[DEPRECATED] Experimental iOS port (LÖVE 0.9.2)

Discuss any ports of LÖVE to different platforms.
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nasty
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Re: Experimental iOS port (LÖVE 0.9.x)

Post by nasty »

No one here?
Some advices or simple moral support? :)
Please write something ..
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Re: Experimental iOS port (LÖVE 0.9.x)

Post by undef »

Nobody who tried putting AdMob in their app apparently.
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nasty
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Re: Experimental iOS port (LÖVE 0.9.x)

Post by nasty »

Ok sorry .. i change the question:
how can i add external library like a plugin?
Is possible with love?

For example in Gideros there is a function : REGISTER_PLUGIN("pluginName","pluginVersion")
can be done similar after setting some Lua states ?
Or the only solution, for now, is LuaJit (FFI library) for external library?

Thanks
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I~=Spam
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Re: Experimental iOS port (LÖVE 0.9.x)

Post by I~=Spam »

Lua can have external libraries that are loaded with "require" but because of apple's restrictions executables cannot be loaded dynamically on iOS so... they need to be built into the LOVE binary itself similar to how luasocket is done...

I see how Gideros does requires for the plugins to be written and I suggest you look at the LOVE source code (it is some of the easiest code to read that I have ever read) and see how they do it. Then you could add some of your own. LOVE doesn't need a read plugin system because it is open source. ;) If you really want an external plugin read about how to make a lua binary extension module: http://lua-users.org/wiki/CreatingBinar ... ionModules :)
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nasty
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Re: Experimental iOS port (LÖVE 0.9.x)

Post by nasty »

Finally an aswer!
Thanks a lot I~=Spam very useful advices! :nyu:
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Fang
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Re: Experimental iOS port (LÖVE 0.9.2)

Post by Fang »

Hey slime, great work! I was wondering, are you still maintaining this?

If so, I ran into an issue. When I build and run it for the iPhone 5 (simulator) it works fine, but when I select the iPhone 6 (simulator) instead, it throws an exception (EXC_BAD_ACCESS) and refuses to continue on, leaving the simulator displaying a black screen.

I've attached a screenshot of the exception and its location and, just in case you need it, the list of warnings I get when building.

Thanks for the great work, keep it up!
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slime
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Post by slime »

Fang wrote:If so, I ran into an issue. When I build and run it for the iPhone 5 (simulator) it works fine, but when I select the iPhone 6 (simulator) instead, it throws an exception (EXC_BAD_ACCESS) and refuses to continue on, leaving the simulator displaying a black screen.
So this is really weird. It's failing to create a new Lua state, but only on the 64-bit iOS Simulator, not on the 32-bit iOS Simulator or on any physical iOS device (I tested it on my real iPhone 6 and it works fine, but luaL_newstate returns a null pointer in the Simulator.)
The exact same build of LuaJIT also works fine in the 64-bit Simulator when I use love 0.10's code.

I'll keep debugging and see if I can figure out a fix...
nasty
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Re: Experimental iOS port (LÖVE 0.9.2)

Post by nasty »

Yeah!
Something i have too the same EXC_BAD_ACCESS randomly on iphone simulator with 0.9.2!
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Fang
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Re: Experimental iOS port (LÖVE 0.9.2)

Post by Fang »

Well, good to know it's being looked at. Thanks for the update, looking forward to a fix!
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Re: Experimental iOS port (LÖVE 0.9.2)

Post by slime »

The crash issue should be fixed with the latest commit to the iOS branch. You'll also have to replace the 'libraries' and 'include' folders in love/platform/ios/ with updated versions from https://dl.dropboxusercontent.com/u/421 ... raries.zip
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