cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
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README-ios.md (14840B)


      1iOS
      2======
      3
      4==============================================================================
      5Building the Simple DirectMedia Layer for iOS 5.1+
      6==============================================================================
      7
      8Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
      9
     10Instructions:
     11
     121.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
     132.  Select your desired target, and hit build.
     14
     15There 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==============================================================================
     25Build SDL for iOS from the command line
     26==============================================================================
     27
     281. cd (PATH WHERE THE SDL CODE IS)/build-scripts
     292. ./iosbuild.sh
     30
     31If everything goes fine, you should see a build/ios directory, inside there's
     32two directories "lib" and "include". 
     33"include" contains a copy of the SDL headers that you'll need for your project,
     34make 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 
     36to your XCode project. These libraries contain three architectures in them,
     37armv6 for legacy devices, armv7, and i386 (for the simulator).
     38By default, iosbuild.sh will autodetect the SDK version you have installed using 
     39xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 
     40by setting the MIN_OS_VERSION variable, ie:
     41
     42MIN_OS_VERSION=4.2 ./iosbuild.sh
     43
     44==============================================================================
     45Using the Simple DirectMedia Layer for iOS
     46==============================================================================
     47
     48FIXME: This needs to be updated for the latest methods
     49
     50Here is the easiest method:
     511.  Build the SDL library (libSDL2.a) and the iPhone SDL Application template.
     522.  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.
     533.  Start a new project using the template.  The project should be immediately ready for use with SDL.
     54
     55Here is a more manual method:
     561.  Create a new iOS view based application.
     572.  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.
     583.  Include the SDL header files in your project.
     594.  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.
     605.  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==============================================================================
     63Notes -- Retina / High-DPI and window sizes
     64==============================================================================
     65
     66Window and display mode sizes in SDL are in "screen coordinates" (or "points",
     67in Apple's terminology) rather than in pixels. On iOS this means that a window
     68created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
     69rather than a size in pixels of 750 x 1334. All iOS apps are expected to
     70size their content based on screen coordinates / points rather than pixels,
     71as this allows different iOS devices to have different pixel densities
     72(Retina versus non-Retina screens, etc.) without apps caring too much.
     73
     74By default SDL will not use the full pixel density of the screen on
     75Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
     76creating your window to enable high-dpi support.
     77
     78When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
     79will still be in "screen coordinates" rather than pixels, but the window will
     80have a much greater pixel density when the device supports it, and the
     81SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
     82whether raw OpenGL or the SDL_Render API is used) can be queried to determine
     83the size in pixels of the drawable screen framebuffer.
     84
     85Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
     86sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
     87orthographic projection matrix using the size in screen coordinates
     88(SDL_GetWindowSize()) can be used in order to display content at the same scale
     89no matter whether a Retina device is used or not.
     90
     91==============================================================================
     92Notes -- Application events
     93==============================================================================
     94
     95On iOS the application goes through a fixed life cycle and you will get
     96notifications of state changes via application events. When these events
     97are delivered you must handle them in an event callback because the OS may
     98not give you any processing time after the events are delivered.
     99
    100e.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==============================================================================
    155Notes -- Accelerometer as Joystick
    156==============================================================================
    157
    158SDL 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
    160The 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==============================================================================
    163Notes -- OpenGL ES
    164==============================================================================
    165
    166Your SDL application for iOS uses OpenGL ES for video by default.
    167
    168OpenGL 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
    170If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
    171
    172Finally, 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
    174OpenGL 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
    180The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
    181
    182==============================================================================
    183Notes -- Keyboard
    184==============================================================================
    185
    186The SDL keyboard API has been extended to support on-screen keyboards:
    187
    188void SDL_StartTextInput()
    189	-- enables text events and reveals the onscreen keyboard.
    190
    191void SDL_StopTextInput()
    192	-- disables text events and hides the onscreen keyboard.
    193
    194SDL_bool SDL_IsTextInputActive()
    195	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
    196
    197
    198==============================================================================
    199Notes -- Reading and Writing files
    200==============================================================================
    201
    202Each 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
    204Once 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
    213When 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
    215More information on this subject is available here:
    216http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
    217
    218==============================================================================
    219Notes -- iPhone SDL limitations
    220==============================================================================
    221
    222Windows:
    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
    225Textures:
    226	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
    227
    228Loading 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==============================================================================
    232Game Center 
    233==============================================================================
    234
    235Game 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:
    236
    237    int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
    238
    239This 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.
    240
    241e.g.
    242
    243    extern "C"
    244    void ShowFrame(void*)
    245    {
    246        ... do event handling, frame logic and rendering ...
    247    }
    248    
    249    int main(int argc, char *argv[])
    250    {
    251        ... initialize game ...
    252    
    253    #if __IPHONEOS__
    254        // Initialize the Game Center for scoring and matchmaking
    255        InitGameCenter();
    256    
    257        // Set up the game to run in the window animation callback on iOS
    258        // so that Game Center and so forth works correctly.
    259        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
    260    #else
    261        while ( running ) {
    262            ShowFrame(0);
    263            DelayFrame();
    264        }
    265    #endif
    266        return 0;
    267    }
    268
    269==============================================================================
    270Deploying to older versions of iOS
    271==============================================================================
    272
    273SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
    274
    275In order to do that you need to download an older version of Xcode:
    276https://developer.apple.com/download/more/?name=Xcode
    277
    278Open 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
    279
    280Then 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
    281
    282Open your project and set your deployment target to the desired version of iOS
    283
    284Finally, 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