Updated the limitations and Game Center sections
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19
README.iOS
19
README.iOS
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@ -114,16 +114,10 @@ Notes -- iPhone SDL limitations
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==============================================================================
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Windows:
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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.
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Video:
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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.
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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).
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Textures:
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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).
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Audio:
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SDL for iPhone does not yet support audio input.
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The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
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Loading Shared Objects:
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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.
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@ -143,7 +137,7 @@ e.g.
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extern "C"
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void ShowFrame(void*)
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{
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... do frame logic and rendering
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... do event handling, frame logic and rendering
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}
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int main(int argc, char *argv[])
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@ -156,13 +150,12 @@ int main(int argc, char *argv[])
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// Set up the game to run in the window animation callback on iOS
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// so that Game Center and so forth works correctly.
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SDL_iPhoneSetAnimationCallback(screen->GetWindow(), 1, ShowFrame, 0);
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SDL_iPhoneSetAnimationCallback(window, 1, ShowFrame, NULL);
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#else
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while ( gRunning ) {
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while ( running ) {
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ShowFrame(0);
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DelayFrame();
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}
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CleanUp();
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#endif
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return 0;
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}
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}
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