[love-android-sdl2 port] Sienna

A project to port LÖVE to Android handhelds
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slime
Solid Snayke
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Re: [love-android-sdl2 port] Sienna

Post by slime »

SneakySnake wrote:Does love.system.getOS() return 'iOS' on iOS?
Yeah. I wonder if a more general function to tell whether a mobile device is being used would be useful as well.
SneakySnake wrote:Isn't it good that the status bar is visible? It is visible for most games/apps I use on Android at least.
We might not be talking about the same status bar though. I am talking about the one that contains the virtual navigation buttons, the notification area, clock, etc, which is good to have visible at all times. It's probably different on iOS though.
I guess it could be made optional.
The status bar on iOS is the stuff at the top of this screenshot - most games hide it (and there are no system-wide virtual navigation buttons on iOS, only hardware buttons and system-wide multitouch gestures.)
SneakySnake wrote:On Android, the standard "back" button works. love-android-sdl2 seems to map it to the escape key.
There's no system-wide virtual or hardware back button on iOS.
SneakySnake wrote:I don't want to change the assets of the game
Fair enough, but it's an easy way to save some CPU usage.
SneakySnake wrote:especially not to a proprietary format like mp3.
mp3 isn't proprietary, but it is patent-encumbered (if you care about the patent trolls who own that stuff.) AAC doesn't have those issues.
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