1iOS
2======
3
4Building the Simple DirectMedia Layer for iOS 5.1+
5==============================================================================
6
7Requirements: Mac OS X 10.8 or later and the iOS 7+ SDK.
8
9Instructions:
10
111.  Open SDL.xcodeproj (located in Xcode/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
23Build SDL for iOS from the command line
24==============================================================================
25
261. cd (PATH WHERE THE SDL CODE IS)
272. xcodebuild -project Xcode/SDL/SDL.xcodeproj -target 'Static Library-iOS' -configuration Release -sdk iphoneos13.2 clean build
28
29
30Using the Simple DirectMedia Layer for iOS
31==============================================================================
32
33FIXME: This needs to be updated for the latest methods
34
35Here is the easiest method:
361.  Build the SDL library (libSDL2.a) and the iPhone SDL Application template.
372.  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.
383.  Start a new project using the template.  The project should be immediately ready for use with SDL.
39
40Here is a more manual method:
411.  Create a new iOS view based application.
422.  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.
433.  Include the SDL header files in your project.
444.  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.
455.  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.
46
47
48Notes -- Retina / High-DPI and window sizes
49==============================================================================
50
51Window and display mode sizes in SDL are in "screen coordinates" (or "points",
52in Apple's terminology) rather than in pixels. On iOS this means that a window
53created on an iPhone 6 will have a size in screen coordinates of 375 x 667,
54rather than a size in pixels of 750 x 1334. All iOS apps are expected to
55size their content based on screen coordinates / points rather than pixels,
56as this allows different iOS devices to have different pixel densities
57(Retina versus non-Retina screens, etc.) without apps caring too much.
58
59By default SDL will not use the full pixel density of the screen on
60Retina/high-dpi capable devices. Use the SDL_WINDOW_ALLOW_HIGHDPI flag when
61creating your window to enable high-dpi support.
62
63When high-dpi support is enabled, SDL_GetWindowSize() and display mode sizes
64will still be in "screen coordinates" rather than pixels, but the window will
65have a much greater pixel density when the device supports it, and the
66SDL_GL_GetDrawableSize() or SDL_GetRendererOutputSize() functions (depending on
67whether raw OpenGL or the SDL_Render API is used) can be queried to determine
68the size in pixels of the drawable screen framebuffer.
69
70Some OpenGL ES functions such as glViewport expect sizes in pixels rather than
71sizes in screen coordinates. When doing 2D rendering with OpenGL ES, an
72orthographic projection matrix using the size in screen coordinates
73(SDL_GetWindowSize()) can be used in order to display content at the same scale
74no matter whether a Retina device is used or not.
75
76
77Notes -- Application events
78==============================================================================
79
80On iOS the application goes through a fixed life cycle and you will get
81notifications of state changes via application events. When these events
82are delivered you must handle them in an event callback because the OS may
83not give you any processing time after the events are delivered.
84
85e.g.
86
87    int HandleAppEvents(void *userdata, SDL_Event *event)
88    {
89        switch (event->type)
90        {
91        case SDL_APP_TERMINATING:
92            /* Terminate the app.
93               Shut everything down before returning from this function.
94            */
95            return 0;
96        case SDL_APP_LOWMEMORY:
97            /* You will get this when your app is paused and iOS wants more memory.
98               Release as much memory as possible.
99            */
100            return 0;
101        case SDL_APP_WILLENTERBACKGROUND:
102            /* Prepare your app to go into the background.  Stop loops, etc.
103               This gets called when the user hits the home button, or gets a call.
104            */
105            return 0;
106        case SDL_APP_DIDENTERBACKGROUND:
107            /* This will get called if the user accepted whatever sent your app to the background.
108               If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
109               When you get this, you have 5 seconds to save all your state or the app will be terminated.
110               Your app is NOT active at this point.
111            */
112            return 0;
113        case SDL_APP_WILLENTERFOREGROUND:
114            /* This call happens when your app is coming back to the foreground.
115               Restore all your state here.
116            */
117            return 0;
118        case SDL_APP_DIDENTERFOREGROUND:
119            /* Restart your loops here.
120               Your app is interactive and getting CPU again.
121            */
122            return 0;
123        default:
124            /* No special processing, add it to the event queue */
125            return 1;
126        }
127    }
128
129    int main(int argc, char *argv[])
130    {
131        SDL_SetEventFilter(HandleAppEvents, NULL);
132
133        ... run your main loop
134
135        return 0;
136    }
137
138
139Notes -- Accelerometer as Joystick
140==============================================================================
141
142SDL 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.
143
144The 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.
145
146
147Notes -- OpenGL ES
148==============================================================================
149
150Your SDL application for iOS uses OpenGL ES for video by default.
151
152OpenGL 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().
153
154If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0.
155
156Finally, 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.
157
158OpenGL ES on iOS doesn't use the traditional system-framebuffer setup provided in other operating systems. Special care must be taken because of this:
159
160- The drawable Renderbuffer must be bound to the GL_RENDERBUFFER binding point when SDL_GL_SwapWindow() is called.
161- The drawable Framebuffer Object must be bound while rendering to the screen and when SDL_GL_SwapWindow() is called.
162- 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.
163
164The above objects can be obtained via SDL_GetWindowWMInfo() (in SDL_syswm.h).
165
166
167Notes -- Keyboard
168==============================================================================
169
170The SDL keyboard API has been extended to support on-screen keyboards:
171
172void SDL_StartTextInput()
173	-- enables text events and reveals the onscreen keyboard.
174
175void SDL_StopTextInput()
176	-- disables text events and hides the onscreen keyboard.
177
178SDL_bool SDL_IsTextInputActive()
179	-- returns whether or not text events are enabled (and the onscreen keyboard is visible)
180
181
182Notes -- Mouse
183==============================================================================
184
185iOS now supports Bluetooth mice on iPad, but by default will provide the mouse input as touch. In order for SDL to see the real mouse events, you should set the key UIApplicationSupportsIndirectInputEvents to true in your Info.plist
186
187
188Notes -- Reading and Writing files
189==============================================================================
190
191Each application installed on iPhone resides in a sandbox which includes its own Application Home directory.  Your application may not access files outside this directory.
192
193Once your application is installed its directory tree looks like:
194
195    MySDLApp Home/
196        MySDLApp.app
197        Documents/
198        Library/
199            Preferences/
200        tmp/
201
202When 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".
203
204More information on this subject is available here:
205http://developer.apple.com/library/ios/#documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/Introduction/Introduction.html
206
207
208Notes -- iPhone SDL limitations
209==============================================================================
210
211Windows:
212	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).
213
214Textures:
215	The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
216
217Loading Shared Objects:
218	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.
219
220
221Notes -- CoreBluetooth.framework
222==============================================================================
223
224SDL_JOYSTICK_HIDAPI is disabled by default. It can give you access to a lot
225more game controller devices, but it requires permission from the user before
226your app will be able to talk to the Bluetooth hardware. "Made For iOS"
227branded controllers do not need this as we don't have to speak to them
228directly with raw bluetooth, so many apps can live without this.
229
230You'll need to link with CoreBluetooth.framework and add something like this
231to your Info.plist:
232
233<key>NSBluetoothPeripheralUsageDescription</key>
234<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
235
236
237Game Center
238==============================================================================
239
240Game 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:
241
242    int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
243
244This 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.
245
246e.g.
247
248    extern "C"
249    void ShowFrame(void*)
250    {
251        ... do event handling, frame logic and rendering ...
252    }
253
254    int main(int argc, char *argv[])
255    {
256        ... initialize game ...
257
258    #if __IPHONEOS__
259        // Initialize the Game Center for scoring and matchmaking
260        InitGameCenter();
261
262        // Set up the game to run in the window animation callback on iOS
263        // so that Game Center and so forth works correctly.
264        SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
265    #else
266        while ( running ) {
267            ShowFrame(0);
268            DelayFrame();
269        }
270    #endif
271        return 0;
272    }
273
274
275Deploying to older versions of iOS
276==============================================================================
277
278SDL supports deploying to older versions of iOS than are supported by the latest version of Xcode, all the way back to iOS 6.1
279
280In order to do that you need to download an older version of Xcode:
281https://developer.apple.com/download/more/?name=Xcode
282
283Open 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
284
285Then 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
286
287Open your project and set your deployment target to the desired version of iOS
288
289Finally, 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
290