我看到您已经解决了您的问题,但并非所有用户都对将 SDL 降级到 1.3 感到满意。您可以将 SDL2 和通过 SDL_CreateWindow 创建的 SDL2 窗口与 OGRE 一起使用。代码看起来像这样:
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
OGRE_EXCEPT(Ogre::Exception::ERR_INTERNAL_ERROR, "Cannot initialize SDL2!",
"BaseApplication::setup");
}
Ogre::Root *root = new Ogre::Root();
root->restoreConfig();
root->initialise(false);
Ogre::NameValuePairList params; // ogre window / render system params
SDL_Window *sdlWindow = SDL_CreateWindow("myWindow", posX, posY, width, height, vflags);
// see SDL_CreateWindow docs / examples for how to populate posX, posY, width, height, and vflags according to your needs
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
if (SDL_GetWindowWMInfo(sdlWindow, &wmInfo) == SDL_FALSE) {
OGRE_EXCEPT(Ogre::Exception::ERR_INTERNAL_ERROR,
"Couldn't get WM Info! (SDL2)",
"BaseApplication::setup");
}
params.insert(std::make_pair("macAPI", "cocoa"));
params.insert(std::make_pair("macAPICocoaUseNSView", "true"));
// grab a string representing the NSWindow pointer
Ogre::String winHandle = Ogre::StringConverter::toString((unsigned long)wmInfo.info.cocoa.window);
// assign the NSWindow pointer to the parentWindowHandle parameter
params.insert(std::make_pair("parentWindowHandle", winHandle));
Ogre::RenderWindow *ogreWindow = root->createRenderWindow("myWindowTitle", width, height, isFullscreen, ¶ms);
// see OGRE documentation on how to populate width, height, and isFullscreen to suit your needs
// create OGRE scene manager, camera, viewports, etc