IOS 8 progress |
IOS 8 progress |
Eric Wing
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On 11/5/14, Alexander Chaliovski wrote:
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 |
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IOS 8 progress |
Alexander Chaliovski
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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:
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IOS 8 progress |
Alex Szpakowski
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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:
_______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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IOS 8 progress |
Alexander Chaliovski
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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:
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RodrigoCard
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Oh Nice! Good Work!
does your improvements include Virtual Keyboard with variable height support? |
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