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============================================================================== 232Notes -- CoreBluetooth.framework 233============================================================================== 234 235SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot 236more game controller devices, but it requires permission from the user before 237your app will be able to talk to the Bluetooth hardware. "Made For iOS" 238branded controllers do not need this as we don't have to speak to them 239directly with raw bluetooth, so many apps can live without this. 240 241You'll need to link with CoreBluetooth.framework and add something like this 242to 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============================================================================== 248Game Center 249============================================================================== 250 251Game 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 255This 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 257e.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============================================================================== 286Deploying to older versions of iOS 287============================================================================== 288 289SDL 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 291In order to do that you need to download an older version of Xcode: 292https://developer.apple.com/download/more/?name=Xcode 293 294Open 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 296Then 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 298Open your project and set your deployment target to the desired version of iOS 299 300Finally, 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 301