible ;-)
I check
On 18/03/2008, at 1:26 PM, Brian Greenstone wrote:
I was using NSTimer originally, but I was having the exact same
problem since NSTimer is really just a CFRunLoopTimerRef according
to the docs. As far as I can tell, using NS calls to do this is
just a more complicated way than simply cal
Cocoa is really only necessary for GUI based apps, but I'm doing games
which are almost 99.9% custom code with no Mac OS X GUI. Ergo, I
really don't have any need for Cocoa other than the basic window and
OpenGL initialization. After that I just use Core Foundation for
everything else. L
On Mon, Mar 17, 2008 at 11:26 PM, Brian Greenstone <[EMAIL PROTECTED]> wrote:
> I was using NSTimer originally, but I was having the exact same
> problem since NSTimer is really just a CFRunLoopTimerRef according to
> the docs. As far as I can tell, using NS calls to do this is just a
> more co
I was using NSTimer originally, but I was having the exact same
problem since NSTimer is really just a CFRunLoopTimerRef according to
the docs. As far as I can tell, using NS calls to do this is just a
more complicated way than simply calling CF directly to do it without
all that Obj-C gib
On Mon, Mar 17, 2008 at 10:53 PM, Brian Greenstone <[EMAIL PROTECTED]> wrote:
> I'm trying to convert some old Carbon code over to Cocoa, and one of
> the things I'm doing is converting my old run-loop timers. I used to
> use the following code:
Are you sure you want to be creating your own run
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