src/video/uikit/SDL_uikitview.m


Log

Author Commit Date CI Message
Sam Lantinga 7b100001 2022-11-30T15:51:17 Reverted code formatting for Apple platforms We didn't get the merge right, and rather than tease out exactly what happened, I'm just reverting for now.
Sam Lantinga b8d85c69 2022-11-30T12:51:59 Update for SDL3 coding style (#6717) I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594 (cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
Sam Lantinga 70656b13 2022-11-15T10:18:41 Don't recreate the window when creating a Metal renderer on an OpenGL window. It turns out that we can safely create a Metal view on an existing window, and that avoids issues with the window being recreated with the wrong orientation in iOS 16. Fixes https://github.com/libsdl-org/SDL/issues/6289
Sam Lantinga a40b7cde 2022-11-14T13:03:52 Workaround for views being in portrait instead of landscape mode on iOS 16 Fixes https://github.com/libsdl-org/SDL/issues/6289
Sam Lantinga 413500ab 2022-10-22T09:37:34 Replaced mouseWheelGesture with GCMouse support on iOS (thanks @russelltg!) Fixes https://github.com/libsdl-org/SDL/issues/6411
Deve 2ebaafa6 2022-10-18T21:02:49 Use translationInView for mouse wheel event
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Sam Lantinga 11ae43ca 2021-11-11T07:49:38 Only lock the pointer for mouse relative mode, there isn't really a concept of grab and confinement on iOS Locking the pointer prevents the on-screen cursor from moving, which isn't what we want with a grab behavior. Fixes https://github.com/libsdl-org/SDL/issues/4941
Sam Lantinga 27ce9144 2021-11-09T20:51:42 Send absolute mouse motion when in normal mouse mode and relative mouse motion when in relative mode on iOS This keeps the SDL cursor in sync with the visible cursor when in normal mouse mode.
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Ryan C. Gordon de6d0ac5 2020-11-08T18:11:42 uikit: Patched to compile on older iOS SDKs.
Sam Lantinga a3a0ef75 2020-10-15T10:13:44 Added support for low latency mouse and keyboard handling in iOS 14 The mouse support in iOS 14.0 has a bug with accumulating duplicate mouse deltas that won't be fixed until iOS 14.1, so we don't enable it until then.
Sam Lantinga 3ac24bfc 2020-06-08T17:01:50 Fixed mouse drag with an external mouse on iOS
Sam Lantinga 57149c24 2020-05-27T10:27:20 Fixed building with --disable-joystick on iOS
Sam Lantinga b0b12e46 2020-04-27T13:31:10 Fixed running on older versions of iOS
Sam Lantinga 14661d3f 2020-04-14T17:31:31 Added support for mousewheel on iOS
Sam Lantinga 3e4856c9 2020-04-13T23:07:54 Fixed mouse button mapping on iOS
Sam Lantinga e1215e85 2020-04-13T22:50:46 Fixed mouse button mapping on iOS
Sam Lantinga dbf7f84f 2020-04-13T22:29:10 Implemented left/right mouse click detection on iOS
Sam Lantinga 171ba00a 2020-04-13T19:44:26 Hide the mouse cursor appropriately on iOS
Sam Lantinga 6f3fa02e 2020-04-13T18:25:38 Make sure we're using the bounds of the view for our mouse region
Sam Lantinga cab1ee9c 2020-04-13T15:57:04 Don't build iOS mouse support on Apple TV
Sam Lantinga e5d36299 2020-04-13T15:46:12 Added support for new mouse APIs in iOS 13.4
Sam Lantinga d4f1b520 2020-04-08T19:16:31 Added support for press/release hardware keyboard events in iOS 13.4
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Alex Szpakowski d5ec735a 2019-08-01T18:22:12 Add a windowID field to SDL_TouchFingerEvent (bug #4331). This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
Alex Szpakowski f4625f52 2019-06-16T13:52:27 iOS: remove some code which could affect the state of UIViews that aren't owned by SDL. It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
Sylvain Becker 9d28156f 2019-04-02T17:18:47 Bug 4576: remove touch/mouse duplication for IOS
Sam Lantinga 82758efc 2019-03-12T14:45:04 [iOS DAC] Fix touch events getting from SDL2 to source2.
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Alex Szpakowski 5029d50e 2018-11-10T16:15:48 Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id). Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates). Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
Sam Lantinga 5febdfce 2018-09-24T11:49:25 Fixed whitespace
Sam Lantinga 73c26c20 2018-02-06T16:43:31 Send Apple TV remote input as key events unless it's opened as a joystick, to match Android behavior.
Sam Lantinga f59b9c8b 2018-02-06T15:03:38 Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys.
Sam Lantinga 9338a619 2018-01-17T17:24:15 Added a hint SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS to prevent turning Apple TV remote swipes into arrow key events
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Alex Szpakowski eda74fda 2016-12-18T13:05:14 tvOS: Expose remote swipe gestures as arrow key presses (thanks oviano!)
Alex Szpakowski 450fa8cd 2016-09-24T18:46:34 Use OS-provided click counts on macOS and iOS for mouse press and release events.
Alex Szpakowski f0505766 2016-09-13T22:18:06 Initial Apple TV / tvOS support. The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used. A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Alex Szpakowski 82c8825c 2015-09-09T19:08:52 iOS: Added support for force-touch on capable devices.
Philipp Wiesemann 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().
Alex Szpakowski a86df3b7 2015-06-09T21:08:24 iOS: Fixed some cases where SDL_DestroyWindow or SDL_GL_DeleteContext can cause crashes.
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd 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
Philipp Wiesemann 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.
Alex Szpakowski 01bfc215 2015-01-15T01:06:14 Several improvements to the iOS backend: - Added new custom launch screen code. It uses the launch screen nib when available on iOS 8+, the launch images dictionary if the launch screen nib isn't available, and the old standard image names if the launch image dictionary isn't in the plist. The launch screen is now hidden during the first call to SDL_PumpEvents rather than SDL_CreateWindow so apps can have the launch screen still visible if they do time-consuming loading after creating their window. It also fades out in roughly the same way as the system launch screen behavior. It can be disabled by setting the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h to 0. - A blank UIView is now created and displayed when the window is first created. The old behavior was to defer creating any view until SDL_GL_CreateContext, which prevented rotation, touch events, and other windowing-related things from working until then. This also makes it easier to use SDL_GetWindowWMInfo after creating a window. - Moved the keyboard and animation callback code from SDL's UIView subclasses to its UIViewController subclass, which lets them work properly in all cases when a SDL window is valid, even before SDL_GL_CreateContext is called and after SDL_GL_DeleteContext is called. - SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext are more robust. - Fixed some edge cases where SDL windows weren't rotating properly or their reported sizes were out of sync with their actual sizes. - Removed all calls to [UIApplication setStatusBarOrientation:]. It doesn't seem to work as expected in all cases in recent iOS versions. - Some code style cleanup.
David Ludwig 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!
Alex Szpakowski bc4b6f06 2014-11-27T20:25:54 Minor Objective-C code tweaks.
Alex Szpakowski 9b8a1768 2014-11-23T23:23:47 Cleaned up the iOS text input code, fixed the orientation of the view offset when the onscreen keyboard is shown in iOS 8+, and changed UIKit_SetTextInputRect to update the view offset if the keyboard is currently visible.
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Alex Szpakowski 38c6e9d1 2014-11-21T03:29:57 Added debug labels for the OpenGL ES objects created with SDL_GL_CreateContext on iOS. More misc. code cleanup.
Alex Szpakowski feb2ab1e 2014-11-20T18:45:04 Minor objective-c code style improvements
Alex Szpakowski d89620a8 2014-10-24T04:06:45 Removed the codepath that gets compiled if IPHONE_TOUCH_EFFICIENT_DANGEROUS is not defined. The "dangerous" codepath relies on the fact that UITouch objects are persistent for the entire touch sequence, which is always guaranteed by Apple.
Pierre-Loup A. Griffais 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
Alex Szpakowski f5543f93 2014-08-06T03:24:16 Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
Alex Szpakowski caad673f 2014-07-29T00:36:12 Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
Alex Szpakowski 31257842 2014-07-29T00:05:48 Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
Alex Szpakowski 05afbfdf 2014-07-23T22:35:14 Integrated Phil Hassey's patch to fix SDL_IsScreenKeyboardShown on iOS (https://bugzilla.libsdl.org/show_bug.cgi?id=2660)
Alex Szpakowski ef0490a7 2014-07-23T03:05:31 More cleanup of the iOS Objective-C code.
Alex Szpakowski 967549c9 2014-07-23T01:28:24 Updated the iOS Objective-C code to use NSDictionary/NSArray/NSNumber literals and subscripting, for improved code clarity. This requires at least Xcode 4.5 and the iOS 6 SDK to build, but it doesn't change the minimum supported runtime version (iOS 5.1). Less than 2% of iOS users are running iOS 5, so I hope developers aren't trying to build SDL using an SDK which doesn't support iOS 6/7...
Alex Szpakowski 3672409c 2014-07-14T22:35:48 Changed the way retina resolutions are handled in iOS. Previously, SDL would always expose display modes and window dimensions in terms of pixels, and would add an extra 'fake' display mode on retina screens which would contain the non-retina resolution. Calling SDL_CreateWindow with the dimensions of that fake display mode would not work. Now, SDL only exposes display modes and window dimensions in terms of points rather than pixels. If the SDL_WINDOW_ALLOW_HIGHDPI flag is passed into SDL_CreateWindow, then any OpenGL contexts created from that window will be sized in pixels rather than points (retrievable with SDL_GL_GetDrawableSize.) Window dimensions and mouse coordinates are still in terms of points rather than pixels even with that flag. This matches the behavior of SDL in OS X more closely, and lets users choose whether to make use of retina displays and lets them handle it properly.
Alex Szpakowski 734b5233 2014-07-14T16:50:25 Misc. iOS code improvements. - Use @autoreleasepool instead of NSAutoReleasePool. - Code style fixups.
Sam Lantinga 7187b74c 2014-07-07T11:00:25 Fixed compiler warnings on iOS
Sam Lantinga d7924c73 2014-06-21T12:43:57 Fixed bug 2563 - Remove obsolete code for supporting iOS < 5 Alex Szpakowski Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.
David Ludwig 3dcb451f 2014-04-09T21:29:19 Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 7e1289af 2013-11-24T23:56:17 Make internal SDL sources include SDL_internal.h instead of SDL_config.h The new header will include SDL_config.h, but allows for other global stuff.
Sam Lantinga 75a23d99 2013-11-11T20:51:19 Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS philhassey Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect. Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput. Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region. Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.) This patch implements SDL_SetTextInputRect for uikit/iOS. It sets up notification handlers to respond to changes in the display of the keyboard. These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
Ryan C. Gordon ce45fa28 2013-10-02T22:18:04 SDLK_DELETE should probably be SDLK_BACKSPACE on iOS. The key on the software keyboard works like backspace, at least. Not sure what happens with a bluetooth keyboard here.
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.