How to make SDL 2.0, iOS work together. (Game, > Center too)

BJ wrote:

The 4th step is essential for Game Center to work, or the messages that the game center windows puts out are lost. iOS expects the applications to take a ‘break’ between updates to allow other processes to happen.

Brian Barnes wrote:

  1. The start/stop animation is a bit different than SDL works anywhere else and is a pretty big mountain to climb. Is that what is causing the game center problem?

That’s what I wanted to hear. I suspected that was the reason. Now we
have a problem, which is that I want to be in control of the main loop,
which I would be in all other versions of SDL (my game engine is multi
platform against OS X, windows, linux, and now iOS, and eventually if
somebody helps me Android :slight_smile: )

It’s also a high end 3D engine, and I want all the time to myself.

I mentioned this in the bugzilla patch I have up: how about a special
mode for game center? This would be platform specific – and I don’t
have a problem as game center is a special iOS thing – a call that
would drop SDL into this mode where it takes over the loop, long enough
for game center to function. There will be flak for this, but maybe
even game center integrated into SDL itself.

ALSO: I talked with somebody that doesn’t like the EventFilter solution
because pushing events doesn’t cause a callback. This can be changed
relatively easily (as I remember, will have to check the code again.)
Is there a reason for this? I can see why (why’d you push an event and
then immediately get a callback seems kind of bizarre), but just
wondering if there was a different reason.

[>] Brian

Hello !

I mentioned this in the bugzilla patch I have up: how about a special mode for game center?
This would be platform specific – and I don’t have a problem as game center is a
special iOS thing – a call that would drop SDL into this mode where it takes over
the loop, long enough for game center to function. There will be flak for this, but maybe even game center integrated into SDL itself.

Just for interest: What is the basic problem with GameCenter ?
Do you need to check messages coming from GameCenter every frame ?

ALSO: I talked with somebody that doesn’t like the EventFilter solution because pushing events
doesn’t cause a callback. This can be changed relatively easily (as I remember,
will have to check the code again.) Is there a reason for this?
I can see why (why’d you push an event and then immediately get a callback seems kind of bizarre), but just wondering if there was a different reason.

I would say, if a programm pushes an event into the queue it knows what it is doing,
since i can change my own code to not push certain effects, but i cannot change the OS itself.

CU

I don’t mind switching PushEvent to have that behavior if everybody wants
it. I think it was outside since the idea was that since the semantics are
that the event filter can block events from going onto the queue, and it
would be weird to have PushEvent not actually push the event.On Tue, May 29, 2012 at 9:19 AM, Brian Barnes wrote:

BJ wrote:

The 4th step is essential for Game Center to work, or the messages that
the game center windows puts out are lost. iOS expects the applications to
take a ‘break’ between updates to allow other processes to happen.

Brian Barnes wrote:

  1. The start/stop animation is a bit different than SDL works anywhere
    else and is a pretty big mountain to climb. Is that what is causing the
    game center problem?

That’s what I wanted to hear. I suspected that was the reason. Now we
have a problem, which is that I want to be in control of the main loop,
which I would be in all other versions of SDL (my game engine is multi
platform against OS X, windows, linux, and now iOS, and eventually if
somebody helps me Android :slight_smile: )

It’s also a high end 3D engine, and I want all the time to myself.

I mentioned this in the bugzilla patch I have up: how about a special mode
for game center? This would be platform specific – and I don’t have a
problem as game center is a special iOS thing – a call that would drop SDL
into this mode where it takes over the loop, long enough for game center to
function. There will be flak for this, but maybe even game center
integrated into SDL itself.

ALSO: I talked with somebody that doesn’t like the EventFilter solution
because pushing events doesn’t cause a callback. This can be changed
relatively easily (as I remember, will have to check the code again.) Is
there a reason for this? I can see why (why’d you push an event and then
immediately get a callback seems kind of bizarre), but just wondering if
there was a different reason.

[>] Brian
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