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Preliminary iPhone port work #24

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GoogleCodeExporter opened this issue Jun 19, 2015 · 2 comments
Open

Preliminary iPhone port work #24

GoogleCodeExporter opened this issue Jun 19, 2015 · 2 comments

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@GoogleCodeExporter
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I finally got around to cleaning my patches up a bit and adding building
the iPhone libraries into the build system

What's done:
-Moved most of the project to SDL 1.3 (SDL 1.2 doesn't work well on the iphone)
-Moved audio decoding to AudioToolKit
-iPhone libraries added to the build system

What needs doing:
-Add building libraries for the iPhone Simulator to the build system
-A basic on screen interface
   -Fairly easy, as touches are sent as mouse inputs. I had a very bad
interface working, but it was crap.
-Add clock updating to AudioToolKit support (I'm lazy)
-Add a file browser and an interface for entering the configuration
-Major optimisation, it simply runs too slow currently.
   -Move screen rendering to CoreSurface?
   -Move video decoding to VideoToolBox? (private framework, would require
some reverse engineering it first)
   -Profiling reveals that a good portion of CPU time is spent in
orpParseStreamData, can this be optimised?
-Clean it all up generally, it's full oh hacks and whatnot. I'm a very lazy
(read: dirty) coder

Original issue reported on code.google.com by [email protected] on 26 Nov 2009 at 10:19

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@GoogleCodeExporter
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Impressive!  I will have a closer look this afternoon.

Do you know if AudioToolKit supports ATRAC3?

When you had a simple interface working, did you get a chance to try game 
launching?

Original comment by [email protected] on 26 Nov 2009 at 2:59

  • Changed state: Started
  • Added labels: OpSys-Mobile, Type-Enhancement
  • Removed labels: Type-Defect

@GoogleCodeExporter
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Nope, no ATRAC3. Falling back to ffmpeg would be required.

And no, I didn't have any games to test with.

Also, s/AudioToolKit/AudioToolbox/, I keep getting the name mixed up

Original comment by [email protected] on 26 Nov 2009 at 10:22

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