iOS 8 compatibility.
by Andrew Deters · in Torque 2D Professional · 10/13/2014 (1:50 am) · 8 replies
Now that the iOS 8 screen rotation issue has been solved I now need a solution for making Torque 2D more compatible with iOS 8. As it stands now the games will run on the iOS 8 simulators, but it is not centered, and does not fill out the full screen. I am sure its on the developer's list of things to do, but I just wanted to ask about it to be sure.
Edited: I had incorrectly called this problem an issue with the iPhone 6. Now changed to be and issue with all iOS 8 devices. I would have added to the screen rotation issue I had before, but thought it was a separate issue. Sorry for any confusion, or if this counts as a double post.
Edited: I had incorrectly called this problem an issue with the iPhone 6. Now changed to be and issue with all iOS 8 devices. I would have added to the screen rotation issue I had before, but thought it was a separate issue. Sorry for any confusion, or if this counts as a double post.
#2
10/14/2014 (10:52 pm)
I would gladly help, but I need to be pointed in the right direction. I am not sure what part of the engine to check out to fix the issues.
#3
And thanks for the pull request Andrew. One small problem is that the pull request was made against the GarageGames:master branch. It needs to go to the development branch though. So you'll have to close your request and submit it again to the right branch. Let me know if you run into trouble with the submission.
10/15/2014 (12:09 am)
The first place I would look would be in iOSWindow.mm, at the Platform::initWindow method. The quick and easy way would be to directly specify the iPhone 6/6+ resolutions like what was done for the iPhone 5. Long term, we should probably ask the device for its resolution like how Android works.And thanks for the pull request Andrew. One small problem is that the pull request was made against the GarageGames:master branch. It needs to go to the development branch though. So you'll have to close your request and submit it again to the right branch. Let me know if you run into trouble with the submission.
#4
10/15/2014 (12:35 am)
Yeah, I had no idea what I was doing with that pull request stuff. I will try again after I fix this issue since the pull request was on the iOSWindow.mm file any way.
#5
Also retina 3x support is required for the new iPads and iPhone 6s.
10/15/2014 (10:36 am)
The iOS code should really be refactored so the resolution is driven from OS events rather than from torque2d itself - much like how resizing the window in Torque3D works.Also retina 3x support is required for the new iPads and iPhone 6s.
#6
10/15/2014 (7:59 pm)
If it was redone to get the resolution from the device wouldn't that remove the need to say if it is a retina screen?
#7
10/16/2014 (1:07 pm)
@Andrew you still need to factor in the content scale when calculating the viewport and such. Also when drawing fonts and picking images.
#8
10/23/2014 (1:38 pm)
Just an FYI to people who come to this thread and are just worried about your app running on an iOS 8 device and not the deployment target. If you go back to a previous version of Xcode. I'm using 5.0.1 this is not an issue. Obviously you are not going to deploy as iOS 8 but at the very least people can continue to work while a fix is done. You can have different versions of Xcode on your Mac. You just have to remember to right click on your project file and do the "open with".
Torque Owner Richard Ranft
Roostertail Games
This is an open-source project with no dedicated "on staff" developers. Feel free to jump on in at any time! The committee is just there to help ensure that the code we want to submit is sane, works correctly, and actually belongs in the engine - they also happen to do quite a bit of work on the engine themselves, but they can't do it alone.