My SDL2 game was just rejected for two reasons. 1. For consuming too much battery 2. swipe closing gesture not working as it should
I would like to address first the second remark and then go to the first. *Rejection Reason 2:* Specifically the rejection reason states: " Your application is coded to landscape mode. This makes the swipe closing gesture not working as it should work from the top of the application. Currently it works from the right side since the application is set on portrait mode and not actually on landscape mode as the UI shows it. This might confuse the Jolla user since swipe gestures are orientating with the screen orientation. Please fix this orientation issue." Since there isn't a manifest where I can state my game's orientation like in all other mobile platforms (iOS, BlackBerry - PlayBook and BB10) and I have to rotate and translate rendering and touch events my self how can I control the system's swipe events for closing or placing the game in the background? In all other mobile platforms this is done automatically by the system depending on the manifest setting. *Rejection Reason 1:* In all games the event loop is continues and the game renders everything in each cycle and depending on the game's logic and/or player's choices there might (or not) be change in position of objects on the screen. One can say that a game is never idle. My event loop is the same as in the example found in github ( https://github.com/sailfish-sdk/sdk-sdl-project-example), so why is that acceptable and isn't acceptable in the market? *Warnings* Also in that example the application type is set to something other than Silica app, so is my game as it isn't using Qt. But I get a warning that in the future my game might be rejected. Can we or cannot we have non-Qt applications/games in the market? Looking forward for your comments iosif
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