Hello,
I've been experimenting with the iphone-performance-gaming-tier Device Capability using TestFlight.
I've decided I don't want the restriction and I've just submitted a new build (new version number) without the value but the build metadata still includes it.
How do i remove it? I don't want to the restriction.
Cheers
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Hi,
When using a High Definition Display, is there a way to render at exactly the target resolution on the physical screen?
My understanding is that the default behavior is to render to a backing store with a resolution (in pixels) which can be twice the size of the logical resolution (in points). Then we let the OS handle the down-scaling to the actual target resolution on the screen. This is all nice for non-graphics intensive apps, but it means that my game will render at a higher resolution than needed, which seems like an obvious loss of performance.
My expectation is that, for graphics intensive application such as games, we should be able to query and render to the final resolution on the display. Can it / should it be done?
Thank you for your help :)
FYI I did find a document which explains how to setup your CAMetalLayer to render at a custom resolution. I suspect that this may be what I have to do?
I tried using the GameController APIs for this, but they didn't seem to work. Is that the recommended API for handling keyboard/mouse? The notifications for mouse and keyboard connect/disconnect don't seem to be defined for visionOS.
The visionOS 2.0 touts keyboard and mouse support. The simulator can even forward keyboard/mouse to the app. But there don't seem to be any sample code of how to programatically receive either of these. The game controller works fine (on device, not on Simulator).
I have a Mac Studio 2023 M2 Max
Running Sonoma 14.6.1
Developing in XCode 16.1
It seems that the NSScreen frame settings may be incorrect. The frame settings received from NSScreen.screens don't seem to match up with the Desktop arrangement settings in the Settings.
Apologies in advance for this long post!
for screen in NSScreen.screens {
let name = screen.localizedName
Globals.logger.debug("Globals initializeScreens - screen \(i) '\(name, privacy: .public)'")
Globals.logger.debug("Globals initializeScreens - '\(screen.debugDescription, privacy: .public)'")
}
This is what I receive in the log:
Globals initializeScreens - '<NSScreen: 0x600000ef4240;
name="PHL 346E2C";
backingScaleFactor=1.000000;
frame={{0, 0}, {3440, 1440}};
visibleFrame={{0, 0}, {3440, 1415}}>'
Globals initializeScreens - screen 2 'Blackmagic (1)'
Globals initializeScreens - '<NSScreen: 0x600000ef42a0;
name="Blackmagic (1)";
backingScaleFactor=1.000000;
frame={{-3840, 0}, {1920, 1080}};
visibleFrame={{-3840, 0}, {1920, 1055}}>'
Globals initializeScreens - screen 3 'Blackmagic (4)'
Globals initializeScreens - '<NSScreen: 0x600000ef4360;
name="Blackmagic (4)";
backingScaleFactor=1.000000;
frame={{-1920, 0}, {1920, 1080}};
visibleFrame={{-1920, 0}, {1920, 1055}}>'
Globals initializeScreens - screen 4 'Blackmagic (2)'
Globals initializeScreens - '<NSScreen: 0x600000ef43c0;
name="Blackmagic (2)";
backingScaleFactor=1.000000;
frame={{5360, 0}, {1920, 1080}};
visibleFrame={{5360, 0}, {1920, 1055}}>'
Globals initializeScreens - screen 5 'Blackmagic (3)'
Globals initializeScreens - '<NSScreen: 0x600000ef4420;
name="Blackmagic (3)";
backingScaleFactor=1.000000;
frame={{3440, 0}, {1920, 1080}};
visibleFrame={{3440, 0}, {1920, 1055}}>'
It looks like the frame settings for Blackmagic (2) and Blackmagic (4) are switched.
The setup has five monitors. Four are using the USB-C Digital AV Multiport Adapters. The output for these are streamed into a rack of A/V equipment using BlackMagic Design mini converters and monitors.
My Swift application allows users to open four movies, one for each of the AV Adapters. The movies can then be played back in sync for later processing by the A/V equipment.
Here are some screen captures that show my display settings.
Blackmagic (1) and Blackmagic (2) are to the left of the main screen.
Blackmagic (3) and Blackmagic(4) are to the right of the main screen.
The desktop is hard to see but is correct.
The wallpaper settings are all correct.
The wallpaper is correctly ordered when displayed on the monitors.
After opening the movies and using the NSScreen frame settings, the displays are incorrectly ordered. Test B and Test D are switched, which is what I would expect given the NSScreen frame values.
Any ideas? I've tried re-arranging the desktops, rebooting, etc. but no luck.
The code that changes the screen location is similar to this post on Stack Overflow
public func setDisplay( screen: NSScreen ) {
Globals.logger.log("MovieWindowController - setDisplay = \(screen.localizedName, privacy: .public)")
Globals.logger.debug("MovieWindowController - setDisplay - '\(screen.debugDescription, privacy: .public)'")
let dx = CGFloat(Constants.midX)
let dy = CGFloat(Constants.midY)
var pos = NSPoint()
pos.x = screen.visibleFrame.midX - dx
pos.y = screen.visibleFrame.midY - dy
Globals.logger.debug("MovieWindowController - setDisplay - x = '\(pos.x, privacy: .public)', y = '\(pos.y, privacy: .public)'")
window?.setFrameOrigin(pos)
}
The log show just what I would expect given the incorrect frame values.
MovieWindowController - setDisplay = Blackmagic (1)
MovieWindowController - setDisplay - '<NSScreen: 0x6000018e8420; name="Blackmagic (1)"; backingScaleFactor=1.000000; frame={{-3840, 0}, {1920, 1080}}; visibleFrame={{-3840, 0}, {1920, 1055}}>'
MovieWindowController - setDisplay - x = '-3840.000000', y = '-12.500000'
MovieWindowController - setDisplay = Blackmagic (2)
MovieWindowController - setDisplay - '<NSScreen: 0x6000018a10e0; name="Blackmagic (2)"; backingScaleFactor=1.000000; frame={{5360, 0}, {1920, 1080}}; visibleFrame={{5360, 0}, {1920, 1055}}>'
MovieWindowController - setDisplay - x = '5360.000000', y = '-12.500000'
MovieWindowController - setDisplay = Blackmagic (3)
MovieWindowController - setDisplay - '<NSScreen: 0x6000018cc8a0; name="Blackmagic (3)"; backingScaleFactor=1.000000; frame={{3440, 0}, {1920, 1080}}; visibleFrame={{3440, 0}, {1920, 1055}}>'
MovieWindowController - setDisplay - x = '3440.000000', y = '-12.500000'
MovieWindowController - setDisplay = Blackmagic (4)
MovieWindowController - setDisplay - '<NSScreen: 0x6000018c9ce0; name="Blackmagic (4)"; backingScaleFactor=1.000000; frame={{-1920, 0}, {1920, 1080}}; visibleFrame={{-1920, 0}, {1920, 1055}}>'
MovieWindowController - setDisplay - x = '-1920.000000', y = '-12.500000'
Am I correct? I think this is driving me crazy!
Thanks in advance!
Edit: The mouse behavior is correct in moving across the displays!
Topic:
Graphics & Games
SubTopic:
General
There is a Android Dynamic Performance Framework,
https://developer.android.com/games/optimize/adpf which allows you to monitor device's thermal state and send performance hints to the OS, describing current workload.
This helps to consume resources effectively, while having target performance. As I can see from tracing and profiling, hints help OS scheduler to switch tasks between cores more effectively - this helps to reach performance stability between multiple runs.
I wonder, is there anything similar for iOS platform?
I am making a SpriteKit game and I am trying to change the cursor image from the default pointer to a png image that I have imported into the project, but it’s not really working. when I run the project I can see the cursor image change for a brief second and then return to the default image. Here is my code:
print(NSCursor.current)
if let image = NSImage(named: customImage) {
print("The image exists")
cursor = NSCursor(image: image, hotSpot: .zero)
cursor.push()
print(cursor)
}
print(NSCursor.current)
The above code is all contained in the didMove(:) function in GameScene. From the print statements I can see that the memory address of the NSCursor.current changes to that of cursor. HOWEVER, in the mouseMoved(:) call back function I print out the mouse location and the current cursor. I can see from these print stamens that the cursor memory address has again changed and no longer matches the custom cursor address… so I am not sure what is going on…
Also, fyi the cursor is a global property within game scene so it should persist. Also, image is not nil. This is verified by the print statements I see
Thanks
Hello!
Brand new to the Apple developer community, so, hello everyone! I'm a game developer, we just launched our first game on PC and I'm looking to port it to ios. Time is something I'm kind of short on, and I hear it takes some jumping through hoops to get the know-how to port something to mobile. Any good sites you'd recommend for finding programmers to port your game? It's fairly simple - just a visual novel. Any and all suggestions welcome!
All the best!
Elijah
Topic:
Graphics & Games
SubTopic:
General
I am trying to convert a JPG image to a JP2 (JPEG 2000) format using the ImageMagick library on iOS. However, although the file extension is changing to .jp2, the format of the image does not seem to be changing. The output image is still being treated as a JPG file, and not as a true JP2 format.
Here is the code
(IBAction)convertButtonClicked:(id)sender {
NSString *jpgPath = [[NSBundle mainBundle] pathForResource:@"Example" ofType:@"jpg"];
NSString *tempFilePath = [NSTemporaryDirectory() stringByAppendingPathComponent:@"Converted.jp2"];
MagickWand *wand = NewMagickWand();
if (MagickReadImage(wand, [jpgPath UTF8String]) == MagickFalse) {
char *description;
ExceptionType severity;
description = MagickGetException(wand, &severity);
NSLog(@"Error reading image: %s", description);
MagickRelinquishMemory(description);
return;
}
if (MagickSetFormat(wand, "JP2") == MagickFalse) {
char *description;
ExceptionType severity;
description = MagickGetException(wand, &severity);
NSLog(@"Error setting image format to JP2: %s", description);
MagickRelinquishMemory(description);
}
if (MagickWriteImage(wand, [tempFilePath UTF8String]) == MagickFalse) {
NSLog(@"Error writing JP2 image");
return;
}
NSLog(@"Image successfully converted.");
}
@end
Topic:
Graphics & Games
SubTopic:
General
I’m trying to create a CGContext that matches my screen using the following code
let context = CGContext(
data: pixelBuffer,
width: pixelWidth, // 3456
height: pixelHeight, // 2234
bitsPerComponent: 10, // PixelEncoding = "--RRRRRRRRRRGGGGGGGGGGBBBBBBBBBB"
bytesPerRow: bytesPerRow, // 13824
space: CGColorSpace(name: CGColorSpace.extendedSRGB)!,
bitmapInfo: CGImageAlphaInfo.none.rawValue
| CGImagePixelFormatInfo.RGBCIF10.rawValue
| CGImageByteOrderInfo.order16Little.rawValue
)
But it fails with an error
CGBitmapContextCreate: unsupported parameter combination:
RGB
10 bits/component, integer
13824 bytes/row
kCGImageAlphaNone
kCGImageByteOrder16Little
kCGImagePixelFormatRGBCIF10
Valid parameters for RGB color space model are:
16 bits per pixel, 5 bits per component, kCGImageAlphaNoneSkipFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaNoneSkipLast
32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedFirst
32 bits per pixel, 8 bits per component, kCGImageAlphaPremultipliedLast
32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little
64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast
64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast
64 bits per pixel, 16 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little
64 bits per pixel, 16 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents|kCGImageByteOrder16Little
128 bits per pixel, 32 bits per component, kCGImageAlphaPremultipliedLast|kCGBitmapFloatComponents
128 bits per pixel, 32 bits per component, kCGImageAlphaNoneSkipLast|kCGBitmapFloatComponents
See Quartz 2D Programming Guide (available online) for more information.
Why is it unsupported if it matches the 6th option? (32 bits per pixel, 10 bits per component, kCGImageAlphaNone|kCGImagePixelFormatRGBCIF10|kCGImageByteOrder16Little)
After many former OS and Xcode updates, my Game Controller Swift code generates a "DIS-CONNECTED" MESSAGE.
Mac Sequoia 15.2
Xcode 16.2
Tried to update PlayStation controller firmware on my Mac.
Still no luck with Xcode and its use of a game controller with tvOS.
Hello, I am making a project in SDL, and with that I am using SDL_Image. I am doing all of this on Xcode.
I've been able to initialize everything just fine, but issues spring up when I try to load an image.
When I give the code a path to look for an image:
Unable to load image! IMG_Error: Couldn't open [Insert image path here]: Operation not permitted
I get that error.
Keep in mind "Unable to load image" is a general error I put in the code should loading said image fail, the specific error which I called with IMG_GetError() is what we really need to know.
I've seen before that this might occur if a program does not have full disk access. Because of this, I've tried giving Xcode full disk access, but this didn't work and I still got the same error.
End goal: to detect 3 lines, and 2 corners accurately. Trying contours but they are a bit off. Is there a way or settings in contours to detect corners and lines more accurately, maybe less an sharper edged/corner contours? Or some other API or methods please?
I would love an email please ;) thank you. 2. also an overlay/scale issue
Hi, I’m learning MAUI and was trying to use VNDocumentCameraViewController provided by Vision Kit to scan documents and it is working fine but I realized that I was not able to customize some of the options provided by default like, disabling the auto scan option. Is there any way to disable the auto scan option or are there any other alternatives with the same founctionalities as VNDocumentCameraViewController that are more customizable?
I have a CoreImage pipeline and one of my steps is to rotate my image about the origin (bottom left corner) and then translate it. I'm not seeing the behaviour I'm expecting, and I think my problem is in how I'm combining these two steps.
As an example, I start with an identity transform
(lldb) po transform333
▿ CGAffineTransform
- a : 1.0
- b : 0.0
- c : 0.0
- d : 1.0
- tx : 0.0
- ty : 0.0
I then rotate 1.57 radians (approx. 90 degrees, CCW)
transform333 = transform333.rotated(by: 1.57)
- a : 0.0007963267107332633
- b : 0.9999996829318346
- c : -0.9999996829318346
- d : 0.0007963267107332633
- tx : 0.0
- ty : 0.0
I understand the current contents of the transform.
But then I translate by 10, 10:
(lldb) po transform333.translatedBy(x: 10, y: 10)
- a : 0.0007963267107332633
- b : 0.9999996829318346
- c : -0.9999996829318346
- d : 0.0007963267107332633
- tx : -9.992033562211013
- ty : 10.007960096425679
I was expecting tx and ty to be 10 and 10.
I have noticed that when I reverse the order of these operations, the transform contents look correct. So I'll most likely just perform the steps in what feels to me like the incorrect order.
Is anyone willing/able to point me to an explanation of why the steps I'm performing are giving me these results?
thanks,
mike
I have used the Mac M1 and M4.
Developing OpenGL projects on machines running macOS 15.2 and 13.6.
Call the OpenGL library functions of Mac.
glTexImage2D
If you use GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA these three textures, you will get an error gl 500.
It makes me unable to draw normally on Mac.
What's the reason for this? Don't they support it?
How to create a beautiful fire animation using Swift?
Which API is better to use?
Our application is trying to read all resolutions of an external monitor. We have observed that, for the external monitor there is a mismatch in resolution list in our application and the resolution list in system settings. We are using the apple API "CGDisplayCopyAllDisplayModes" to read the resolutions.
I am extracting a JPEG2000 (JP2) facial image from an NFC passport chip (ISO/IEC 19794-5) and attempting to create a UIImage from it.
On iOS 16, the following code works fine:
import ImageIO
import UIKit
func getUIImage(from imageData: [UInt8]) -> UIImage? {
let data = Data(imageData)
guard let imageSource = CGImageSourceCreateWithData(data as CFData, nil),
let cgImage = CGImageSourceCreateImageAtIndex(imageSource, 0, nil) else {
print("Failed to decode JP2 image!")
return nil
}
return UIImage(cgImage: cgImage)
}
However, on iOS 18, this fails with errors like:
initialize:1415: *** invalid JPEG2000 file ***
makeImagePlus:3752: *** ERROR: 'JP2 ' - failed to create image [-50]
CGImageSourceCreateImageAtIndex: *** ERROR: failed to create image [-59]
Questions:
Did Apple remove or modify JPEG2000 support in iOS 18?
Is there an official workaround for decoding JPEG2000 on iOS 18?
Should I use Vision/Metal/Core Image instead?
Is there a recommended way to convert JPEG2000 to JPEG/PNG before creating a UIImage?
Are there any Apple-provided APIs that maintain backward compatibility for JPEG2000 decoding?
Additional Info:
The UInt8 array has a valid JPEG2000 header (0x00 0x00 0x00 0x0C 6A 50 ...).
The image works on iOS 16 but fails on iOS 18.
Tested on iPhone running iOS 18.0 beta.
Any insights on how to handle JPEG2000 decoding in iOS 18 would be greatly appreciated! 🚀
Hi, I am trying to detect if all the screen are in fullscreen mode.
The current approach is to get all windows' information from CGWindowListCopyWindowInfo and then compare the frame and coordinate with the frame of NSScreen.screens.
However, there is a problem, the y position of the window seems to be relative to the screen. As it is not absolute position, I cannot compare it with the coordinate of the screen.
Does anyone know if there are other information that I can use? Or is there a way to retrieve the absolute position or screen ID from the GCWIndow object?
i have a game that i upload it in the app store that my game size is 3 gigaByte but when I download it, it show that the really size is about 100 megaByte, i upload the game in google app is given me the real size,
so the problem i think is when it get out the xcode, maybe some one can give me i clue for what is going on.
my game was made by unity2020.
if that helps.