(iOS) Add internal GameController API headers

This commit is contained in:
twinaphex 2015-02-25 00:25:43 +01:00
parent 6545aa8706
commit b8bb6b3461
12 changed files with 659 additions and 5 deletions

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//
// GCController.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import <GameController/GameController.h>
/**
Use these constants with NSNotificationCenter to listen to connection and disconnection events.
Use GCControllerDidConnectNotification for observing connections of controllers.
Use GCControllerDidDisconnectNotification for observing disconnections of controllers.
Connections and disconnections of controllers will also be reflected in the controllers array
of the GCController class.
The 'object' property of the notification will contain the GCController that was connected or disconnected.
For example:
- (void)controllerDidConnect:(NSNotification *)note {
GCController *controller = note.object;
....
}
@see NSNotificationCenter
@see GCController.controllers
*/
GAMECONTROLLER_EXTERN NSString *const GCControllerDidConnectNotification;
GAMECONTROLLER_EXTERN NSString *const GCControllerDidDisconnectNotification;
/**
This is the player index that a connected controller will have if it has never been assigned a player index on the current system.
Controllers retain the player index they have been assigned between game sessions, so if you wish to unset the player index of a
controller set it back to this value.
*/
enum {
GCControllerPlayerIndexUnset = -1,
};
/**
Controllers are available to an application that links to GameController.framework. There are 2 ways to access controllers
paired to the system, adopt both to ensure the best user experience:
1: Querying for the the current array or controllers using [GCController controllers].
2: Registering for Connection/Disconnection notifications from NSNotificationCenter.
Only controllers that support one of the allowed profiles, such as GCGamepad, will be enumerated. Check for the profile
supported before using a controller in your application. Ignore a controller that doesn't support a profile that suits
your application, as the user will expect their controller to either be fully supported or not supported at all.
*/
GAMECONTROLLER_EXPORT
@interface GCController : NSObject
/**
Set this block to be notified when a user intendeds to suspend or resume the current game state. A controller will have a button
dedicated to suspending and resuming play and invoking context sensitive actions. During event handling the system will
notify the application using this block such that the application can handle the suspension and resumption from the given controller.
Use this to implement your canonical transition to a pause menu for example if that is your application's desired handling
of suspension in play. You may pause and resume base don game state as well so the event is only called each time the
pause/resume button is pressed.
@param controller the controller that is suspending or resuming play.
*/
@property (copy) void (^controllerPausedHandler)(GCController *controller);
/**
A vendor supplied name. May be nil, and is not guaranteed to be unique. This should not be used as a key in a dictionary,
but simply as a way to present some basic information about the controller in testing or to the user.
*/
@property (readonly, copy) NSString *vendorName;
/**
A controller may be form fitting or otherwise closely attached to the device. This closeness to other inputs on the device
may suggest that interaction with the device may use other inputs easily. This is presented to developers to allow them to
make informed descisions about UI and interactions to choose for their game in this situation.
*/
@property (readonly, getter = isAttachedToDevice) BOOL attachedToDevice;
/**
A player index for the controller, defaults to GCControllerPlayerIndexUnset, unless the controller previously had
a player index assigned to it on the current user's system.
This can be set both for the application to keep track of controllers and as a signal to make a controller display a player
index on a set of LEDs or some other mechanism.
A controller is not guranteed to have a visual display of the playerIndex, but the API will keep track of the playerIndex
for a controller while connected and in between being disconnected and connected again. Thus playerIndex persists for a controller
with regards to a system. This makes it useful for persisting player-controller assignments across game sessions.
Negative values less than GCControllerPlayerIndexUnset will just map back to GCControllerPlayerIndexUnset when read back.
*/
@property (nonatomic) NSInteger playerIndex;
/**
Gets the profile for the controller that suits current application.
There are only two supported profiles. Each controller may be able to map its inputs into all profiles or just one kind of
profile. Query for the controller profile that suits your game, the simplest kind will be supported by the broadest variety
of controllers. A controller supporting the Extended Gamepad profile for example supports the Gamepad profile and more.
As such it can always be used just in the Gamepad profile if that suits the game.
A physical controller that supports a profile must support it completely. That means that all buttons and axis inputs must
be valid inputs that a developer can utilize.
If a controller does not support the given profile the returned value will be nil. Use this to filter controllers if the
application requires a specific kind of profile.
*/
@property (retain, readonly) GCGamepad *gamepad;
@property (retain, readonly) GCExtendedGamepad *extendedGamepad;
/**
Get a list of controllers currently attached to the system.
@see GCControllerDidConnectNotification
@see GCControllerDidDisconnectNotification
*/
+ (NSArray *)controllers;
/**
Start discovery of new wireless controllers that are discoverable. This is an asynchronous and the supplied completionHandler
will get called once no more devices can be found. If there are already multiple controllers available for use, there
may be little reason to automatically start discovery of new wireless controllers. In this situation it may be best to
allow the user to start discovery manually via in-game UI.
Once discovery has started new controllers will notify themselves as connected via GCControllerDidConnectNotification.
As the notification arrives the controller is also available in the controllers array.
The completionHandler could be used to update UI and/or game state to indicate that no more controllers will be found
and the current set of controllers is what is available for use in the game.
If a completionHandler was provided, it will be called once when discovery stops. Either from an explicit call to
stopWirelessControllerDiscovery or from timing out or stopping in its natural course of operation. Thus the
completionHandler will at most be called once per call to startWirelessControllerDiscoveryWithCompletionHandler:.
The completionHandler may also not get called at all, if for example startWirelessControllerDiscoveryWithCompletionHandler:
is called multiple times during dicovery. For this case the net effect is that the completionHandler is replaced with each call
and only the last one set before discovery stops will be called.
@param completionHandler an optional handler that is called when discovery stops. (may be nil, in which case you will not be notified when discovery stops)
@see stopWirelessControllerDiscovery
@see controllers
*/
+ (void)startWirelessControllerDiscoveryWithCompletionHandler:(void (^)(void))completionHandler;
/**
If no more controllers are needed, depending on game state or number of controllers supported by a game, the discovery
process can be stopped. Calling stopWirelessControllerDiscovery when no discovery is currently in progress will return
immediately without any effect, thus it is safe to call even if the completionHandler of
startWirelessControllerDiscoveryWithCompletionHandler: has been called.
@see startWirelessControllerDiscoveryWithCompletionHandler:
*/
+ (void)stopWirelessControllerDiscovery;
@end

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//
// GCControllerAxisInput.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import "GameController.h"
GAMECONTROLLER_EXPORT
@interface GCControllerAxisInput : GCControllerElement
/**
Set this block if you want to be notified when the value on this axis changes.
@param axis the element that has been modified.
@param value the value the axis was set to at the time the valueChangedHandler fired.
*/
typedef void (^GCControllerAxisValueChangedHandler)(GCControllerAxisInput *axis, float value);
@property (copy) GCControllerAxisValueChangedHandler valueChangedHandler;
/**
A normalized value for the input, between -1 and 1 for axis inputs. The values are deadzoned and saturated before they are returned
so there is no value ouside the range. Deadzoning does not remove values from the range, the full 0 to 1 magnitude of values
are possible from the input.
As an axis is often used in a digital sense, you can rely on a value of 0 meaning the axis is inside the deadzone.
Any value greater than or less than zero is not in the deadzone.
*/
@property (readonly) float value;
@end

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//
// GCControllerButtonInput.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import "GameController.h"
GAMECONTROLLER_EXPORT
@interface GCControllerButtonInput : GCControllerElement
/**
Set this block if you want to be notified when the value on this button changes.
@param button the element that has been modified.
@param value the value the button was set to at the time the valueChangedHandler fired.
@param pressed the pressed state of the button at the time the valueChangedHandler fired.
*/
typedef void (^GCControllerButtonValueChangedHandler)(GCControllerButtonInput *button, float value, BOOL pressed);
@property (copy) GCControllerButtonValueChangedHandler valueChangedHandler;
/**
A normalized value for the input. Between 0 and 1 for button inputs. Values are saturated and thus never exceed the range of [0, 1].
*/
@property (readonly) float value;
/**
Buttons are mostly used in a digital sense, thus we have a recommended method for checking for pressed state instead of
interpreting the value.
As a general guideline a button is pressed if the value exceeds 25%. However there may be hysterisis applied
to counter noisy input values, thus incidental values around the threshold value may not trigger a change
in pressed state.
*/
@property (readonly, getter = isPressed) BOOL pressed;
@end

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//
// GCControllerDirectionPad.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import "GameController.h"
/**
A direction pad is a common grouping of 2 axis inputs where the input can also be interpreted as 2 sets of mutually exclusive button pairs.
Only one button in each pair, {up, down} and {left, right}, can be pressed at any one time.
*/
GAMECONTROLLER_EXPORT
@interface GCControllerDirectionPad : GCControllerElement
/**
Set this block if you want to be notified when the value on this axis changes.
@param dpad the direction pad collection whose axis have been modified.
@param xValue the value the x axis was set to at the time the valueChangedHandler fired.
@param yValue the value the y axis was set to at the time the valueChangedHandler fired.
*/
typedef void (^GCControllerDirectionPadValueChangedHandler)(GCControllerDirectionPad *dpad, float xValue, float yValue);
@property (copy) GCControllerDirectionPadValueChangedHandler valueChangedHandler;
@property (readonly) GCControllerAxisInput *xAxis;
@property (readonly) GCControllerAxisInput *yAxis;
@property (readonly) GCControllerButtonInput *up;
@property (readonly) GCControllerButtonInput *down;
@property (readonly) GCControllerButtonInput *left;
@property (readonly) GCControllerButtonInput *right;
@end

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//
// GCControllerElement.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import "GameController.h"
/**
Every controller element knows which collection it belongs to and whether its input value is analog or digital.
*/
GAMECONTROLLER_EXPORT
@interface GCControllerElement : NSObject
/**
Each element can be part of a wider collection of inputs that map to a single logical element. A directional pad (dpad)
is a logical collection of two axis inputs and thus each axis belongs to the same collection element - the dpad.
*/
#if !__has_feature(objc_arc)
@property (assign, readonly) GCControllerElement *collection;
#else
@property (weak, readonly) GCControllerElement *collection;
#endif
/**
Check if the element can support more than just digital values, such as decimal ranges between 0 and 1.
*/
@property (readonly, getter = isAnalog) BOOL analog;
@end

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//
// GCExtendedGamepad.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import "GameController.h"
@class GCController;
@class GCExtendedGamepadSnapshot;
/**
Extended Gamepad profile. Has all the physical features of a Standard Gamepad and more.
In comparison to the Standard gamepad, The directional pad on an Extended gamepad is optionally analog
as the two thumbsticks provided are required to be analog.
All controller profiles provide a base level of information about the controller they belong to.
A profile maps the hardware notion of a controller into a logical controller. One that a developer can
design for and depend on, no matter the underlying hardware.
*/
GAMECONTROLLER_EXPORT
@interface GCExtendedGamepad : NSObject
/**
A profile keeps a reference to the controller that this profile is mapping input from.
*/
#if !__has_feature(objc_arc)
@property (readonly, assign) GCController *controller;
#else
@property (readonly, weak) GCController *controller;
#endif
/**
Set this block if you want to be notified when a value on a element changed. If multiple elements have changed this block will be called
for each element that changed. As elements in a collection, such as the axis in a dpad, tend to change at the same time and thus
will only call this once with the collection as the element.
@param gamepad this gamepad that is being used to map the raw input data into logical values on controller elements such as the dpad or the buttons.
@param element the element that has been modified.
*/
typedef void (^GCExtendedGamepadValueChangedHandler)(GCExtendedGamepad *gamepad, GCControllerElement *element);
@property (copy) GCExtendedGamepadValueChangedHandler valueChangedHandler;
/**
Polls the state vector of the controller and saves it to a snapshot. The snapshot is stored in a device independent
format that can be serialized and used at a later date. This is useful for features such as quality assurance,
save game or replay functionality among many.
If your application is heavily multithreaded this may also be useful to guarantee atomicity of input handling as
a snapshot will not change based on user input once it is taken.
*/
- (GCExtendedGamepadSnapshot *)saveSnapshot;
/**
Required to be analog in the Extended profile. All the elements of this directional input are thus analog.
*/
@property (readonly) GCControllerDirectionPad *dpad;
/**
All face buttons are required to be analog in the Extended profile. These must be arranged
in the diamond pattern given below:
Y
/ \
X B
\ /
A
*/
@property (readonly) GCControllerButtonInput *buttonA;
@property (readonly) GCControllerButtonInput *buttonB;
@property (readonly) GCControllerButtonInput *buttonX;
@property (readonly) GCControllerButtonInput *buttonY;
/**
A thumbstick is a 2-axis control that is physically required to be analog. All the elements of this directional input are thus analog.
*/
@property (readonly) GCControllerDirectionPad *leftThumbstick;
/**
A thumbstick is a 2-axis control that is physically required to be analog. All the elements of this directional input are thus analog.
*/
@property (readonly) GCControllerDirectionPad *rightThumbstick;
/**
Shoulder buttons are required to be analog inputs.
*/
@property (readonly) GCControllerButtonInput *leftShoulder;
/**
Shoulder buttons are required to be analog inputs.
*/
@property (readonly) GCControllerButtonInput *rightShoulder;
/**
Triggers are required to be analog inputs. Common uses would be acceleration and decelleration in a driving game for example.
*/
@property (readonly) GCControllerButtonInput *leftTrigger;
@property (readonly) GCControllerButtonInput *rightTrigger;
@end

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//
// GCExtendedGamepadSnapshot.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import "GameController.h"
/**
A GCExtendedGamepadSnapshot snapshot is a concrete GCExtendedGamepad implementation. It can be used directly in an
application to implement controller input replays. It is also returned as the result of polling a controller.
The current snapshotData is readily available to access as NSData. A developer can serialize this to any
destination necessary using the NSData API.
The data contains some version of a GCExtendedGamepadSnapShotData structure.
@see -[GCExtendedGamepad saveSnapshot]
*/
GAMECONTROLLER_EXPORT
@interface GCExtendedGamepadSnapshot : GCExtendedGamepad
@property (copy) NSData *snapshotData;
- (instancetype)initWithSnapshotData:(NSData *)data;
- (instancetype)initWithController:(GCController *)controller snapshotData:(NSData *)data;
@end
#pragma pack(push, 1)
typedef struct {
// Standard information
uint16_t version; //0x0100
uint16_t size; //sizeof(GCExtendedGamepadSnapShotDataV100) or larger
// Extended gamepad data
// Axes in the range [-1.0, 1.0]
float_t dpadX;
float_t dpadY;
// Buttons in the range [0.0, 1.0]
float_t buttonA;
float_t buttonB;
float_t buttonX;
float_t buttonY;
float_t leftShoulder;
float_t rightShoulder;
// Axes in the range [-1.0, 1.0]
float_t leftThumbstickX;
float_t leftThumbstickY;
float_t rightThumbstickX;
float_t rightThumbstickY;
// Buttons in the range [0.0, 1.0]
float_t leftTrigger;
float_t rightTrigger;
} GCExtendedGamepadSnapShotDataV100;
#pragma pack(pop)
/**Fills out a v100 snapshot from any compatible NSData source
@return NO if data is nil, snapshotData is nil or the contents of data does not contain a compatible snapshot. YES for all other cases.
*/
GAMECONTROLLER_EXPORT
BOOL GCExtendedGamepadSnapShotDataV100FromNSData(GCExtendedGamepadSnapShotDataV100 *snapshotData, NSData *data);
/**Creates an NSData object from a v100 snapshot.
If the version and size is not set in the snapshot the data will automatically have version 0x100 and sizeof(GCExtendedGamepadSnapShotDataV100) set as the values implicitly.
@return nil if the snapshot is NULL, otherwise an NSData instance compatible with GCExtendedGamepadSnapshot.snapshotData
*/
GAMECONTROLLER_EXPORT
NSData *NSDataFromGCExtendedGamepadSnapShotDataV100(GCExtendedGamepadSnapShotDataV100 *snapshotData);

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//
// GCGamepad.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import "GameController.h"
@class GCController;
@class GCGamepadSnapshot;
/**
Standard Gamepad profile.
All controller profiles provide a base level of information about the controller they belong to.
A profile maps the hardware notion of a controller into a logical controller. One that a developer can design for
and depend on, no matter the underlying hardware.
*/
GAMECONTROLLER_EXPORT
@interface GCGamepad : NSObject
/**
A profile keeps a reference to the controller that this profile is mapping input from.
*/
#if !__has_feature(objc_arc)
@property (readonly, assign) GCController *controller;
#else
@property (readonly, weak) GCController *controller;
#endif
/**
Set this block if you want to be notified when a value on a element changed. If multiple elements have changed this block will be called
for each element that changed. As elements in a collection, such as the axis in a dpad, tend to change at the same time and thus
will only call this once with the collection as the element.
@param gamepad this gamepad that is being used to map the raw input data into logical values on controller elements such as the dpad or the buttons.
@param element the element that has been modified.
*/
typedef void (^GCGamepadValueChangedHandler)(GCGamepad *gamepad, GCControllerElement *element);
@property (copy) GCGamepadValueChangedHandler valueChangedHandler;
/**
Polls the state vector of the controller and saves it to a snapshot. The snapshot is stored in a device independent
format that can be serialized and used at a later date. This is useful for features such as quality assurance,
save game or replay functionality among many.
If your application is heavily multithreaded this may also be useful to guarantee atomicity of input handling as
a snapshot will not change based on user input once it is taken.
*/
- (GCGamepadSnapshot *)saveSnapshot;
/**
Required to be analog in the Standard profile. All the elements of this directional input are thus analog.
*/
@property (readonly) GCControllerDirectionPad *dpad;
/**
All face buttons are required to be analog in the Standard profile. These must be arranged
in the diamond pattern given below:
Y
/ \
X B
\ /
A
*/
@property (readonly) GCControllerButtonInput *buttonA;
@property (readonly) GCControllerButtonInput *buttonB;
@property (readonly) GCControllerButtonInput *buttonX;
@property (readonly) GCControllerButtonInput *buttonY;
/**
Shoulder buttons are required to be analog inputs.
*/
@property (readonly) GCControllerButtonInput *leftShoulder;
/**
Shoulder buttons are required to be analog inputs.
*/
@property (readonly) GCControllerButtonInput *rightShoulder;
@end

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//
// GCGamepadSnapshot.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import "GameController.h"
/**
A GCGamepadSnapshot snapshot is a concrete GCGamepad implementation. It can be used directly in an
application to implement controller input replays. It is also returned as the result of polling
a controller.
The current snapshotData is readily available to access as NSData. A developer can serialize this to any
destination necessary using the NSData API.
The data contains some version of a GCGamepadSnapShotData structure.
@see -[GCGamepad saveSnapshot]
*/
GAMECONTROLLER_EXPORT
@interface GCGamepadSnapshot : GCGamepad
@property (copy) NSData *snapshotData;
- (instancetype)initWithSnapshotData:(NSData *)data;
- (instancetype)initWithController:(GCController *)controller snapshotData:(NSData *)data;
@end
#pragma pack(push, 1)
typedef struct {
// Standard information
uint16_t version; //0x0100
uint16_t size; //sizeof(GCGamepadSnapShotDataV100) or larger
// Standard gamepad data
// Axes in the range [-1.0, 1.0]
float_t dpadX;
float_t dpadY;
// Buttons in the range [0.0, 1.0]
float_t buttonA;
float_t buttonB;
float_t buttonX;
float_t buttonY;
float_t leftShoulder;
float_t rightShoulder;
} GCGamepadSnapShotDataV100;
#pragma pack(pop)
/**Fills out a v100 snapshot from any compatible NSData source
@return NO if data is nil, snapshotData is nil or the contents of data does not contain a compatible snapshot. YES for all other cases.
*/
GAMECONTROLLER_EXPORT
BOOL GCGamepadSnapShotDataV100FromNSData(GCGamepadSnapShotDataV100 *snapshotData, NSData *data);
/**Creates an NSData object from a v100 snapshot.
If the version and size is not set in the snapshot the data will automatically have version 0x100 and sizeof(GCGamepadSnapShotDataV100) set as the values implicitly.
@return nil if the snapshot is NULL, otherwise an NSData instance compatible with GCGamepadSnapshot.snapshotData
*/
GAMECONTROLLER_EXPORT
NSData *NSDataFromGCGamepadSnapShotDataV100(GCGamepadSnapShotDataV100 *snapshotData);

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//
// GameController.h
// GameController
//
// Copyright (c) 2012 Apple Inc. All rights reserved.
//
#import <Foundation/Foundation.h>
#ifdef __cplusplus
#define GAMECONTROLLER_EXTERN extern "C" __attribute__((visibility ("default")))
#else
#define GAMECONTROLLER_EXTERN extern __attribute__((visibility ("default")))
#endif
#define GAMECONTROLLER_EXPORT NS_CLASS_AVAILABLE(10_9, 7_0)
#import "GCControllerElement.h"
#import "GCControllerAxisInput.h"
#import "GCControllerButtonInput.h"
#import "GCControllerDirectionPad.h"
#import "GCGamepad.h"
#import "GCGamepadSnapshot.h"
#import "GCExtendedGamepad.h"
#import "GCExtendedGamepadSnapshot.h"
#import "GCController.h"

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@ -15,9 +15,7 @@
#include <Availability.h>
#include "RetroArch_Apple.h"
#ifdef __IPHONE_7_0
#import <GameController/GameController.h>
#endif
#import "GameController/GameController.h"
#include "apple_gamecontroller.h"
#include "../../input/drivers/apple_input.h"

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@ -35,7 +35,6 @@
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96AFAE2C16C1D4EA009DE44C /* Foundation.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 96AFAE2B16C1D4EA009DE44C /* Foundation.framework */; };
@ -92,7 +91,6 @@
buildActionMask = 2147483647;
files = (
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963C3C34186E3DED00A6EB1E /* GameController.framework in Frameworks */,
50CCC828185E0E7D001F5BC8 /* CoreLocation.framework in Frameworks */,
501881EE184BB54C006F665D /* CoreMedia.framework in Frameworks */,
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@ -415,6 +413,7 @@
"-DWANT_MINIZ",
"-DSINC_LOWER_QUALITY",
);
"OTHER_LDFLAGS[arch=*]" = "";
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
VALID_ARCHS = "armv7 armv7s";
@ -470,6 +469,7 @@
"-DWANT_MINIZ",
"-DSINC_LOWER_QUALITY",
);
"OTHER_LDFLAGS[arch=*]" = "";
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
VALIDATE_PRODUCT = YES;