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Updated the limitations and Game Center sections

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slouken committed Oct 14, 2012
1 parent 5552b4c commit 320f2206c01ba27ef2d86b1ec4ad28121f77b53b

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@@ -114,16 +114,10 @@ Notes -- iPhone SDL limitations
==============================================================================

Windows:
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). Presently, landscape mode is not supported.

Video:
For real time frame-rates, you are advised to use strictly SDL 2.0 video calls. Using compatibility video calls uploads an OpenGL texture for each frame drawn, and this operation is excruciatingly slow.
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).

Textures:
SDL for iPhone Textures supports only SDL_PIXELFORMAT_ABGR8888 and SDL_PIXELFORMAT_RGB24 pixel formats. This is because texture support in SDL for iPhone is done through OpenGL ES, which supports fewer pixel formats than OpenGL, will not re-order pixel data for you, and has no support for color-paletted formats (without extensions).

Audio:
SDL for iPhone does not yet support audio input.
The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.

Loading Shared Objects:
This is disabled by default since it seems to break the terms of the iPhone SDK agreement. It can be re-enabled in SDL_config_iphoneos.h.
@@ -143,7 +137,7 @@ e.g.
extern "C"
void ShowFrame(void*)
{
... do frame logic and rendering
... do event handling, frame logic and rendering
}

int main(int argc, char *argv[])
@@ -156,13 +150,12 @@ int main(int argc, char *argv[])

// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
SDL_iPhoneSetAnimationCallback(screen->GetWindow(), 1, ShowFrame, 0);
SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
#else
while ( gRunning ) {
while ( running ) {
ShowFrame(0);
DelayFrame();
}
CleanUp();
#endif
return 0;
}
}

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