Hi,
I'm having a small App in the AppleTV-Simulator which is supposed to use the Siri-Remotes Swipe-Gesture.
It works perfect on the real device but on the simulator the Swipe-Gesture is not recognized in the App but it works on the Start-Screen of the Simulator using the simulated Siri-Remote app.
Here is the code which sets up the xAxis ans yAxis value change handlers:
#if targetEnvironment(simulator)
// Simulator
let siriRemote = GCController.controllers().filter { controller in
if controller.vendorName == "Gamepad" {
return true
} else {
return false
}
}
let sController = siriRemote.first!
let inputProfile = sController.physicalInputProfile
let dPad = inputProfile.dpads["Direction Pad"]
self.dPad = dPad
self.dPad!.xAxis.valueChangedHandler = self.directionPadXAxisValueChangeHandler
self.dPad!.yAxis.valueChangedHandler = self.directionPadYAxisValueChangeHandler
}
#else
// Device
if let _ = ( notification.object as? GCController)?.microGamepad {
let microProfileController = notification.object as! GCController
self.microGamePad = microProfileController.microGamepad
self.dPad = self.microGamePad!.dpad
self.dPad!.xAxis.valueChangedHandler = self.directionPadXAxisValueChangeHandler
self.dPad!.yAxis.valueChangedHandler = self.directionPadYAxisValueChangeHandler
}
#endif
Any help is greatly appreciated.
Cheers,
Frank
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I have a macos app that creates a sports scoreboard and streams this out in a third party streaming format. I need to use a library for this, which expects a CVPixelBuffer e.g. every 0.04 secs (25 fps).
The scoreboard is a view with some subviews (scores, timers, etc) in an offscreen window. When a timer triggers to create a new frame, my code does:
• create a bitmap-representation for the view
• make a view.cacheDisplay(...)
• create a CIImage from the bitmap-representation
• create a CVPixelBuffer using CVPixelBufferCreate (kCVPixelFormatType_32BGRA format)
• render the CIImage into the CVPixelBuffer using ciContext.render(ciImage, to: pixelBufferOut)
• and finally hand over the CVPixelBuffer to the video library.
Works, the app is in production.
Now I come to the point where I need someone to tell me in which direction I have to think. The next feature requested is to do some animation for the scoreboard graphics , e.g. a simple "fade in" and "fade out". Later I would like to do more complex things, but let's just look at that.
When I add a CABasicAnimation(keyPath: #keyPath(CALayer.opacity)) for fade in / fade out to the scoreboard base view (all views with layer), I can see it smoothly fading after I moved my offscreen to onscreen, so the animation works on screen. But in the video stream there is no animation, no fading, the content is shown with opacity 0.0 at one frame and in the next frame 1.0 (fade in) and the other way round for fade out. I have a not-animated, always visible text field displaying a timecode in the video screen and that shows every timecode in the video, so the frames are in fact generated, but contains no scoreboard view with an opacity other than 0 or 1.
How can I get the rendered frames from an animation? Is it somehow possible with Core Animation? Do I have to dig into Metal?
I searched for hours to find something, but "animation" leads to discussions about animations on screen, while "video" is always about AVFoundation, but there is this library I have to use.
Thanks for any hints,
Nina
I have worked through the LearnMetalCPP project but it seems that even with the port of AppKit.h to C++ framework, nobody included a method to gain keyboard and mouse inputs in C++. I am under the impression AppKit had a way to manage events with NSEvent and NSResponder, as it mentions in the developer documentation for gaming input systems, but this is excluded from the CPP version of Appkit.h. Can't seem to find a way to handle inputs at all and it's making it seem impossible for anyone to successfully make a game on MacOS in C++.
Usually I would be able to handle it with SFML or SDL, but I am wondering since c++ isn't native to macOS if there is any possible way to handle game inputs with C++ at all.
It is Apple's hardware, shouldn't they be the ones to create a C++ game input framework? They seem to have a game input framework for every language except for C++. I would understand that they just don't want to do it because C++ isn't native to macOS, but with the new release of Metal CPP, It makes no sense that they wouldn't include a hardware input event system and especially if they want us to port games to MacOS.
The application that I'm working on uses WebKit. I'm facing a strange behavior in the app with MACOS14.5, in which errors are being reported only for this OS version.
We are experiencing a crash when selecting text in a PDF and moving the cursor over a QR code. This happens when the QR code at the end of the PDF file with no text following it. [Only on iOS 18]
Steps to Reproduce:
Clone the repository:
git clone https://github.com/aliakhtar49/ios18-pdf-crash/tree/main
cd ios18-pdf-crash
Run the application to load the provided PDF
Select some text and move the cursor over the QR code several times
Observe the crash. You can see the gif in the repo
Expected Behavior: The application should not crash
Actual Behavior: The application crashes:
Environment:
iOS version: 18.0
Device: iPhone 15 Pro, iPhone 12 Pro Max
Additional Context:
This issue occurs when the QR code is at the end of the PDF file with no text following it
StackTrace
`thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BREAKPOINT (code=1, subcode=0x19f3e6ec0)
* frame #0: 0x000000019f3e6ec0 CoreGraphics`void PageLayout::ConvertTextRangesToStringRanges<std::__1::span<CFRange, 18446744073709551615ul>, std::__1::back_insert_iterator<std::__1::vector<CFRange, std::__1::allocator<CFRange>>>>(std::__1::span<CFRange, 18446744073709551615ul>&&, std::__1::back_insert_iterator<std::__1::vector<CFRange, std::__1::allocator<CFRange>>>&&) const + 664
frame #1: 0x000000019f424c5c CoreGraphics`CGPDFPageLayoutGetStringRangeIndexNearestPoint + 100
frame #2: 0x000000022b4c096c PDFKit`-[PDFPage characterIndexNearestPoint:] + 128
frame #3: 0x000000022b450950 PDFKit`-[PDFTextInputView _closestPositionToPoint:withinRange:] + 420
frame #4: 0x00000001a0bd02f0 UIKitCore`-[UITextSelectionInteraction _hasTextAlternativesAtLocation:] + 120
frame #5: 0x00000001a03e3834 UIKitCore`-[_UIRemoteKeyboardsEventObserver _hasTextAlternativesForTouch:] + 256
frame #6: 0x000000019fa4e0f8 UIKitCore`-[_UIRemoteKeyboardsEventObserver _endTrackingForTouch:] + 212
frame #7: 0x000000019fa4ca38 UIKitCore`-[_UIRemoteKeyboardsEventObserver _trackTouch:] + 132
frame #8: 0x000000019fa4c94c UIKitCore`-[_UIRemoteKeyboardsEventObserver peekApplicationEvent:] + 220
frame #9: 0x000000019fa4c304 UIKitCore`-[_UIRemoteKeyboards peekApplicationEvent:] + 84
frame #10: 0x000000019fa35dc4 UIKitCore`__dispatchPreprocessedEventFromEventQueue + 4180
frame #11: 0x000000019fa3ef7c UIKitCore`__processEventQueue + 5696
frame #12: 0x000000019f936df4 UIKitCore`updateCycleEntry + 160
frame #13: 0x000000019f934d28 UIKitCore`_UIUpdateSequenceRun + 84
frame #14: 0x000000019f934978 UIKitCore`schedulerStepScheduledMainSection + 172
frame #15: 0x000000019f93580c UIKitCore`runloopSourceCallback + 92
frame #16: 0x000000019d126f9c CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28
frame #17: 0x000000019d126f30 CoreFoundation`__CFRunLoopDoSource0 + 176
frame #18: 0x000000019d124a08 CoreFoundation`__CFRunLoopDoSources0 + 244
frame #19: 0x000000019d123c14 CoreFoundation`__CFRunLoopRun + 856
frame #20: 0x000000019d123424 CoreFoundation`CFRunLoopRunSpecific + 608
frame #21: 0x00000001e93211c4 GraphicsServices`GSEventRunModal + 164
frame #22: 0x000000019fc6a130 UIKitCore`-[UIApplication _run] + 816
frame #23: 0x000000019fd1855c UIKitCore`UIApplicationMain + 340
frame #24: 0x0000000105e77c38 MyApp.debug.dylib`main at HSAppDelegate.swift:19:20
frame #25: 0x00000001c3058a74 dyld`start + 2724`
Hi,
we've been developing an iOS game using OpenGL ES, trying running compatible iOS app on Vision Pro Simulator on M1 Mac, but we met a strange EXC_BAD_ACCESS crash in glDrawElements(), while the app run normally on ios or ipad simulators with the same developing environment. The stack like following:
Our Mac is a Mac Studio(2022) with Apple M1 Max and MacOS 14.1.2.
Xcode: Version 15.3 (15E204a)
Simulator OS: Vision OS 1.1
Translated Report (Full Report Below)
Process: Adobe Photoshop 2024 [4860]
Path: /Applications/Adobe Photoshop (Beta)/Adobe Photoshop (Beta).app/Contents/MacOS/Adobe Photoshop 2024
Identifier: com.adobe.Photoshop
Version: 25.11.0 (25.11.0)
Code Type: ARM-64 (Native)
Parent Process: launchd [1]
User ID: 501
Date/Time: 2024-07-03 20:14:56.0222 +0200
OS Version: macOS 15.0 (24A5279h)
Report Version: 12
Anonymous UUID: BB272497-0BFA-2A39-D111-605692AACBB4
Time Awake Since Boot: 5300 seconds
System Integrity Protection: enabled
Crashed Thread: 50 Dispatch queue: com.apple.coreml.MLE5ProgramLibrary.lazyInitQueue
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6
Terminating Process: Adobe Photoshop 2024 [4860]
Thread 0:: Main Thread 25.11.0 20240626.m.2679 509bf35 Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x1930125ac __psynch_cvwait + 8
1 libsystem_pthread.dylib 0x193050894 _pthread_cond_wait + 1204
2 QuartzCore 0x19bf1cc40 CA::DispatchGroup::~DispatchGroup() + 68
3 QuartzCore 0x19beefec8 CA::Layer::display_if_needed(CA::Transaction*) + 724
4 QuartzCore 0x19c07e2b4 CA::Context::commit_transaction(CA::Transaction*, double, double*) + 528
5 QuartzCore 0x19bed2514 CA::Transaction::commit() + 648
6 AppKit 0x196d82a48 __62+[CATransaction(NSCATransaction) NS_setFlushesWithDisplayLink]_block_invoke + 272
7 AppKit 0x19786cc7c ___NSRunLoopObserverCreateWithHandler_block_invoke + 64
8 CoreFoundation 0x193137a50 CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION + 36
9 CoreFoundation 0x19313793c __CFRunLoopDoObservers + 552
10 CoreFoundation 0x193136f70 __CFRunLoopRun + 804
11 CoreFoundation 0x1931365dc CFRunLoopRunSpecific + 608
12 HIToolbox 0x19ea1e8b8 RunCurrentEventLoopInMode + 292
13 HIToolbox 0x19ea24508 ReceiveNextEventCommon + 220
14 HIToolbox 0x19ea2480c _BlockUntilNextEventMatchingListInModeWithFilter + 76
15 AppKit 0x196c5f6f0 _DPSNextEvent + 660
16 AppKit 0x197563530 -[NSApplication(NSEventRouting) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 688
17 Adobe Photoshop 2024 0x104fa9d74 0x102570000 + 44277108
18 AppKit 0x196c527fc -[NSApplication run] + 480
19 Adobe Photoshop 2024 0x104fab4a4 0x102570000 + 44283044
20 Adobe Photoshop 2024 0x104fad444 0x102570000 + 44291140
21 Adobe Photoshop 2024 0x105006240 0x102570000 + 44655168
22 Adobe Photoshop 2024 0x10786d6e4 0x102570000 + 87021284
23 Adobe Photoshop 2024 0x1025751cc 0x102570000 + 20940
24 dyld 0x192ccf274 start + 2840
We are building our own Cocoapod file. We have to convert a local DOC file to PDF with any server interaction. It will be in offline mode.
Any suggestion will be appreciated.
Hello, I'm new here, I was developing a screen recording extension for an IOS application, I used the RPSBroadcastSampleHandler livekit as a basis, in tests a few months ago it worked, but after the long wait for publishing authorization the extension stopped working, I noticed which is not just mine but screen sharing from Google Meet, Zoom Mettings and others also don't work, I tested it on iPhone 14 pro and iPhone 6s, nothing worked, the option to select the extension appears but when clicking "start sharing" nothing happens and after a few seconds the sharing button returns to "start sharing", the same behavior in all tested apps, does anyone know what happens? Did you change the way you record and no app has updated? Internal error in IOS? Nothing logs in terminal just doesn't work.
I recently found the tinted app icon feature, which I love I think it is such a cool idea. The execution on the other hand is slightly flawed, I tried to set my apps to the light pink color. The feature work well in the editing area but once I clicked done the apps went from a light pink to dark red. I have tried this multiple times with multiple colors and the issues are consistent through all colors except when using the color dropper.
Does anyone know why the following call fails?
CGPDFOperatorTableSetCallback(operatorTable, "ID", &callback);
The PDF specification seems to indicate that ID is an operator?
BTW what is the proper topic/subtopic for questions about Quartz? Wasn't sure what topic on the new forums to post this under.
I have been using the iOS 18 public beta on my iPhone XR for the past 3-4 days, and I frequently play a popular competitive game called “Free Fire.” I’ve noticed an issue while playing the game. Whenever I switch the game to the background for any reason, such as using another app or attending an incoming call, the game’s sound does not come back when I switch back to it. No matter what I do—whether switching the phone to silent mode and then back to normal or adjusting the volume—the sound won’t return. I have to restart the game, which is frustrating since I play this game a lot. I understand that this is a beta version, and some problems are expected, but I wanted to mention this issue here in case it can be resolved.
and i also tried some stuff like reinstalling the game or restrting the device or checking for new updates and all the small stuff that would fix this but nahhhh none of them worked 😅
Hi, I was wondering if we could ever get the Game Porting Toolkit to ever translate Vulkan and Vulkan RT extensions? The reason I ask is because I would like to try something involving RTX Remix which requires Vulkan specific extensions
I have a game for iOS where I use CADisplayLink to animate a simulation, and for some reason the animation is not getting the full 120hz on capable devices (like iPhone 15 Pro). When I enable a 120hz refresh target, the animation is capped at only 90hz. This looks terrible because the animation works best when doubled (30, 60, 120, 240, etc).
The really bizarre thing is that when I turn on Screen Recording, my frame rate instantly jumps to 120, and everything looks perfectly smooth. My game has never looked better on iPhone! When recording is stopped, the animation drops back down to 90 fps. What in the world is going on?
[displayLink setPreferredFrameRateRange:CAFrameRateRangeMake(100,240,120)]; //Min. Max, Preferred [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
(Also, CADisableMinimumFrameDurationOnPhone is set to True in info.plist)
I have a legacy app that draws using OpenGL, in particular is draws lines using glLineStipple. This is on a Macbook Pro M3, but it also happens on and x86 based Mac.
This causes the following messages to be output to the terminal the app was run from:
FALLBACK (log once): Fallback to SW vertex for line stipple
FALLBACK (log once): Fallback to SW vertex processing, m_disable_code: 2000
FALLBACK (log once): Fallback to SW vertex processing in drawCore, m_disable_code: 2000
Is there a way of suppressing these messages?
The following generates a prior definition warning from #include <__config>. But that has an ifndef in it. I'm in C++17 on Xcode latest (14.5). Is this documented anywhere?
-D_LIBCPP_ENABLE_ASSERTIONS=1
I have tested my application in iOS 15, 16, 17 Version in that vision kit reading value in Horizontal direction once I got updated my device to iOS 18.0 beta value was reading as in vertical direction
The build was generated in Xcode 13.4.1.
Team please help to understand why this and need to change anything in code level
Hello, I'm writing to report an issue (or a documentation error).
I am using the Entity/Component Architecture incorporated in the GamePlayKit framework. Additionally, I want to take advantage of the user interface provided by the Scene Editor. This is essential for me if I want to involve more people in the project.
The issue occurs when linking the user interface data with the GKScene of the aforementioned framework.
The first issue arises when adding a component through the interface as shown in the image
Then at that moment:
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! GameScene? {
Scene.rootNode is nil, and the scene is not presented.
However, I can work around this issue by initializing the scene separately:
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene loaded separately
if let sceneNode = SKScene(fileNamed: "GameScene") as! GameScene? {
But from here, two issues arise:
The node contains a component, and the scene has been loaded separately
When trying to access a specific entity through its SKSpriteNode:
self.node?.entity // Is nil
It becomes very difficult to access a specific entity. When adding a component, an entity is automatically created. This is demonstrated here:
The node contains a component, and the scene has been loaded separately.
I only have one way to access this entity, and since there is only one, it's easy:
sceneNode.entities[0]
But even so, it's not very useful because when I try to access its components, it turns out they don't exist.
I just wanted to mention this because it would be very helpful for me if this issue could be resolved.
Thank you very much in advance.
I have a 3х3 Matrix which I need to apply to UIImage and save it in Documents folder. I successfully converted the 3x3 Matrix (represented as [[Double]]) to CATrasform3D and then I have broken my head with trying to figure out how to apply it to UIImage.
The only property where I can I apply it is UIView(or UIImageView in case with working with UIImage) transform property. But it has nothing to do with UIImage itself. I can't save the UIImage from transformed the UIImageView with all the transformations.
And all the CoreGraphic methods (like concatenate for CGContext) only work with affine transformations which not suits for me.
Please give me a hint what direction I should look.
Does Apple has native methods or I have to use 3rd party frameworks for this functionality?
我用的iPhone14ProMax iOS 18.0 beta5
AirPods是最新os
我玩暗区突围时队友说耳机有电流声/滋滋声 噪音很大 有的时候没有有的时候突然就有了
我使用手机麦克风就没有此问题
AirPods不在召唤范围但在保