![Default-Portrait-X.png](https://gitlab.eyeskills.org/community/godot/raw/1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-X.png)
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iPhone X support and iOS-related fixes · 1d9a3a9bRuslan Mustakov authored
Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331.
1d9a3a9b
![Default-Portrait-X.png](https://gitlab.eyeskills.org/community/godot/raw/1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e/misc/dist/ios_xcode/godot_ios/Images.xcassets/LaunchImage.launchimage/Default-Portrait-X.png)
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