iOS8 - iPhone 6/iPhone 6 Plus Suport?

Previous topic - Next topic

mrplant

Hi.

I have the iPhone 6 Plus on pre-order.
I would like to modify my existing GLBasic iPad/iPhone game for it do rearrange the screen layout etc on the fly due to the new screen size. Will this be possible to support these new models directly and detect models - perhaps through screen resolution etc?

Will GLBasic just work or will it need an update?
Thanks.

spacefractal

#1
glbasic need a update, due a windows x/y swap issue (due a change in iOS8) need to been fixed first. Its a simple issue, but have fixed it wrong recently.

Unlike iOS7 and before we should not swap x/y on the orientation anymore, but allways uses x/y regardless of orientation from iOS8. The reason for that iOS change is due iPhone 6 Plus, which seen to support portrait and landscape on the fly.

Im thinks its got fixed after the official iOS8 update, so its easier to test this one out (my hope).

About the resolutions, that should been support them "out of the box", but its property require xCode 6 of course to support them.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

mrplant


spacefractal

its this bug im talk about and is still not correctly fixed:
http://www.glbasic.com/forum/index.php?topic=9971.0

Im do pretty sure the new resolutions is supported "out of the box", and its soon this one got fixed.

Its the only issue im have seen with iOS8.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

mrplant

New iPhone 6 Plus here on Friday fingers crossed so I can test this all out on the device...

spacefractal

Now iOS8 is released, Gernot can you see the issue, so we finally got the x/y swap fixed, so we can support iPhone 6 correctly? Im still think the code im gave you should do the job.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

DaCarSoft

Gernot: If you like, I think that I can help you, like in past versions  ;)
"Si quieres resultados distintos... no hagas siempre lo mismo" - Albert Einstein.

mrplant

I have downloaded my App Rock Crush from the App Store and it was compiled a few weeks back with Xcode 5.
The App runs and looks fine but the info screen on my app reports app sees screen resolution as same as iPhone 5s...

I was going to ask here why that might be but I am really glad I started writing ths post as it has just occurred to me that it might be a good idea to recompile the project for the final Xcode 6 and try that on the device instead to see what app reports as screen size.

spacefractal

all iOS7 apps works fine on iOS8, but dosent support the new resolutions. This was same with iPhone 5 when that got released. For some odd reason Apple require a blank startup image for new resolutions, unlike Android. So its will require xCode 6 for compile with the new resolutons.

But we do need to wait for a important fix for iOS8 around the x/y bounds issue, before we can compile to the new devices first.....
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

mrplant

Noted Spacefractal and thanks for confirming the info there.

I would like to be able to detect via screen size, the new iPhone 6 models - specifically the Plus model to start with as my app behaves slightly differently when running on an iPhone compared to an iPad, regarding game control modes it enables etc.

I would like to enable the mode I use on iPad where the user can guide his character around the screen directly by touching a path to follow. At the moment on iPhone, it was too small a screen size physically with big fingers for this mode to be enabled by me as it wasn't playable. I enabled it in iPad mode.

I would like to enable it on the iPhone 6 Plus to start with and see how it goes...

mrplant

Hi.

I tried my game on iPhone 6 but it can't "see" the native screen resolution only the emulated ios7 mode one if you follow.
I changed active iOS from 4.3 to 8.0 but project then won't compile any more citing errors.
This was with final Xcode 6.
Anyone else managed to get their apps running in native res yet?

spacefractal

im do got some code signing issues, but im did got it compiled, but its was wth the beta 5 and im have not the iPhone 6 yet (which will take about a month, which im also want to have one).

Im do wait to test it when the swap x/y issue finally got fixed, and then im will test it again with xcode 6. Until then im will uses xcode 5.

When that is done, then we can eventuelly update the xcode default project, so its works seamless with iOS8. The new xcode update project can been done in a seperate thread.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

mrplant

#12
Hi.

I finally got my app detecting the correct iPhone 6 screen resolution. However the resolution is quite surprising. It isn't the expected 1280p resolution - take a look here to see what it was and why..

http://stackoverflow.com/questions/25755443/iphone-6-plus-resolution-confusion-xcode-or-apples-website-for-development

Bottom line - you have to add new LaunchIcons into the Xcode 6 project, then the app runs natively instead of scaled - well to a degree as website above explains. It is complicated!

spacefractal

It's have allways been wierd why it's actually require it.

How about swap x/y issue when starting up in landscape. Does the windows bounds show correctly?

For updating the x-code project is not that issue with using the ios7 project and imply the fix...
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

mrplant

#14
My app in glbasic reports the iPhone 6 plus screen size
At 2208x1242 - not the expected 1920x1080.

It doesn't appear glbasic will get to "see" the 1920x1080 actual pixel size.


All non-metal rendering is to a virtual buffer larger than the physical pixel dimensions.
This being 2208x1242

A hardware scaler is then used on the iPhone 6 plus model to bring this down to device native
1920x1080

It would be nice to get at the 1920x1080 native with OpenGL but it doesn't seem to be the case?

This German site explains it well

http://m.heise.de/ct/artikel/Apples-iPhone-Tricks-fuer-immer-hoehere-Bildschirmaufloesungen-2394857.html?artikelseite=2&from-classic=1

Sorry still to test and report back on x/y issue.