Updated readme
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README.md
101
README.md
@ -191,6 +191,107 @@ cmake .. -DUSE_METAL_API=OFF
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```
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### iOS (beta)
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It works with and without an UIWindow created.
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If you want to create the UIWindow through an Story Board, remember to set the UIViewController as iOSViewController and the UIView as iOSView.
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**Issues:**
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- It seems that you have to manually set 'tvOS Deployment Target' to less than 13.
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- It seems that you have to manually set 'Launch Screen File' in project > executable > general to be able to get the real device height.
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- You need to manually set the 'Signing Team' and 'Bundle Identifier'.
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- No multitouch is available yet.
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- As this version uses Metal API it cannot be run in the emulator.
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**Functions:**
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Some of the MiniFB functions don't make sense on mobile.
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The available functions for iOS are:
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```c
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struct mfb_window * mfb_open(const char *title, unsigned width, unsigned height);
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struct mfb_window * mfb_open_ex(const char *title, unsigned width, unsigned height, unsigned flags); // flags ignored
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mfb_update_state mfb_update(struct mfb_window *window, void *buffer);
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void mfb_close(struct mfb_window *window);
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void mfb_set_user_data(struct mfb_window *window, void *user_data);
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void * mfb_get_user_data(struct mfb_window *window);
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bool mfb_set_viewport(struct mfb_window *window, unsigned offset_x, unsigned offset_y, unsigned width, unsigned height);
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void mfb_set_mouse_button_callback(struct mfb_window *window, mfb_mouse_button_func callback);
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void mfb_set_mouse_move_callback(struct mfb_window *window, mfb_mouse_move_func callback);
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unsigned mfb_get_window_width(struct mfb_window *window);
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unsigned mfb_get_window_height(struct mfb_window *window);
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int mfb_get_mouse_x(struct mfb_window *window); // Last mouse pos X
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int mfb_get_mouse_y(struct mfb_window *window); // Last mouse pos Y
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```
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Timers are also available.
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```c
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struct mfb_timer * mfb_timer_create(void);
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void mfb_timer_destroy(struct mfb_timer *tmr);
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void mfb_timer_reset(struct mfb_timer *tmr);
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double mfb_timer_now(struct mfb_timer *tmr);
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double mfb_timer_delta(struct mfb_timer *tmr);
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double mfb_timer_get_frequency(void);
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double mfb_timer_get_resolution(void);
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```
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For now, no multitouch is available.
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**Example:**
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```objective-c
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- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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if(g_window == 0x0) {
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g_width = [UIScreen mainScreen].bounds.size.width;
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g_height = [UIScreen mainScreen].bounds.size.height;
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g_window = mfb_open("noise", g_width, g_height);
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if(g_window != 0x0) {
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g_buffer = malloc(g_width * g_height * 4);
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}
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}
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return YES;
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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mDisplayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(OnUpdateFrame)];
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[mDisplayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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}
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- (void)applicationWillTerminate:(UIApplication *)application {
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[mDisplayLink invalidate];
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mfb_close(g_window);
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}
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- (void) OnUpdateFrame {
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if(g_buffer != 0x0) {
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// Do your wonderful rendering stuff
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}
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mfb_update_state state = mfb_update(g_window, g_buffer);
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if (state != STATE_OK) {
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free(g_buffer);
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g_buffer = 0x0;
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g_width = 0;
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g_height = 0;
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}
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}
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```
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**CMake**
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```
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mkdir build
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cd build
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cmake -G Xcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 ..
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```
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### Windows
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Visual Studio (ver 2012 express has been tested) tools needed (using the vcvars32.bat (for 32-bit) will set up the enviroment) to build run: tundra2 win32-msvc-debug and you should be able to run noise in t2-output/win32-msvc-debug-default/noise.exe
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