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