As bartbes so subtly hinted, I have, in fact, been working on an iOS version of LÖVE in my copious spare time. See if you can find it
It's currently stymied by issues with displaying love.graphics, but most of the modules have been ported, more or less. There's a (hopefully functional) OpenGL/ES version of love.graphics, an Image I/O version of love.image, an SDL-less version of love.timer, and rudimentary love.input. Other libraries have been ported and should work fine. I hope.
I have no spare time these days, but at some point I will probably get display working and better test/develop the libraries.
Oh Hey, Thanks Apple
Re: Oh Hey, Thanks Apple
As other engines do, we should map love.mouse as taking each extra finger as a different mouse button. (Based on order of clicks not on some weird finger type detector.)
Good bye.
- Jasoco
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Re: Oh Hey, Thanks Apple
Buttons are different than cursor location. It wouldn't work right that way. Plus the iPhone can detect like 5 fingers. (If not 10. Just that not many apps utilize them all.)
Just bind love.touch into Cocoa Touch's built-in touch stuff like how love.graphics is bound to OpenGL which Xcode and the iOS use too.
I of course speak out of my ass as I don't know how it really works which is why I use Löve in the first place.
Just bind love.touch into Cocoa Touch's built-in touch stuff like how love.graphics is bound to OpenGL which Xcode and the iOS use too.
I of course speak out of my ass as I don't know how it really works which is why I use Löve in the first place.
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