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: 111. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode. 122. Select your desired target, and hit build. 13 14There are three build targets: 15- libSDL.a: 16 Build SDL as a statically linked library 17- testsdl: 18 Build a test program (there are known test failures which are fine) 19- Template: 20 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. 21 22 23============================================================================== 24Build SDL for iOS from the command line 25============================================================================== 26 271. cd (PATH WHERE THE SDL CODE IS)/build-scripts 282. ./iosbuild.sh 29 30If everything goes fine, you should see a build/ios directory, inside there's 31two directories "lib" and "include". 32"include" contains a copy of the SDL headers that you'll need for your project, 33make sure to configure XCode to look for headers there. 34"lib" contains find two files, libSDL2.a and libSDL2main.a, you have to add both 35to your XCode project. These libraries contain three architectures in them, 36armv6 for legacy devices, armv7, and i386 (for the simulator). 37By default, iosbuild.sh will autodetect the SDK version you have installed using 38xcodebuild -showsdks, and build for iOS >= 3.0, you can override this behaviour 39by setting the MIN_OS_VERSION variable, ie: 40 41MIN_OS_VERSION=4.2 ./iosbuild.sh 42 43============================================================================== 44Using the Simple DirectMedia Layer for iOS 45============================================================================== 46 47FIXME: This needs to be updated for the latest methods 48 49Here is the easiest method: 501. Build the SDL library (libSDL2.a) and the iPhone SDL Application template. 512. 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. 523. Start a new project using the template. The project should be immediately ready for use with SDL. 53 54Here is a more manual method: 551. Create a new iOS view based application. 562. 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. 573. Include the SDL header files in your project. 584. 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. 595. 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. 60 61============================================================================== 62Notes -- Retina / High-DPI and window sizes 63============================================================================== 64 65Window and display mode sizes in SDL are in "screen coordinates" (or "points", 66in Apple's terminology) rather than in pixels. On iOS this means that a window 67created on an iPhone 6 will have a size in screen coordinates of 375 x 667, 68rather than a size in pixels of 750 x 1334. All iOS apps are expected to 69size their content based on screen coordinates / points rather than pixels, 70as this allows different iOS devices to have different pixel densities 71(Retina versus non-Retina screens, etc.) without apps caring too much. 72 73By default SDL will not use the full pixel density of the screen on 74Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when 75creating your window to enable high-dpi support. 76 77When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes 78will still be in "screen coordinates" rather than pixels, but the window will 79have a much greater pixel density when the device supports it, and the 80SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on 81whether raw OpenGL or the SDL_Render API is used) can be queried to determine 82the size in pixels of the drawable screen framebuffer. 83 84Some OpenGL ES functions such as glViewport expect sizes in pixels rather than 85sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an 86orthographic projection matrix using the size in screen coordinates 87(SDL_GetWindowSize()) can be used in order to display content at the same scale 88no matter whether a Retina device is used or not. 89 90============================================================================== 91Notes -- Application events 92============================================================================== 93 94On iOS the application goes through a fixed life cycle and you will get 95notifications of state changes via application events. When these events 96are delivered you must handle them in an event callback because the OS may 97not give you any processing time after the events are delivered. 98 99e.g. 100 101 int HandleAppEvents(void *userdata, SDL_Event *event) 102 { 103 switch (event->type) 104 { 105 case SDL_APP_TERMINATING: 106 /* Terminate the app. 107 Shut everything down before returning from this function. 108 */ 109 return 0; 110 case SDL_APP_LOWMEMORY: 111 /* You will get this when your app is paused and iOS wants more memory. 112 Release as much memory as possible. 113 */ 114 return 0; 115 case SDL_APP_WILLENTERBACKGROUND: 116 /* Prepare your app to go into the background. Stop loops, etc. 117 This gets called when the user hits the home button, or gets a call. 118 */ 119 return 0; 120 case SDL_APP_DIDENTERBACKGROUND: 121 /* This will get called if the user accepted whatever sent your app to the background. 122 If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops. 123 When you get this, you have 5 seconds to save all your state or the app will be terminated. 124 Your app is NOT active at this point. 125 */ 126 return 0; 127 case SDL_APP_WILLENTERFOREGROUND: 128 /* This call happens when your app is coming back to the foreground. 129 Restore all your state here. 130 */ 131 return 0; 132 case SDL_APP_DIDENTERFOREGROUND: 133 /* Restart your loops here. 134 Your app is interactive and getting CPU again. 135 */ 136 return 0; 137 default: 138 /* No special processing, add it to the event queue */ 139 return 1; 140 } 141 } 142 143 int main(int argc, char *argv[]) 144 { 145 SDL_SetEventFilter(HandleAppEvents, NULL); 146 147 ... run your main loop 148 149 return 0; 150 } 151 152 153============================================================================== 154Notes -- Accelerometer as Joystick 155============================================================================== 156 157SDL 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. 158 159The 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. 160 161============================================================================== 162Notes -- OpenGL ES 163============================================================================== 164 165Your SDL application for iOS uses OpenGL ES for video by default. 166 167OpenGL 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(). 168 169If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. 170 171Finally, 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. 172 173OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this: 174 175- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called. 176- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called. 177- 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. 178 179The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h). 180 181============================================================================== 182Notes -- Keyboard 183============================================================================== 184 185The SDL keyboard API has been extended to support on-screen keyboards: 186 187void SDL_StartTextInput() 188 -- enables text events and reveals the onscreen keyboard. 189 190void SDL_StopTextInput() 191 -- disables text events and hides the onscreen keyboard. 192 193SDL_bool SDL_IsTextInputActive() 194 -- returns whether or not text events are enabled (and the onscreen keyboard is visible) 195 196 197============================================================================== 198Notes -- Reading and Writing files 199============================================================================== 200 201Each application installed on iPhone resides in a sandbox which includes its own Application Home directory. Your application may not access files outside this directory. 202 203Once your application is installed its directory tree looks like: 204 205 MySDLApp Home/ 206 MySDLApp.app 207 Documents/ 208 Library/ 209 Preferences/ 210 tmp/ 211 212When 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". 213 214More information on this subject is available here: 215http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html 216 217============================================================================== 218Notes -- iPhone SDL limitations 219============================================================================== 220 221Windows: 222 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). 223 224Textures: 225 The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats. 226 227Loading Shared Objects: 228 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. 229 230============================================================================== 231Game Center 232============================================================================== 233 234Game 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: 235 236 int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam); 237 238This 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. 239 240e.g. 241 242 extern "C" 243 void ShowFrame(void*) 244 { 245 ... do event handling, frame logic and rendering ... 246 } 247 248 int main(int argc, char *argv[]) 249 { 250 ... initialize game ... 251 252 #if __IPHONEOS__ 253 // Initialize the Game Center for scoring and matchmaking 254 InitGameCenter(); 255 256 // Set up the game to run in the window animation callback on iOS 257 // so that Game Center and so forth works correctly. 258 SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL); 259 #else 260 while ( running ) { 261 ShowFrame(0); 262 DelayFrame(); 263 } 264 #endif 265 return 0; 266 } 267