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The simulator build keeps the picture and pointer aligned when the device is split, and the on-screen controls can be remapped, faded, or rearranged while the simulation is held.
Installing an IPA on a personal iPhone or iPad requires Developer Mode and an Apple Developer Account.
The iOS template never declared UIDeviceFamily, so iPadOS treated the app as iPhone-only and ran it in a fixed, centred compatibility window of about 590 x 820 points. Xcode normally writes UIDeviceFamily from TARGETED_DEVICE_FAMILY; the CMake build does not. Declare iPhone and iPad device families and set UIRequiresFullScreen. The scene then fills the iPad display, and the SDL window, Metal drawable and presentation rect all follow the full-size window. Caveats: - UIRequiresFullScreen is deprecated by Apple. A future iPadOS may stop honouring it. The iPad build no longer takes part in iPad multitasking. - The packaging check no longer forbids UIRequiresFullScreen. It requires UIDeviceFamily to list iPhone and iPad, and UIRequiresFullScreen to be true. Other changes: - ios_screen.m keeps the root view on the window bounds when the scene fills the display. Duo already fills the display, so it is unaffected. - Two local SDL patches. sdl-ios27-scene-geometry takes orientation from the screen bounds on iOS 27, where statusBarOrientation is a no-op. sdl-simulator-metal-family selects the simulator GPU family. Both apply after the duo display-scale patch. The SDL stamps change, so existing checkouts rebuild SDL once. - The earlier approach, a minimum and maximum scene size pin with a private resize selector, is dropped. It blocked manual resizing and cropped the frame. Tested on a physical iPad. The iPhone Duo was not retested with this commit.
Aeron keeps text input active so desktop fields receive characters. On iPhone that presents the software keyboard at launch, and the roster name box shares field id 0 with the idle state.
The layout holds 32 slots. ESC stays the menu button, and removal is in the command window.
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These changes add full iPad and iOS support, including full iPhone Duo support with multiple poses.
Touch controls are automatically enabled if no gamepad is detected, and can be manually enabled or disabled in the options menu. Additionally, touch controls are completely customizable.
Still requires users to import the
BalanceOfPowerfolder somewhere in their device to work.