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2006-03-24(svn r4083) -Feature: [OSX] Ported r4075 (Undraw the mouse when it leaves ↵egladil
the window and Draw it again when it enters).
2006-03-24(svn r4082) -Fix: [OSX] FS#80 Crash when switching from windowed to fullscreenbjarni
this bug was introduced in rev 3670, but when undetected for a long time since it was resolution specific this is likely the issue with x86 OSX in fullscreen, so I removed the really slow workaround and will clean it up once I get positive feedback from a x86 mac this means that x86 OSX should now get the 1000% video driver speed boost as well this fix is written by eglandil
2006-03-18(svn r3971) reverted r3742 as those new errors were not the right way to ↵bjarni
handle those exceptions
2006-03-02(svn r3742) -codechange: [OSX] changed an assert to use the new error window ↵bjarni
and added another two to show if the screen buffer fails for some reason in cocoa driver (instead of just crashing)
2006-03-02(svn r3741) -Fix: [i686 OSX] reverted the change in rev 3670 for non PowerPC ↵bjarni
(done with #ifdef) since it appeared to crash intel based macs This fix is not a good solution and might not work, but if it works, it's better than nothing until we get the real solution
2006-02-24(svn r3671) -Code cleanup: fixed style and removed commented out code in ↵bjarni
video/cocoa_v.m
2006-02-24(svn r3670) -Codechange: [OSX] rewrote a part of the cocoa video driver to ↵bjarni
speed it up by 1000% in fullscreen rewrote QZ_DrawScreen to only redraw dirty rectangles (instead of everything) This reduce the OpenTTD time spent on this function from 75% to 6,7% (in main menu) Note: window mode is unaffected by this commit Note: the mouse pointer can now leave artefacts in debug mode
2006-02-19(svn r3618) -Codechange: [OSX] reduce the time spend in the cocoa video driverbjarni
by caching global vars in local vars, the CPU keeps them in registers when looping all pixels on screen this reduce reading from RAM, which is much slower (Tron wrote this after I detected that those loops used a lot of time) Note: since the reduced time is waiting for the RAM, the actual CPU usage is not reduced. This means that it's only detectable while fast forwarding and other situations when OTTD wants to use more than 100% of the CPU time
2006-02-18(svn r3617) Fix warning introduced in r3616tron
2006-02-18(svn r3616) Style sweeptron
2006-02-18(svn r3615) Remove the Quartz key codes from the public cocoa video driver ↵tron
interface
2006-02-12(svn r3596) -Codechange: [OSX] changed to use Apple's macros instead of OTTD ↵bjarni
macros for endian conversion This increases the execution speed a lot since GCC can't detect the OTTD macro as an endian conversion while Apple's code uses the instruction to convert endian instead of a series of instructions to produce the same result Since we don't have that many endian conversions in the game, overall performance should not increase noteworthy
2006-01-09(svn r3393) -Fix: [OSX] some keyboards had a different scancode for opening ↵bjarni
the console (egladil)
2006-01-06(svn r3375) -Add: [ FS#29 ] show an error dialog for OSX cocoa driver (egladil)truelight
2005-12-11(svn r3288) Set svn properties on cocoa related files, and add Id tag.peter1138
Add extern to cocoa sound driver.
2005-12-10(svn r3286) -Fix: [OSX] 10.2 works again and universal binaries got 10.2 as ↵bjarni
target by default
2005-12-10(svn r3281) -Feature: [OSX] added native cocoa sound and video drivers (egladil)bjarni
you can still use SDL drivers if you like and you have to run "make upgradeconf" to start using the cocoa drivers (or manually write WITH_COCOA:=1) since SDL breaks the cocoa drivers, you can't compile with both SDL and cocoa support Using cocoa drivers makes it easier to make universal binaries and it solves: -FS#18 [OSX] SDL is weird in universal binaries -FS#2 [OSX] lazy pointer crash on exit -FS#10 [OSX] linking error when linking statically to SDL 1.2.8 (needless to explain this, but it means it should be able to compile statically with the default settings now) -[ 1215073 ] Switching to large size out of fullscreen crashes Using SDL drivers will still have those issues though