On 21 March 2012 05:25, Brian Barnes <gga...@charter.net> wrote:
> I'm facing a real puzzle that might have an easy answer.  I've ported my game 
> development software dim3 to iOS.  Works fine, but I'm having a problem with 
> the application moving to the background.  My problem is twice as complex 
> because I'm trying to figure out what changes might be required in SDL to 
> make this work properly.
>
> My biggest problem is this:  My game runs in a tight loop.  When I get 
> applicationWillResignActive (after the home button is pushed), I immediately 
> put up a flag to stop the loop BUT the loop could be in ANY place.  In 
> physics, in rendering, etc.  What I need to do is let the loop complete 
> another complete revolution so it finishes everything it needs to do and then 
> get held up at the flag that halts it.  Without this, I can't save, and the 
> restart will happen at a random place.
>
> The problem is applicationDidEnterBackground gets called immediately without 
> any more time given to my application.  I can't save state because state 
> might be in a strange place!
>
> The easy solution is to block between the callbacks.  This blocking will be 
> in the milliseconds.  But my application gets no additional time between the 
> two calls (as far as I can tell, it's hard to debug these calls.)
>
> Another good solution would be someway that when I get into 
> applicationDidEnterBackground I can tell it to recall me and then return.
>
> [Additional notes: I *suspect* I'm only getting applicationWillResignActive 
> etc when events are pumped; the problem is SDL has a number of routines that 
> auto-pump events which means I could receive this message at numerous places 
> in the loop].

These kind of problems are never ending because SDL's model just
doesn't fit on the iPhone.
In the end I was only using the audio subsystem, touches wrapped up as
multiple mice & the GL wrapper which are easy to replace with
CoreAudio, [UIResponder touchesBegan:withEvent:] and an EAGLContext.

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