One step closer:
osx-build: Building and running for Mac desktop works fine
ios-build: Building for physical iPad 2018 9'7 device now works fine until the linking step. Seems related to Kore::System::showsKeyboard() from what I can tell from the log output below.
/clang:-1: linker command failed with exit code 1 (use -v to see invocation)
Undefined symbols for architecture arm64: "_kinc_keyboard_active", referenced from: Kore::System::showsKeyboard() in System-997655bb3c51406d12fe3f3812c44f301d4f75e58cf1c440342676fd3f9ccf2f.o ld: symbol(s) not found for architecture arm64
Ld /Users/Hanna/Library/Developer/Xcode/DerivedData/New-Project-elwvojzbzeatqbaoiwxkgvczxpee/Build/Products/Debug-iphoneos/New\ Project.app/New\ Project normal arm64 (in target: New Project) cd /Users/Hanna/Desktop/Jonas/testKhaIos2/Build/ios-build export IPHONEOS_DEPLOYMENT_TARGET=8.0 /Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch arm64 -isysroot /Applications/Xcode-beta.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS12.1.sdk -L/Users/Hanna/Library/Developer/Xcode/DerivedData/New-Project-elwvojzbzeatqbaoiwxkgvczxpee/Build/Products/Debug-iphoneos -F/Users/Hanna/Library/Developer/Xcode/DerivedData/New-Project-elwvojzbzeatqbaoiwxkgvczxpee/Build/Products/Debug-iphoneos -filelist /Users/Hanna/Library/Developer/Xcode/DerivedData/New-Project-elwvojzbzeatqbaoiwxkgvczxpee/Build/Intermediates.noindex/New-Project.build/Debug-iphoneos/New\ Project.build/Objects-normal/arm64/New\ Project.LinkFileList -Xlinker -rpath -Xlinker @executable_path/Frameworks -miphoneos-version-min=8.0 -dead_strip -Xlinker -object_path_lto -Xlinker /Users/Hanna/Library/Developer/Xcode/DerivedData/New-Project-elwvojzbzeatqbaoiwxkgvczxpee/Build/Intermediates.noindex/New-Project.build/Debug-iphoneos/New\ Project.build/Objects-normal/arm64/New\ Project_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -fembed-bitcode-marker -fobjc-arc -fobjc-link-runtime -framework Metal -framework UIKit -framework Foundation -framework CoreGraphics -framework QuartzCore -framework CoreAudio -framework AudioToolbox -framework CoreMotion -framework AVFoundation -framework CoreFoundation -framework CoreVideo -framework CoreMedia -Xlinker -dependency_info -Xlinker /Users/Hanna/Library/Developer/Xcode/DerivedData/New-Project-elwvojzbzeatqbaoiwxkgvczxpee/Build/Intermediates.noindex/New-Project.build/Debug-iphoneos/New\ Project.build/Objects-normal/arm64/New\ Project_dependency_info.dat -o /Users/Hanna/Library/Developer/Xcode/DerivedData/New-Project-elwvojzbzeatqbaoiwxkgvczxpee/Build/Products/Debug-iphoneos/New\ Project.app/New\ Project
My very-first-ever XCode test for kha/iOS doesn't build (see below).
(Maybe not actually a kha problem, rather a XCode-target-related one?)
High Sierra 10.13.6
XCode 10.1 beta 3
Lexical or Preprocessor Issue Group /Users/Hanna/Desktop/Jonas/Kha/Kha/Kinc/Backends/System/iOS/Sources/Kore/GLView.h:5:9: 'QuartzCore/CAMetalLayer.h' file not found /Users/Hanna/Desktop/Jonas/Kha/Kha/Kinc/Backends/System/iOS/Sources/Kore/KoreAppDelegate.mm:3:9: In file included from /Users/Hanna/Desktop/Jonas/Kha/Kha/Kinc/Backends/System/iOS/Sources/Kore/KoreAppDelegate.mm:3:
Wow, will have a closer look at the StreamsChannel..!
Is it possible to manually "feed" the stream channels with data loaded in chunks ("progressive download"-ish instead of actual streaming)?
(I'm working with simultaneous multi-channel playback, and want to make sure that the data loading is spread evenly among the channels.)
I can't use Kha's clever audio Asset handling because, in my case, the files are loaded from the server at runtime (music player-ish).
When experimenting, I notice that kha.Sound.uncompress() works for decmpressing Ogg files, but that it is in reality unusable: more than 1 second calculations for 1 second of music when running on my two year old Nokia 5 (about 25 times slower than when running the same example in Html5 desktop browser).
So, is there a way to hook into the native audio decoders to ease this burden? Preferrably the same format (mp3?) on both iOS and Android. (As far as I know, iOS doesn't have a built in decoder.)
Or are there other ways (embedding lime or something)..?