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FORK: Simple Directmedia Layer
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README-ios.md (15984B)


      1 iOS
      2 ======
      3 
      4 ==============================================================================
      5 Building the Simple DirectMedia Layer for iOS 5.1+
      6 ==============================================================================
      7 
      8 Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
      9 
     10 Instructions:
     11 
     12 1.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
     13 2.  Select your desired target, and hit build.
     14 
     15 There are three build targets:
     16 - libSDL.a:
     17 	Build SDL as a statically linked library
     18 - testsdl:
     19 	Build a test program (there are known test failures which are fine)
     20 - Template:
     21 	Package a project template together with the SDL for iPhone static libraries and copies of the SDL headers.  The template includes proper references to the SDL library and headers, skeleton code for a basic SDL program, and placeholder graphics for the application icon and startup screen.
     22 
     23 
     24 ==============================================================================
     25 Build SDL for iOS from the command line
     26 ==============================================================================
     27 
     28 1. cd (PATH WHERE THE SDL CODE IS)/build-scripts
     29 2. ./iosbuild.sh
     30 
     31 If everything goes fine, you should see a build/ios directory, inside there's
     32 two directories "lib" and "include". 
     33 "include" contains a copy of the SDL headers that you'll need for your project,
     34 make sure to configure XCode to look for headers there.
     35 "lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both 
     36 to your XCode project. These libraries contain three architectures in them,
     37 armv6 for legacy devices, armv7, and i386 (for the simulator).
     38 By default, iosbuild.sh will autodetect the SDK version you have installed using 
     39 xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 
     40 by setting the MIN_OS_VERSION variable, ie:
     41 
     42 MIN_OS_VERSION=4.2 ./iosbuild.sh
     43 
     44 ==============================================================================
     45 Using the Simple DirectMedia Layer for iOS
     46 ==============================================================================
     47 
     48 FIXME: This needs to be updated for the latest methods
     49 
     50 Here is the easiest method:
     51 1.  Build the SDL library (libSDL2.a) and the iPhone SDL Application template.
     52 2.  Install the iPhone SDL Application template by copying it to one of Xcode's template directories.  I recommend creating a directory called "SDL" in "/Developer/Platforms/iOS.platform/Developer/Library/Xcode/Project Templates/" and placing it there.
     53 3.  Start a new project using the template.  The project should be immediately ready for use with SDL.
     54 
     55 Here is a more manual method:
     56 1.  Create a new iOS view based application.
     57 2.  Build the SDL static library (libSDL2.a) for iOS and include them in your project.  Xcode will ignore the library that is not currently of the correct architecture, hence your app will work both on iOS and in the iOS Simulator.
     58 3.  Include the SDL header files in your project.
     59 4.  Remove the ApplicationDelegate.h and ApplicationDelegate.m files -- SDL for iOS provides its own UIApplicationDelegate.  Remove MainWindow.xib -- SDL for iOS produces its user interface programmatically.
     60 5.  Delete the contents of main.m and program your app as a regular SDL program instead.  You may replace main.m with your own main.c, but you must tell Xcode not to use the project prefix file, as it includes Objective-C code.
     61 
     62 ==============================================================================
     63 Notes -- Retina / High-DPI and window sizes
     64 ==============================================================================
     65 
     66 Window and display mode sizes in SDL are in "screen coordinates" (or "points",
     67 in Apple's terminology) rather than in pixels. On iOS this means that a window
     68 created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
     69 rather than a size in pixels of 750 x 1334. All iOS apps are expected to
     70 size their content based on screen coordinates / points rather than pixels,
     71 as this allows different iOS devices to have different pixel densities
     72 (Retina versus non-Retina screens, etc.) without apps caring too much.
     73 
     74 By default SDL will not use the full pixel density of the screen on
     75 Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
     76 creating your window to enable high-dpi support.
     77 
     78 When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
     79 will still be in "screen coordinates" rather than pixels, but the window will
     80 have a much greater pixel density when the device supports it, and the
     81 SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
     82 whether raw OpenGL or the SDL_Render API is used) can be queried to determine
     83 the size in pixels of the drawable screen framebuffer.
     84 
     85 Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
     86 sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
     87 orthographic projection matrix using the size in screen coordinates
     88 (SDL_GetWindowSize()) can be used in order to display content at the same scale
     89 no matter whether a Retina device is used or not.
     90 
     91 ==============================================================================
     92 Notes -- Application events
     93 ==============================================================================
     94 
     95 On iOS the application goes through a fixed life cycle and you will get
     96 notifications of state changes via application events. When these events
     97 are delivered you must handle them in an event callback because the OS may
     98 not give you any processing time after the events are delivered.
     99 
    100 e.g.
    101 
    102     int HandleAppEvents(void *userdata, SDL_Event *event)
    103     {
    104         switch (event->type)
    105         {
    106         case SDL_APP_TERMINATING:
    107             /* Terminate the app.
    108                Shut everything down before returning from this function.
    109             */
    110             return 0;
    111         case SDL_APP_LOWMEMORY:
    112             /* You will get this when your app is paused and iOS wants more memory.
    113                Release as much memory as possible.
    114             */
    115             return 0;
    116         case SDL_APP_WILLENTERBACKGROUND:
    117             /* Prepare your app to go into the background.  Stop loops, etc.
    118                This gets called when the user hits the home button, or gets a call.
    119             */
    120             return 0;
    121         case SDL_APP_DIDENTERBACKGROUND:
    122             /* This will get called if the user accepted whatever sent your app to the background.
    123                If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
    124                When you get this, you have 5 seconds to save all your state or the app will be terminated.
    125                Your app is NOT active at this point.
    126             */
    127             return 0;
    128         case SDL_APP_WILLENTERFOREGROUND:
    129             /* This call happens when your app is coming back to the foreground.
    130                Restore all your state here.
    131             */
    132             return 0;
    133         case SDL_APP_DIDENTERFOREGROUND:
    134             /* Restart your loops here.
    135                Your app is interactive and getting CPU again.
    136             */
    137             return 0;
    138         default:
    139             /* No special processing, add it to the event queue */
    140             return 1;
    141         }
    142     }
    143     
    144     int main(int argc, char *argv[])
    145     {
    146         SDL_SetEventFilter(HandleAppEvents, NULL);
    147     
    148         ... run your main loop
    149     
    150         return 0;
    151     }
    152 
    153     
    154 ==============================================================================
    155 Notes -- Accelerometer as Joystick
    156 ==============================================================================
    157 
    158 SDL for iPhone supports polling the built in accelerometer as a joystick device.  For an example on how to do this, see the accelerometer.c in the demos directory.
    159 
    160 The main thing to note when using the accelerometer with SDL is that while the iPhone natively reports accelerometer as floating point values in units of g-force, SDL_JoystickGetAxis() reports joystick values as signed integers.  Hence, in order to convert between the two, some clamping and scaling is necessary on the part of the iPhone SDL joystick driver.  To convert SDL_JoystickGetAxis() reported values BACK to units of g-force, simply multiply the values by SDL_IPHONE_MAX_GFORCE / 0x7FFF.
    161 
    162 ==============================================================================
    163 Notes -- OpenGL ES
    164 ==============================================================================
    165 
    166 Your SDL application for iOS uses OpenGL ES for video by default.
    167 
    168 OpenGL ES for iOS supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute().
    169 
    170 If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
    171 
    172 Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 0.
    173 
    174 OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
    175 
    176 - The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
    177 - The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
    178 - If multisample antialiasing (MSAA) is used and glReadPixels is used on the screen, the drawable framebuffer must be resolved to the MSAA resolve framebuffer (via glBlitFramebuffer or glResolveMultisampleFramebufferAPPLE), and the MSAA resolve framebuffer must be bound to the GL_READ_FRAMEBUFFER binding point, before glReadPixels is called.
    179 
    180 The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
    181 
    182 ==============================================================================
    183 Notes -- Keyboard
    184 ==============================================================================
    185 
    186 The SDL keyboard API has been extended to support on-screen keyboards:
    187 
    188 void SDL_StartTextInput()
    189 	-- enables text events and reveals the onscreen keyboard.
    190 
    191 void SDL_StopTextInput()
    192 	-- disables text events and hides the onscreen keyboard.
    193 
    194 SDL_bool SDL_IsTextInputActive()
    195 	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
    196 
    197 
    198 ==============================================================================
    199 Notes -- Reading and Writing files
    200 ==============================================================================
    201 
    202 Each application installed on iPhone resides in a sandbox which includes its own Application Home directory.  Your application may not access files outside this directory.
    203 
    204 Once your application is installed its directory tree looks like:
    205 
    206     MySDLApp Home/
    207         MySDLApp.app
    208         Documents/
    209         Library/
    210             Preferences/
    211         tmp/
    212 
    213 When your SDL based iPhone application starts up, it sets the working directory to the main bundle (MySDLApp Home/MySDLApp.app), where your application resources are stored.  You cannot write to this directory.  Instead, I advise you to write document files to "../Documents/" and preferences to "../Library/Preferences".  
    214 
    215 More information on this subject is available here:
    216 http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
    217 
    218 ==============================================================================
    219 Notes -- iPhone SDL limitations
    220 ==============================================================================
    221 
    222 Windows:
    223 	Full-size, single window applications only.  You cannot create multi-window SDL applications for iPhone OS.  The application window will fill the display, though you have the option of turning on or off the menu-bar (pass SDL_CreateWindow() the flag SDL_WINDOW_BORDERLESS).
    224 
    225 Textures:
    226 	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
    227 
    228 Loading Shared Objects:
    229 	This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
    230 
    231 ==============================================================================
    232 Notes -- CoreBluetooth.framework
    233 ==============================================================================
    234 
    235 SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
    236 more game controller devices, but it requires permission from the user before
    237 your app will be able to talk to the Bluetooth hardware. "Made For iOS"
    238 branded controllers do not need this as we don't have to speak to them
    239 directly with raw bluetooth, so many apps can live without this.
    240 
    241 You'll need to link with CoreBluetooth.framework and add something like this
    242 to your Info.plist:
    243 
    244 <key>NSBluetoothPeripheralUsageDescription</key>
    245 <string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
    246 
    247 ==============================================================================
    248 Game Center 
    249 ==============================================================================
    250 
    251 Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
    252 
    253     int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
    254 
    255 This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
    256 
    257 e.g.
    258 
    259     extern "C"
    260     void ShowFrame(void*)
    261     {
    262         ... do event handling, frame logic and rendering ...
    263     }
    264     
    265     int main(int argc, char *argv[])
    266     {
    267         ... initialize game ...
    268     
    269     #if __IPHONEOS__
    270         // Initialize the Game Center for scoring and matchmaking
    271         InitGameCenter();
    272     
    273         // Set up the game to run in the window animation callback on iOS
    274         // so that Game Center and so forth works correctly.
    275         SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
    276     #else
    277         while ( running ) {
    278             ShowFrame(0);
    279             DelayFrame();
    280         }
    281     #endif
    282         return 0;
    283     }
    284 
    285 ==============================================================================
    286 Deploying to older versions of iOS
    287 ==============================================================================
    288 
    289 SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
    290 
    291 In order to do that you need to download an older version of Xcode:
    292 https://developer.apple.com/download/more/?name=Xcode
    293 
    294 Open the package contents of the older Xcode and your newer version of Xcode and copy over the folders in Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
    295 
    296 Then open the file Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/SDKSettings.plist and add the versions of iOS you want to deploy to the key Root/DefaultProperties/DEPLOYMENT_TARGET_SUGGESTED_VALUES
    297 
    298 Open your project and set your deployment target to the desired version of iOS
    299 
    300 Finally, remove GameController from the list of frameworks linked by your application and edit the build settings for "Other Linker Flags" and add -weak_framework GameController