iT2D 1.4 - iDevice Resolution will always default to SMALLW/H - RESOLVED
by Brian Szatkowski · in iTorque 2D · 07/19/2010 (8:37 pm) · 16 replies
Build: 1.4 Release
Platform: OS X 10.6.x, iT2D (1.4), XCode 3.2.3, SDK 4.0
Target: iT2D
Issues:
There is a typo in guiCanvas.cc which will prevent a full resolution from being set on an iPad device.
On line 259:
...it is set to grab $pref::ierevice::ScreenResolution as opposed to $pref::iDevice::ScreenResolution.
Therefore, the subsequent calls to determine what the desired resolution setting is will always default to SMALLW/H.
Suggested Fix:
Change the code to be:
Platform: OS X 10.6.x, iT2D (1.4), XCode 3.2.3, SDK 4.0
Target: iT2D
Issues:
There is a typo in guiCanvas.cc which will prevent a full resolution from being set on an iPad device.
On line 259:
(258) iDeviceType = Con::getIntVariable("$pref::iDevice::DeviceType");
(259) iDeviceRes = Con::getIntVariable("$pref::ierevice::ScreenResolution");
(260) iDeviceOrientation = Con::getIntVariable("$pref::iDevice::ScreenOrientation");...it is set to grab $pref::ierevice::ScreenResolution as opposed to $pref::iDevice::ScreenResolution.
Therefore, the subsequent calls to determine what the desired resolution setting is will always default to SMALLW/H.
Suggested Fix:
Change the code to be:
(258) iDeviceType = Con::getIntVariable("$pref::iDevice::DeviceType");
(259) iDeviceRes = Con::getIntVariable("$pref::iDevice::ScreenResolution");
(260) iDeviceOrientation = Con::getIntVariable("$pref::iDevice::ScreenOrientation");About the author
#2
07/20/2010 (12:45 am)
Just curious - did the RC get tested on an iPad by the QA team?
#3
07/20/2010 (12:58 am)
Thanks Dean.
#4
I'll admit, a lot of the setup code seems daunting at first glance. In fact, some sections appear outright redundant or conflicting with other sections.
I think the ultimate solution will involve delaying the actual canvasCreate() call until the iDevice type has been identified. Then, the correct height and width values can be passed into that call. As I read through half the comments in the code, I felt like I was back in a small dev company with a handful of developers and the comments were more or less little notes being passed back and forth with each other or just "Let me try this..." or "I don't know why...but this works" kinds of remarks.
@ Scott - Something tells me there are going to be several process changes with the QA team in the near future.
@ Johnny - Yeah, you can credit Dean. After all, it was his initial (and continuing) efforts that got me to sniffing around. ;-)
07/20/2010 (2:37 am)
@ Dean - Thanks. It was your responses and subsequent digging into the code base to reveal the other Universal build related bugs that prompted me to start stepping through the execution stack as well.I'll admit, a lot of the setup code seems daunting at first glance. In fact, some sections appear outright redundant or conflicting with other sections.
I think the ultimate solution will involve delaying the actual canvasCreate() call until the iDevice type has been identified. Then, the correct height and width values can be passed into that call. As I read through half the comments in the code, I felt like I was back in a small dev company with a handful of developers and the comments were more or less little notes being passed back and forth with each other or just "Let me try this..." or "I don't know why...but this works" kinds of remarks.
@ Scott - Something tells me there are going to be several process changes with the QA team in the near future.
@ Johnny - Yeah, you can credit Dean. After all, it was his initial (and continuing) efforts that got me to sniffing around. ;-)
#5
I knew there was another problem, but I couldn't find it. I think that is the final part for the universal app. I did some quick tests and it looks good. I will complete my full tests and post a complete guide on Universal Apps.
When I post it, would appreate if you or anyone checked it out and give some feed back, or updates.
Johnny, thanks for the nod. ;)
07/20/2010 (3:10 am)
@BrianI knew there was another problem, but I couldn't find it. I think that is the final part for the universal app. I did some quick tests and it looks good. I will complete my full tests and post a complete guide on Universal Apps.
When I post it, would appreate if you or anyone checked it out and give some feed back, or updates.
Johnny, thanks for the nod. ;)
#6
Regard QA, it's probably just one or two people working on that. Building and maintaining a game engine for the iPhone is not a trivial thing, especially now with all of the different versions that we have now (iPods, new iPhone 4, and also the iPad). I kinda feel a bit sorry for the guy(s) who are working on this, because it is obvious that GG are way under staffed and there must be tremendous pressure on the few people they have. I'm sure the guys they have are excellent, but they definitely need more people on the QA/testing and documentation side of things.
07/20/2010 (4:00 am)
Yeah, you guys are putting in a lot of effort on this. Thanks!Regard QA, it's probably just one or two people working on that. Building and maintaining a game engine for the iPhone is not a trivial thing, especially now with all of the different versions that we have now (iPods, new iPhone 4, and also the iPad). I kinda feel a bit sorry for the guy(s) who are working on this, because it is obvious that GG are way under staffed and there must be tremendous pressure on the few people they have. I'm sure the guys they have are excellent, but they definitely need more people on the QA/testing and documentation side of things.
#7
Let me thank you in advance for all of the effort you put into not only making the forthcoming resource but also the research (bug-finding) itself. I know what a pain (and thrill) it is debugging code that you didn't write in the first place.
@ Mark - Kudos are much appreciated.
07/20/2010 (4:05 am)
@ Dean - I'm off to bed now (was up until 4AM last night and it's already midnight now). I won't be available tomorrow either but I will definitely go through your resource with a fine-toothed comb on Wednesday.Let me thank you in advance for all of the effort you put into not only making the forthcoming resource but also the research (bug-finding) itself. I know what a pain (and thrill) it is debugging code that you didn't write in the first place.
@ Mark - Kudos are much appreciated.
#8
Thanks!
07/21/2010 (11:40 pm)
@ Dean - Did you get a resource posted? I can not find it anywhere to review. Please let me know if I can do any further digging into the code on any other areas where you may be experiencing a holdup.Thanks!
#9
I did not get a chance to finish it. I have all the screen shots done, just have to finish all the text. I will have it posted in the next couple of days, been busy with work.
07/22/2010 (3:45 am)
@BrianI did not get a chance to finish it. I have all the screen shots done, just have to finish all the text. I will have it posted in the next couple of days, been busy with work.
#10
Cheers
08/11/2010 (10:07 pm)
Dean, any news on the resource? I have a shiny new ipad which I'd like to start developing with :)Cheers
#11
wrong
For months GarageGames has built up or at least claimed to build up a real QA dep.
There are no QA dedicated to a single technology, they all go into a waiting queue for that dep.
But it seems like the QA was not trained or oriented for any kind of iPhone development and technicals in that relation but more towards "usage", at least thats the only reason I was able to come up with on why iTGB 1.4 still had os 2.0 targets and stuff like that and let it slip through although it is not remotely in line with the requirements to do any iphone deployment
What is interesting is how such stuff could even slip because if they ever had tried to even compile it during the QA, they would have realized that it fails misserably
08/11/2010 (10:16 pm)
Quote:Regard QA, it's probably just one or two people working on that.
wrong
For months GarageGames has built up or at least claimed to build up a real QA dep.
There are no QA dedicated to a single technology, they all go into a waiting queue for that dep.
But it seems like the QA was not trained or oriented for any kind of iPhone development and technicals in that relation but more towards "usage", at least thats the only reason I was able to come up with on why iTGB 1.4 still had os 2.0 targets and stuff like that and let it slip through although it is not remotely in line with the requirements to do any iphone deployment
What is interesting is how such stuff could even slip because if they ever had tried to even compile it during the QA, they would have realized that it fails misserably
#12
I posted a bunch of resources and Brian helped to get everything working.
Detects iphone, iphone4, ipad.
Supports full resolution.
Orientation is working.
Signal file for editing resources.
Auto resizing of GUI's for the different resolutions.
etc.
www.torquepowered.com/community/resources/authorID/126849
NOTE: The Image swap for different images has not been posted.
08/11/2010 (11:44 pm)
ScottI posted a bunch of resources and Brian helped to get everything working.
Detects iphone, iphone4, ipad.
Supports full resolution.
Orientation is working.
Signal file for editing resources.
Auto resizing of GUI's for the different resolutions.
etc.
www.torquepowered.com/community/resources/authorID/126849
NOTE: The Image swap for different images has not been posted.
#14
In resource with the 47 replys, I posted a game with two knights fighting with an animated light house. I removed the sample game.
I have posted some updates to the match 3 project, found a couple of bugs.
Let me know how things work out for you.
08/13/2010 (12:16 am)
I posted a complete empty sample project which you can download.In resource with the 47 replys, I posted a game with two knights fighting with an animated light house. I removed the sample game.
I have posted some updates to the match 3 project, found a couple of bugs.
Let me know how things work out for you.
#15
08/24/2010 (8:28 pm)
Logged in Jira bug tracker as ITGB-78. Marked for 1.4.1 release.
#16
02/10/2011 (2:23 pm)
Fixed in 1.4.1.
Torque 3D Owner Dean Parker
Serendip Games