It's all t1, so no not really.
There's just those 2 images loaded before the 1st sync() call. So really not much going on yet other than all of the interpreter initiation.
I know nothing is displayed by App.Begin(), but when the iOS app hits didFinishLaunchingWithOptions is when the view is initialized and the launch image is dismissed. I was basically hoping that adding a small delay after App.Begin() I would be able to hold the launch image open a little longer.
So now I have 2 choices as I see it:
Write AppGameKit code in core.m that loads and displays the second splash screen and then repurpose a t1 command to hide it later (messy).
OR
Figure out how to properly add an image (or subview?) to UntitledViewController that I can later dismiss by repurposing an AppGameKit t1 command.
I understand how to add the image to the view with drag/drop editing of the UntitleViewController, but I'd really need to do something more programmatic, like load the properly sized launch image.
I have no idea how to reference the launch image or really how to create a subview with that image that I can later dismiss. I'm getting pretty handy at repurposing AppGameKit commands, but I really don't know much about obj c.
Any ideas on how to do something like that programmatically?
in pseudo it would be something like this:
didFinishLaunchingWithOptions
would contain code to create a subview of UntitleViewController that would display the launch image that corresponds to the correct device (could just check dimensions)
then
I could repurpose one of the t1 commands that I don't use to actually dismiss the image.
I'm confident I can do the repurposing, but I need to know the obj c commands to create and dismiss the subview.