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support for iOS #37
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I updated the color picker on 1/5 to use GL_TRIANGLES instead of quads so all components with the exception of the TimeGraph should work on iOS. I do still need to add better support for touch events but that may not happen for awhile. |
it's ofxDatGui a good choice to iOS in terms of performance? and what about RPi? |
iOS support would be great. I have just tested and managed to compile. I noticed there is problem with scaling - on my iphone xs everything is very small. I'm thinking about tinkering with adding support for iOS. Any tips/pitfalls regarding gui scaling and touch events currently implemented? |
Hi pzoltowski - I am trying to get ofxDatGui working on Android at the moment, and was hoping it would work on iOS too. I am currently trying to resolve the problem listed above but on Android. i.e. ofxDatGUI references OpenGL libraries, but only links to their headers in a #ifdef TARGET_WIN32 code section, so it doesn't build when the target is Android. I'm not sure what the correct approach is to change or amputate what doesn't work on Android. How did you get around it on iOS? (it looks like we may just need to amputate ofxDatGuiTimeGraph, though I am not sure the best/easiest way to do that. As for scaling, I think that is probably just the nature of OpenFrameworks. OF graphics and fonts work in terms of pixels, and mobile devices like an iPhone or Android phone tend to have very high resolution in a small physical amount of screen. So anything that sets a fixed size in pixels, as ofxGUI does, and as fonts do, needs to be made to use larger sizes and fonts. So for using ofxDatGui, we need to get the screen size and then figure out what to set as the sizes we want for that size, in our custom ofxDatGuiPFWTheme, using font.size, and layout.height, etc. |
Is there any plan to support for iOS in the future?
From a quick try I ran into bunch of errors, mostly regard to problem with openGL
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