Applications running on iOS are usually full screen. On newer iPads
and when running iOS applications on macOS the application window
size can be changed.
When running the iOS application on macOS using "Designed for iPad"
option, the window can be changed, also to full screen. The function
"safeAreaInsetsDidChange" is then called. Update the screen size
using the view window property instead of checking the UIScreen
window bounds since these never changes.
If forcing the application to run in full screen setting the option
UIRequiresFullScreen to TRUE, it seems to trigger ScummVM to run
in portrait mode instead of landscape mode when running the app in
macOS using "Designed for iPad" on Apple silicon macs.
The UI doesn't require full screen since the application handles
resolution changes nice.
Cherry-pick of: 2eb03dbc04
This was previously removed in commit 5cb87c1eca
We removed it when nearing the (then) upcoming 2.7.1 release, Play Store blocked the apk publishing because of this category's inclusion.
At the time, Play Store's error message was:
The app is published as an apk that supports TV. In other words, it contains <category android:name="android.intent.category.LEANBACK_LAUNCHER"/>
under one of the intent-filter of the main activity . It must be published as an app bundle instead.
Which was due to "Following June 30, 2023, Google Play will no longer support TV app updates in APK. All TV app updates must be published with Android App Bundles (AAB)."
Since 2.8.0 we publish to the Play Store in app bundle format, so it should be ok to restore the category. However, this does not necessarily mean
that the app will work on Android / Google TVs without issues. More testing and user feedback might be required.
This includes a proper fix for the nancy2 softlock, as well as
a correction for which scenes need to be affected when
"fix softlocks" is enabled in nancy5
When building the iOS port of ScummVM using configure instead of
Xcode, the on-screen icons were not copied to the generated bundle.
Assets not being application icons or launch images are compiled to
an Assets.car file by Xcode and put in the root directory of the
application bundle.
Generate a Assets.car containg the on-screen icons by running the
following command in the dists/ios7 directory:
xcrun actool ./Images.xcassets --compile build --platform iphoneos \
--minimum-deployment-target 7.0 --app-icon AppIcon \
--output-partial-info-plist partial.plist \
--launch-image LaunchImage
The Assets.car seems to be a proprietary Apple’s archive that first
appeared in iOS 7.
This commit adds a compiled Assets.car contating the assets to the
ios7 dists, just as in the tvos dist. The Assets.car file is then
copied to the root directory of the app bundle in the ports.mk file
when running "make ios7bundle"
The Android backend have two on-screen controls. One for configuring
the touch mode setting and one for accessing the main menu.
The on-screen controls are presented as two clickable buttons.
The image of the touch mode setting changes depending on which mode
that is configured.
Add the same images as assets to the iOS port. Unfortunately it's
not possible to share the same resource files becuase the assets
in Android are of type Android vector drawable.
iOS can handle vector based images, but only in form as a PDF.
There's a lot to read about this format but luckily there are free
converter tools between the formats.
Add converted versions to the iOS7 port.
Some bluetooth keyboards also need "navigation" supported as configuration change
Tested with a new Lamtech bluetooth (BLE5) keyboard and also this is suggested here as well:
https://stackoverflow.com/a/27238892
Due to the changes in the file format, nancy.dat needed
regeneration in order for the engine to work. The file now
contains data for all games up to and including nancy5.
Win95 scrollbar loading is refactored to use existing `borders` array
in `datafiles.cpp`, Added no-border scrollbar for MacOS, Win95.
This is to support scrollable text cast members in Director, which
will be used by `totaldistortion-win` game.
--start-movie="ATD\HD\bbTWRFL2.DXR@392" totaldistortion-win