diff --git a/docs/appendix/Appendix-C:-FNA-on-Apple-Platforms.md b/docs/appendix/Appendix-C:-FNA-on-Apple-Platforms.md
index 67f4c63..48bf185 100644
--- a/docs/appendix/Appendix-C:-FNA-on-Apple-Platforms.md
+++ b/docs/appendix/Appendix-C:-FNA-on-Apple-Platforms.md
@@ -22,7 +22,7 @@ sudo dotnet workload install tvos
### Building fnalibs
-The process of building all the fnalibs is normally very tedious, and everybody _loves_ how good Xcode is, so as an alternative to building each project by hand, we have a pair of [build scripts](https://github.com/TheSpydog/fnalibs-ios-builder) that automatically download and build all of the fnalibs at once. If you would like to see the process in detail, take a look at the script sources - they're human-readable!
+macOS, iOS, and tvOS libraries are now built automatically and can be downloaded from [fnalibs-dailies(https://github.com/FNA-XNA/fnalibs-dailies/actions)]. You may need to be logged into github to download these. Simulator libraries are not currently provided, so you will need to build those yourself if desired.
### Creating/Publishing a macOS Project
@@ -70,8 +70,9 @@ See [this Apple documentation](https://developer.apple.com/documentation/bundler
```
true
- --cxx --gcc_flags "-L$(MSBuildProjectDirectory) -force_load $(MSBuildProjectDirectory)/libSDL2.a -force_load $(MSBuildProjectDirectory)/libFAudio.a -force_load $(MSBuildProjectDirectory)/libFNA3D.a -force_load $(MSBuildProjectDirectory)/libtheorafile.a -force_load $(MSBuildProjectDirectory)/libMoltenVK.a -framework AudioToolbox -framework AVFoundation -framework AVFAudio -framework CoreBluetooth -framework CoreHaptics -framework GameController -framework OpenGLES -framework QuartzCore -framework Metal -framework CoreMotion -framework CoreGraphics -framework IOSurface"
+ --cxx --gcc_flags "-L$(MSBuildProjectDirectory) -force_load $(MSBuildProjectDirectory)/libSDL3.a -force_load $(MSBuildProjectDirectory)/libFAudio.a -force_load $(MSBuildProjectDirectory)/libFNA3D.a -force_load $(MSBuildProjectDirectory)/libtheorafile.a -force_load $(MSBuildProjectDirectory)/libmojoshader.a -framework AudioToolbox -framework CoreBluetooth -framework CoreHaptics -framework CoreMotion -framework OpenGLES -framework Metal"
<_ExportSymbolsExplicitly>false
+ false
```
4. Place all the native libraries in your project directory. They will be linked on build, as specified by the `MtouchExtraArgs` property you just added to the project.
@@ -117,8 +118,9 @@ This will generate a "tvOS Application" template project we can then modify like
```
true
- --cxx --gcc_flags "-L$(MSBuildProjectDirectory) -force_load $(MSBuildProjectDirectory)/libSDL2.a -force_load $(MSBuildProjectDirectory)/libFAudio.a -force_load $(MSBuildProjectDirectory)/libFNA3D.a -force_load $(MSBuildProjectDirectory)/libtheorafile.a -force_load $(MSBuildProjectDirectory)/libMoltenVK.a $(MSBuildProjectDirectory)/libtvStubs.a -framework AVFoundation -framework AudioToolbox -framework CoreGraphics -framework Metal -framework QuartzCore -framework OpenGLES -framework GameController -framework CoreBluetooth -framework MobileCoreServices -framework ImageIO -framework IOSurface -framework CoreHaptics"
+ --cxx --gcc_flags "-L$(MSBuildProjectDirectory) -force_load $(MSBuildProjectDirectory)/libSDL3.a -force_load $(MSBuildProjectDirectory)/libFAudio.a -force_load $(MSBuildProjectDirectory)/libFNA3D.a -force_load $(MSBuildProjectDirectory)/libtheorafile.a -force_load $(MSBuildProjectDirectory)/libmojoshader.a $(MSBuildProjectDirectory)/libtvStubs.a -framework AudioToolbox -framework CoreBluetooth -framework CoreHaptics -framework OpenGLES -framework Metal"
<_ExportSymbolsExplicitly>false
+ false
```
5. Place all the native libraries in your project directory. They will be linked on build, as specified by the `MtouchExtraArgs` property you just added to the project.
@@ -134,22 +136,22 @@ To get your game booting on iOS/tvOS, update your `Main.cs` as follows:
#if __IOS__ || __TVOS__
{
// Enable high DPI "Retina" support. Trust us, you'll want this.
- SDL2.SDL.SDL_SetHint("FNA_GRAPHICS_ENABLE_HIGHDPI", "1");
+ SDL3.SDL.SDL_SetHint("FNA_GRAPHICS_ENABLE_HIGHDPI", "1");
// Keep mouse and touch input separate.
- SDL2.SDL.SDL_SetHint(SDL2.SDL.SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
- SDL2.SDL.SDL_SetHint(SDL2.SDL.SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
+ SDL3.SDL.SDL_SetHint(SDL3.SDL.SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
+ SDL3.SDL.SDL_SetHint(SDL3.SDL.SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
// Don't let the accelerometer take over controller slot 0.
- SDL2.SDL.SDL_SetHint(SDL2.SDL.SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
+ SDL3.SDL.SDL_SetHint(SDL3.SDL.SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
realArgs = args;
- SDL2.SDL.SDL_UIKitRunApp(0, IntPtr.Zero, FakeMain);
+ SDL3.SDL.SDL_RunApp(0, IntPtr.Zero, FakeMain, IntPtr.Zero);
}
static string[] realArgs;
- [ObjCRuntime.MonoPInvokeCallback(typeof(SDL2.SDL.SDL_main_func))]
+ [ObjCRuntime.MonoPInvokeCallback(typeof(SDL3.SDL.SDL_main_func))]
static int FakeMain(int argc, IntPtr argv)
{
RealMain(realArgs);