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5b7b3da7
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2023-02-28T12:56:01
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Sync wiki -> headers.
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f8f562da
|
2022-10-02T22:55:49
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iOS: remove dead pre-iOS 8 codepaths.
SDL hasn't supported those older iOS versions for a little while now.
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a0f143fc
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2022-09-05T13:10:15
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Add build target to Xcode project to create an xcframework for iOS (#6188)
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f789bc7d
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2022-07-26T11:36:01
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Updated minimum OS targets on Apple platforms to match supported platforms using Xcode 13
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cbe97cbf
|
2021-11-30T21:25:40
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Added a step necessary for running on a real device
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056c0994
|
2021-11-30T12:19:26
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Updated iOS build instructions
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73a41f40
|
2021-11-14T14:15:11
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Removed outdated build-scripts/iosbuild.sh
Fixes #1532.
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19c129fa
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2021-11-09T20:32:16
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Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true
in your application's Info.plist in order to get real Bluetooth mouse events.
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f5b87273
|
2021-06-02T08:32:43
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Fixed bug #4397 - update IOS documentation
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950f39e2
|
2018-10-29T19:58:59
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Backed out changeset 2944045e695b, SDL_JOYSTICK_HIDAPI is only used on iOS for Steam Controller support, which is not publicly available.
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b8590f1a
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2018-10-29T15:51:38
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README-ios: added a note about enabling hidapi.
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b43f427f
|
2018-10-29T15:51:38
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README-ios: added a note about enabling hidapi.
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bd5c984a
|
2017-09-26T16:27:24
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Fixed bug 3850 - incorrect numbering in docs/README-ios.md
Michal
the numbering of the bulletpoints in:
docs/README-ios.md
has been mangled with:
changeset 11365 efd3bc8e5a9b
fix:
12 2. Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
13 4. Select your desired target, and hit build.
remove:
28 1. Follow step 1 above.
adapt:
29 2. cd (PATH WHERE THE SDL CODE IS)/build-scripts
30 3. ./iosbuild.sh
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12efabcb
|
2017-09-22T11:13:34
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|
Added instructions for deploying to older iOS devices (thanks Sylvain!)
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30947476
|
2017-08-28T19:30:59
|
|
We don't need the VULKAN_SDK to build SDL with Vulkan support anymore
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|
25e3a1ec
|
2017-08-27T22:15:57
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|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
|
|
fe4c3b29
|
2016-05-10T21:15:11
|
|
iOS: Added brackets to function names in README so that doxygen links them.
|
|
5ba1fd9b
|
2016-01-01T17:41:11
|
|
Fixed typo in README for iOS.
|
|
4aae0290
|
2015-12-31T21:16:43
|
|
Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
|
|
6ea942da
|
2015-07-19T19:44:40
|
|
Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
|
|
0e45984f
|
2015-06-21T17:33:46
|
|
Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
|
|
b72938c8
|
2015-04-20T12:22:44
|
|
Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
b88ca1b4
|
2015-02-10T16:28:56
|
|
the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
|
|
b48e54aa
|
2015-01-26T22:00:29
|
|
Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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|
70438be2
|
2014-12-03T10:55:23
|
|
WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
24c86b55
|
2014-09-11T19:24:42
|
|
[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
|
|
6d9dbf5e
|
2014-08-15T23:39:14
|
|
Fixed markdown formatting in READMEs.
|
|
e0eb6714
|
2014-08-15T23:13:51
|
|
Fixed enumeration in README.
|
|
53cf64b0
|
2014-08-11T23:13:20
|
|
Fixed doxygen warning and markdown formatting.
|
|
e76fecc4
|
2014-07-29T08:04:15
|
|
Moved documentation to docs, recreated a simple README.txt, fixed build
|