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Oh! If you managed to build and run it (that's awesome!) it's just coz currently the DPI settings use Linux bias only. I don't have access to a Mac to test things but adding a mac definition on the DPI detection code should be a one line change really, I'll add it, but I think MacOS needs a .app bundle to activate high DPI. Now to fully support MacOS (specially stuff that will use commands) there's a couple of things that need to be done, but shouldn't be so hard if it already builds and runs! Could you explain what you did to compile? I can probably tailor something and let the workflow do it's magic. Let me know, this is very interesting! If you want to test it locally real quick, in replace these 2: with something like this: or similar and see what happens! ; ) |
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Yo... check out the latest actions build! =D https://github.com/surtarso/ASAPCabinetFE/actions I managed to make it compile into an app bundle (so DPI works). I just have NO IDEA if it works =P Let me know! I killed VLC support on MacOS build coz it was giving me trouble to compile and its not 100% needed. also some OS probing methods I just quickly changed to just a warning for now, just to compile. I wouldn't try screenshot mode tho, it's barely ready for Linux builds lol... Also, its for arm64... if you need x86_64 let me know, I'm looking into it (and the universal fat one) but knowing if the current one works would be nice =) edit: I got the x86_64 to link 100% but still missing a path detail for the build to finish.. I'll see if I can do it tomorrow. |
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ok, that's not all bad! I fixed this already (both instances of ["/proc/self/exe"], thats how we get the executable path in Linux so we can find our assets. add on top of main and config and in main(), this is the problematic part (on apple) and my attempt to fix This is exactly what the app is complaining in the picture. but I probably made a mistake on where to find the files on mac side (since its in Resources/ etc inside .app and not alongside the binary as on Linux) theres 2 instances of it in main.cpp and inside the config. and the other detail I noticed is the font path, there are no alternative for macs... that's an easy one to add. you are seeing the DMD window (defaults to on), but you dont know that coz the font didnt load, so theres no text on screen sayin "DMD" and "NO MEDIA". so if the DMD is there... the backglass and playfields are probably too, maybe on a weird position out of screen (idk how screen bounds work on mac, on Linux the default is "-1" to positon on screen "0,0".) so this it seems that fixing relative paths and adding mac font options should fix everything I can see on screen... about the tarball .app bundle I really dont know, I'm shooting in the dark here. But if you wanna see what I did just search for a little more on top of this log (not shown) where did the app save settings.json? thats the best hint you can give me so I undnerstand the mac structure. "If you want I can create a PR with my changes(with some help from AI). On my branch I can compile and execute both, the frontend and the editor." oh yes! that would be a goldmine! =) but we're really close! edit: added some apple font paths to settings.h so the font problem should be gone now. edit2: the ./ASAPCabinet-Editor is NOT being linked in apple builds, coz the .app bundle can't handle 2 binaries (as far as I quickly read). So I just ommited it. But dont worry, this binary is literally just a shortcut to |
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ok so for the app bundle... these are mostly simple changes here and there encapsulated in apple only builds (doesnt affect the main build) so its not really much trouble. i didnt imagine it would compile so easily, im a complete mac noob. |
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So I was looking at the code to wonder why your tiny editor became a tiny gray screen and it clicked... I added manual scaling on new_frame() so the scaling was happening every frame so things were getting bigger and bigger at runtime.. thus a gray screen only lol I well.. think I fixed it by moving that logic to initialize().... so MAYBE, the editor will now render properly. Sucks that I can't even see squiggles from typos inside ifdef APPLE blocks so a mistake is bound to happen =P I'm solely relying on the github workflow cmake output to find errors. Did you get to try the workflow artifact after I (may have) fixed the pathing issues? it should not try to write inside .app anymore and fix the "broken package" deal. |







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Hello, first of all, thank you very much for all efforts on this project. It is really looking amazing!! I would like to know if you have any plans to support also MacOS builds. I did some quick changes locally and managed to start the app and the editor, but unfortunately, imgui seems to be terrible on Mac. I can't read anything and all the menus are very, very small.
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