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Messages - mrplant

#61
Also, in iOS7 - the icon files have changed size. The old ones are still needed for iOS6 etc. This can get very complicated for universal apps.
I propose this solution - that GLBasic picks up the required 7 icons as in the attachment named as such icon_57x57.png etc.
It could even modify the info.plist file to included them in project with these new names.
See spec sheet for iOS7 in attachment - some developers apps (not GLBASIC ones) are failing submission due to incorrect icon files - this should sort it.

Full spec article:

[url]http://blog.manbolo.com/2013/08/15/new-metrics-for-ios-7-app-icons/url]
#62
Just noticed..
The screenshot shows that new GLBasic Beta v11.559 copies Default.png and Default@2x.png over to the XCode project. It should also recognise the file named Default-568h@2x to support 4 inch retinal displays such as iPhone 5 and iPhone 5s.
#63
Makes sense... Thanks.
#64
Alphamode related - I have a white screen graphic with company logo on it which I fade slowly in and then out again at the start of my game. Here is the code.

On iOS - with the latest 11.559 beta, this code looks fine. On MAC and Windows platforms however, it sort of flickers and shimmers up and down the image as it fades... Any ideas?

Edit: It is as if VSYNC is disabled as it is like seeing refresh lines?

   // Fade in the intro screen.
   FOR LoopX=-0.01 TO -1.0 STEP -0.025
       ALPHAMODE LoopX
          UDrawSprite (gIntro,0,0)
        // The following code is compiled for iOS Platform only:
       ?IFDEF IPHONE
         IOSAutoOrient() // If running on iOS, check for a screen orientation change and flip as required.
        ?ENDIF
         SHOWSCREEN // Copy whats on Backbuffer to main screen.
   NEXT
   ALPHAMODE -1.0
   UDrawSprite (gTSPresents,0,0)
   SHOWSCREEN // Copy whats on Backbuffer to main screen.
   SLEEP (600) // Slight delay at full brightness

   // Fade out the intro screen.
   FOR LoopX=-1.0 TO -0.01 STEP 0.025
       ALPHAMODE LoopX
       UDrawSprite (gTSPresents,0,0)
       // The following code is compiled for iOS Platform only:
      ?IFDEF IPHONE
         IOSAutoOrient() // if running on iOS, check for a screen orientation change and flip as required.
      ?ENDIF
       SHOWSCREEN // Copy whats on Backbuffer to main screen.
   NEXT
#65
Hillarious!  :good:
#66
Beta 11.559 is testing well here!! :P
#67
Yep .

CPU_SUBTYPE_ARM_ALL subtype is depreciated ' are all the 100 plus 'warnings'..

Doesn't seem serious or anything just wondered the reason.
#68
Yes Great Work DaCarSoft..

My comments were unashamedly about iOS only not other platforms and were pointed at the iCade and corruption issues.

The orientation changes sound very interesting..

Back to testing now - to make sure iPad 1 and iPhone models get the correct resolutions sent to them at launch.

XCode still shows about 114 'Warnings' when I compile by project relating to depreciated compiler changes... I don't expect that will be sorted anytime soon - I suppose warnings aren't nearly as bad as errors!!
I wish I could remember the reason why these warnings appear - architecture related wasn't it?
#69
Initial tests on 11.559 are this is an amazing release! A step in the right direction.
I can set project settings at 2048x1536 and it runs at that res on the ipad3 - which is what I want.
The dreaded icade lines are GONE!!!!
I fixed my .mm file (my fault). Had lost an include line as someone pointed out above.

Only thing I have noticed Gernaut is that you should add

View controller-based status bar appearance        Boolean      NO
<key>UIViewControllerBasedStatusBarAppearance</key>
<false/>

To the generated projects plist file so that the status bar is hidden by default which at the moment it isn't and as a result is shifting down the graphics onscreen with a horrible green or red battery bar shown.

Once this setting is added - it all looks good on mobile so far!

thanks.
#70
Thats great news DaCarSoft!!!
#71
Strange that I haven't edited this file for months and it compiled fine with ios6 - I was thinking a project file setting for architecture or something?

I just remembered that the generated project from glbasic 10 compiles fine on xcode 5 - its just the generated project files from the new v11 beta that I get this problem with.
#72
Argh...

here is a screenshot of my .mm file and its location under Classes as you say.. Why does Xcode still not like it? Any ideas?

I tried the latest beta and it still has the feint iCade line across the bottom of the screen.

I also changed project settings to 9999x9998 but strangely my app still reports running resolution as 1024x768 on latest beta.

I am confused.. Wish these few remaining iOS issues could be fixed in GLBASIC as at the moment I can't get anything into the App store like this..
#73
I will try that thanks.
#74
sorry meant ipad 3 not ipad 2
#75
I just tried the latest V11 beta as of 26th Sept 2013.

I still have a few issues.

1/. There is still one single feint line "Below" what my app thinks is the bottom line of its display area - looks like 2 pixels or so below - I am GUESSING this is the hidden window for the ICADE code. Could it be this window needs the new view controller property DaCarSoft discovered set also?

2/. I have an iPad 3. In the "iphone" project properties in by GLBASIC project - the screen size is drop set to 1024x768. I tried manually setting it to 2048X1536 but my app didn't detect that actual resolution just 1024x768?

3/. This one is kind of different to the two above but basically when including a .mm file containing EXTERN "C" code - XCODE 5 is going nuts about it despite it being marked as OBJECTIVE C ++ code for that file in the Xcode project?

I have moved the file into iphone/Lib where it normally goes but it won't compile without lots of syntax errors. My current workaround is to remove library completely and butcher my code to not use the library for  now - anyone got any experience compiling  on Xcode 5?
Again, I don't have this problem with GLBASIC 10 - just 11. I realise this one is probably some XCODE setting but can I find it?