Stefan

Results 11 comments of Stefan

Small addendum: I guess, what I am facing here is a somewhat different problem than I first thought, I just did not recognize it. I have an old game with...

Sort of, what seems to be working in my case is ```javascript if (e.keyCode == 8) { setTimeout((()=>{ci.sendKeyEvent(342,true);}),0); setTimeout((()=>{ci.sendKeyEvent(263,true);}),10); setTimeout((()=>{ci.sendKeyEvent(263,false);}),20); setTimeout((()=>{ci.sendKeyEvent(342,false);}),30); } else { ci.sendKeyEvent(getKeyCode(e.keyCode),true); setTimeout((()=>{ci.sendKeyEvent(getKeyCode(e.keyCode),false);}),20); } ``` but this...

RmlUi is almost not directly affected, the RmlUi parts can be built universal as they are. You only need to supply the required architectures in the corresponding cmake option. The...

Yes, I agree, it is surely a good idea to keep the build scripts compact and "maintainable". I cannot yet fully say how many changes would be needed for universal...

RmlUi can immediately built with both architectures, but it doesn’t help, because you need to build all dependencies universal as well. Most users will have them preinstalled on the system...

If you have both binaries, you could use it, but normally you still need to compile it yourself. For example using homebrew, you cannot install both the x64 and the...

Hmm, don’t know to proceed. If the top priority is on keeping the cmake files as unchanged as possible, I guess something like universal builds cannot be integrated. Perhaps I...

I have added a small commit to the cmake branch to port over the last small mac os changes, so the demo can be run. hey are not deployable, but...

I will investigate vcpkg and conan next. I have built a way around homebrew with prebuilding universal versions of the dependencies with the lipo tool, but I am not fully...

So, here are some results from my testing: the universal builds can be done with the help of vcpkg. What is nice about vcpkg is that - in contrast to...