UlrikHrldssn / gamekit

Automatically exported from code.google.com/p/gamekit
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Support IPhone Build #88

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Apply iphone build patch to Gamekit(r513)

1. download & unzip iphone_patch.zip to ./src directory
2. open a console terminal

$cd ./src
$svn co http://gamekit.googlecode.com/svn/trunk/ . -r 513
$patch -p0 -i ./r513_iphone_build.diff

3. run cmake-gui (>= 2.8.0)

setup source directory(./src) & build directory(./build)
click 'configure' button
check on OGREKIT_BUILD_IPHONE
check off OGREKIT_BUILD_GLRS
click 'configure' button few times until 'generate' button is enabled.
click 'generate' button

4. now you need to fix library link path in the xcodeproj file.
go to the console terminal

$cd ../build #your build directory
$./fix_linker_paths.sh 

5. open OGREKIT.xcodeproj in ./build diretory 
start build

tested on:
 mac os x: 10.6.4
 cmake: 2.8.0
 xcode 3.2.3
 iphone4 simulator

Original issue reported on code.google.com by harkon...@gmail.com on 21 Aug 2010 at 12:44

Attachments:

GoogleCodeExporter commented 8 years ago
Once this iPhone build is working fine, can any of you look into creating a 
universal build for iPhone iOS and iPad?

Original comment by erwin.coumans on 31 Aug 2010 at 8:39

GoogleCodeExporter commented 8 years ago
a) I am a bit busy over the next week, so am not sure if I'm the best guy for 
the gkTouch code. That said, I'd like to know exactly how we're going to be 
sending this to the GameKit engine as the iOS touch events fire in sets of 
multiple touches (two fingers, three fingers, etc). This would, I assume, need 
some new event handler (i.e. we're not overriding the mouse events) right?

b) Not sure how to tweak the CMake files to do that, erwin, though I can easily 
convert an existing Xcode project to universal build. Would probably need check 
the screen size in a few places, but other than that - I am assuming most of 
the code will work "as is". If there are some simple "universal build" settings 
that can be put into the CMake setup though - that would be a better (longer 
term) solution.

Original comment by BenT.Sol...@gmail.com on 31 Aug 2010 at 11:53

GoogleCodeExporter commented 8 years ago
For a).
It's not a problem. 

To answer your question: 

Yes, use touch parameters, opposed to overriding the mouse. To be honest, I do 
not know whats the best way '(two fingers, three fingers, etc)', as most of 
this is alien to me.

However the best way is decided, the implementation would be by adding OIS 
listeners like the mouse, keyboard and joystick already do, then copy the 
needed parameters so they can be used by GameKit without an OIS dependency 
(i.e. outside of gkWindowSystem)

Original comment by snailr...@gmail.com on 1 Sep 2010 at 12:08

GoogleCodeExporter commented 8 years ago

I applied the patch to enable BUILD_USE_COCOA by default and forced for iPhone,
thanks harkon.kr

Original comment by erwin.coumans on 2 Sep 2010 at 7:52

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Changes:
 Check valid rendersystem is enabled on iphone(opengles)/osx(opengl). 
 - forcing is not working.

Original comment by harkon...@gmail.com on 3 Sep 2010 at 2:52

Attachments:

GoogleCodeExporter commented 8 years ago
Fixed the iPhone build issues.

Original comment by harkon...@gmail.com on 20 Sep 2010 at 12:22