The SDL forums have moved to discourse.libsdl.org.
This is just a read-only archive of the previous forums, to keep old links working.


SDL Forum Index
SDL
Simple Directmedia Layer Forums
IOS 8 progress
Alexander Chaliovski
Guest

Hello ,

What is the state of IOS 8 support has anyone tried it so far ?
I tried a few months ago and it was doing all kinds of crazy stuff in Xcode 6 so I reverted back to Xcode 5. 


Thanks,


Alex
IOS 8 progress
Eric Wing
Guest

On 11/5/14, Alexander Chaliovski wrote:
Quote:
Hello ,

What is the state of IOS 8 support has anyone tried it so far ?
I tried a few months ago and it was doing all kinds of crazy stuff in Xcode
6 so I reverted back to Xcode 5.

Thanks,

Alex


It works for me. However, SDL is lacking support for iOS 8's new
LaunchScreen NIBs. This is the only way to get the "Optimized for
iPhone 6 and iPhone 6 Plus" badge (unlock achievement, har har) on the
App Store as far as I can tell. I'm also noticing that SDL's existing
launch image support doesn't fully conform with iOS 7 Info.plist
rules.

I wrote a patch that adds support for iOS 8 LaunchScreen NIBs. I'm
really behind on things (thanks to 4 unrelated hard drive failures in
a month), but I'm hoping to post a bunch of things later this week or
next week.

Thanks,
Eric
--
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
IOS 8 progress
Alexander Chaliovski
Guest

Nice work !
I can test it when you are done.
Have you tested on actual device ?

On Wed, Nov 5, 2014 at 11:53 AM, Eric Wing wrote:
Quote:
On 11/5/14, Alexander Chaliovski wrote:
Quote:
Hello ,

What is the state of IOS 8 support has anyone tried it so far ?
I tried a few months ago and it was doing all kinds of crazy stuff in Xcode
6 so I reverted back to Xcode 5.

Thanks,

Alex




It works for me. However, SDL is lacking support for iOS 8's new
LaunchScreen NIBs. This is the only way to get the "Optimized for
iPhone 6 and iPhone 6 Plus" badge (unlock achievement, har har) on the
App Store as far as I can tell. I'm also noticing that SDL's existing
launch image support doesn't fully conform with iOS 7 Info.plist
rules.

I wrote a patch that adds support for iOS 8 LaunchScreen NIBs. I'm
really behind on things (thanks to 4 unrelated hard drive failures in
a month), but I'm hoping to post a bunch of things later this week or
next week.

Thanks,
Eric
--
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
IOS 8 progress
Alex Szpakowski
Guest

I guess this is a good time to mention that I have a fork[1] of SDL with many improvements and fixes to the iOS backend. It might need a bit more testing before it’s ready to be merged into mainline SDL, but that’s my intention.

Here’s an incomplete changelog:

- Retina resolutions are handled like they are in OS X (via the SDL_WINDOW_ALLOW_HIGHDPI flag.)
- The UIKit backend uses ARC instead of manual reference counting.
- Updated a lot of UIKit code to use cleaner and more modern Objective-C.
- Fixed several rotation/orientation and fullscreen-related bugs, especially on iOS 7+.
- Fixed many memory leaks by adding missing autorelease pool blocks to the UIKit code.
- Removed the custom iOS splashscreen code, since it was causing several rotation bugs and it didn’t support newer iOS devices and versions.
- The SDL_HINT_ACCELEROMETER_AS_JOYSTICK hint is respected on iOS.
- Added iOS support for sRGB OpenGL contexts.
- Added support for native-resolution rendering (when ALLOW_HIGHDPI is enabled) on the iPhone 6 Plus – i.e. 1080x1920 rather than 1242x2208.
- Added iOS-specific SDL_iPhoneGetViewRenderbuffer and SDL_iPhoneGetViewFramebuffer functions.

Feedback is appreciated, especially with the new functions I added. I’m not sure if they should exist, especially if I eventually add MSAA support to OpenGL contexts on iOS (since that needs a separate ‘resolve’ framebuffer and renderbuffer.)

[1]: https://bitbucket.org/slime73/sdl-experiments/branch/iOS-improvements

On Nov 5, 2014, at 7:02 AM, Alexander Chaliovski wrote:

Quote:
Hello ,

What is the state of IOS 8 support has anyone tried it so far ?
I tried a few months ago and it was doing all kinds of crazy stuff in Xcode 6 so I reverted back to Xcode 5.

Thanks,

Alex
_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
IOS 8 progress
Alexander Chaliovski
Guest

That is a really good long waited update. Is it worth testing on IOS 7 and 8 ?

On Wed, Nov 5, 2014 at 6:46 PM, Alex Szpakowski wrote:
Quote:
I guess this is a good time to mention that I have a fork[1] of SDL with many improvements and fixes to the iOS backend. It might need a bit more testing before it’s ready to be merged into mainline SDL, but that’s my intention.

Here’s an incomplete changelog:

 - Retina resolutions are handled like they are in OS X (via the SDL_WINDOW_ALLOW_HIGHDPI flag.)
 - The UIKit backend uses ARC instead of manual reference counting.
 - Updated a lot of UIKit code to use cleaner and more modern Objective-C.
 - Fixed several rotation/orientation and fullscreen-related bugs, especially on iOS 7+.
 - Fixed many memory leaks by adding missing autorelease pool blocks to the UIKit code.
 - Removed the custom iOS splashscreen code, since it was causing several rotation bugs and it didn’t support newer iOS devices and versions.
 - The SDL_HINT_ACCELEROMETER_AS_JOYSTICK hint is respected on iOS.
 - Added iOS support for sRGB OpenGL contexts.
 - Added support for native-resolution rendering (when ALLOW_HIGHDPI is enabled) on the iPhone 6 Plus – i.e. 1080x1920 rather than 1242x2208.
 - Added iOS-specific SDL_iPhoneGetViewRenderbuffer and SDL_iPhoneGetViewFramebuffer functions.

Feedback is appreciated, especially with the new functions I added. I’m not sure if they should exist, especially if I eventually add MSAA support to OpenGL contexts on iOS (since that needs a separate ‘resolve’ framebuffer and renderbuffer.)

[1]: https://bitbucket.org/slime73/sdl-experiments/branch/iOS-improvements

On Nov 5, 2014, at 7:02 AM, Alexander Chaliovski wrote:

Quote:
Hello ,

What is the state of IOS 8 support has anyone tried it so far ?
I tried a few months ago and it was doing all kinds of crazy stuff in Xcode 6 so I reverted back to Xcode 5.

Thanks,

Alex


Quote:
_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

_______________________________________________
SDL mailing list

http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


RodrigoCard


Joined: 23 Apr 2011
Posts: 113
Location: Brazil
Oh Nice! Good Work! Smile
does your improvements include Virtual Keyboard with variable height support?