Xcode


Log

Author Commit Date CI Message
Sam Lantinga 68e702b6 2020-02-03T00:51:35 Fixed the hidapi Info.plist for submission to the Apple App Store
Sam Lantinga 39a498c9 2020-01-31T13:09:20 Build the hidapi framework and weak link it on Mac OS X
Sam Lantinga 91121ee4 2020-01-31T10:45:04 Weak link the hidapi framework on iOS and tvOS
Sam Lantinga 1190343f 2020-01-30T16:02:56 Build hidapi as a framework on iOS, so it can be linked by the application as well.
Sam Lantinga 4e33c013 2020-01-30T14:53:18 More Xcode project improvements
Sam Lantinga bc685163 2020-01-29T20:09:18 Added a unified Xcode project for macOS, iOS and tvOS
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Ozkan Sezer 9996d1bb 2019-12-20T14:33:37 fix xcode project file permissions
Sam Lantinga 6b767872 2019-12-19T21:45:44 Make sure the Xbox 360 driver doesn't try to talk to the wireless controllers
Sam Lantinga 20daf54f 2019-12-19T15:18:50 Added new HIDAPI driver files to the Xcode projects
Ozkan Sezer b8d325c8 2019-11-21T23:04:20 fix xcode project file permissions
Sam Lantinga 2a7b635b 2019-11-21T11:52:50 Added support for the NVIDIA Controller v01.04 on Android
Ozkan Sezer eb8f14bb 2019-11-20T20:40:50 added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
Ozkan Sezer ffc7d091 2019-10-01T14:00:02 endpointvolume.h checks not needed since changeset 13078:8ab094a9df6b .
Alex Szpakowski f46ac1e9 2019-09-27T20:15:42 macOS: Fix SDL_metal.h not being copied to the framework's Headers folder when SDL.framework is built using Xcode.
Sam Lantinga 84dc44e2 2019-09-27T15:21:27 Fix the RealtimeKit dbus include guards The SDL_USE_LIBDBUS define is set inside SDL_debug.h, therefore the circular dependency made it impossible for this feature to be enabled. Instead, guard SDL_dbus.h based on the autoconf variable HAVE_DBUS_DBUS_H Additionally, fix one of the rtkit comments. CAP_SYS_NICE isn't required to achieve high priority. But there is some scheduler config that rtkit needs the app to setup.
Sam Lantinga 3fe2d836 2019-09-22T10:37:16 Updated SDL development builds to version 2.0.11
Ozkan Sezer 7f5fc74c 2019-08-08T23:35:02 fix permissions
Sam Lantinga cbdee4d6 2019-08-08T13:26:05 [ SDL ] Fix compile error building for Windows/ARM64 on Visual Studio 2017 Win10 SDK 10.0.18362.0 which requires ar,74intr.h/arm64_neon.h header instead of armintr.h/arm_neon.h for intrinsics. @saml
Alex Szpakowski aebaa316 2019-08-05T12:35:32 Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
Ozkan Sezer 42e4219c 2019-08-03T12:50:28 fix permissions
Sam Lantinga 63197c43 2019-08-02T17:19:50 Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex. Add messagebox flags to explicilty request left-to-right button order or right-to-left. If neither is specified it'll be some platform default.
Sam Lantinga a5433610 2019-07-30T10:15:49 Fixed bug 4742 - SDL 2.0.10 DMG has duplicated files (instead of symlinks)
Ozkan Sezer bcb357d4 2019-06-24T23:50:20 fix permissions
Sam Lantinga be6cda9f 2019-06-19T15:54:21 Rolling back GameCube HIDAPI support It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
Sam Lantinga 667c872b 2019-06-18T21:50:57 Fixed building DMG archive on Mac OS X
Sam Lantinga 14e8b93e 2019-06-18T14:24:24 Fixed compiler warning
Sam Lantinga 67c67f3a 2019-06-17T10:13:28 Updated version to 2.0.10
Ozkan Sezer 09142eb7 2019-06-12T13:56:20 fix permissions
Sam Lantinga de82759c 2019-03-19T07:53:33 Added support for building SDL as a dynamic library on iOS
Sam Lantinga cf7c05c2 2019-03-16T19:44:04 Fixed Mac OS X build
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Ozkan Sezer 43d47f6b 2018-11-15T07:20:02 fix permissions
Sam Lantinga 2e348c1f 2018-11-14T13:37:22 Fixed bug 3193 - Dualshock 3's motion sensors overwrite analog stick maxxus The Dualshock 3's motion sensors don't seem to be reported by the call to EVIOCGBIT but they still send EV_ABS events. Because they're not reported by EVIOCGBIT they're not assigned a proper axis ids and the default of 0 is used, which is the valid id for the left analog sticks left/right axis.
Ozkan Sezer f0549cc9 2018-10-23T09:10:02 fix permissions
Sam Lantinga c4918db5 2018-10-22T14:55:42 Add exception handling to Android hidapi.
Sam Lantinga 56806804 2018-10-18T15:41:50 Fixed bug 4324 - Xcode 10 - more cleanup for macOS and iOS projects Dominik Reichardt Xcode warns about "Traditional headermap style is no longer supported; please migrate to using separate headermaps and set 'ALWAYS_SEARCH_USER_PATHS' to NO." Just doing the latter is enough to silence the warning without ill effects on compiling. This affects the macOS Xcode projects as well as the iOS projects. Definitely not a bug but an annoying warning that could go away.
Ozkan Sezer 35422bd8 2018-09-29T09:20:50 fix permissions
Sam Lantinga 74638ea3 2018-09-28T20:39:57 Ensure we wait on the surface resize before returning from setting fullscreen mode.
Sam Lantinga 9aa8a75d 2018-09-28T01:18:54 Fixed building with Xcode 10.0
Sam Lantinga bc6c1997 2018-09-26T10:08:14 Updated version to 2.0.9
Ozkan Sezer bab5b084 2018-09-15T08:11:50 fix permissions
Sam Lantinga e8a0e35e 2018-09-14T18:31:01 Use atomic reference counting for the HID device object
Sam Lantinga e987bedf 2018-09-05T13:04:50 Updated Xcode library version to match libtool output with Ozkan's change
Ozkan Sezer faf8f8b8 2018-08-30T12:50:10 fix permissions
Sam Lantinga 5901fe46 2018-08-23T02:24:31 Added display event files to the Mac OS X project
Sam Lantinga f1bc1c12 2018-08-22T17:44:28 Fixed crash trying to open HIDAPI controller as a haptics device on Windows
Sam Lantinga bdbc06b0 2018-08-21T16:47:44 Fixed bug 4228 - Clean-up Xcode projects C.W. Betts This cleans up the Xcode project by setting the Xcode groups to the corresponding directories. This also removes the Resources folder in OS X's Products group and adds the CoreBluetooth framework to the iOS tests (this is needed due to the addition of hidapi.
Sam Lantinga 3e5dbc69 2018-08-21T13:29:21 Added a dummy sensor driver
Sam Lantinga 7c3040e0 2018-08-21T12:11:34 First pass on the new SDL sensor API
Sam Lantinga d2042e1e 2018-08-09T16:00:17 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
Ozkan Sezer cf7b94f2 2018-06-30T20:03:23 ran 'chmod -x' on two files
Ozkan Sezer 41da7b79 2018-06-12T14:00:15 ran 'chmod -x' on many files
Sam Lantinga c00858bf 2018-02-20T09:04:31 Fixed bug 4088 - Fix Metal link errors with test programs in SDLTest.xcodeproj Eric Wasylishen The following patch adds Metal.framework to the "link binary with libraries" section of each test program, with "status" set to "optional", which fixes link errors on all of the test programs. I'm not sure if this is a correct fix - the fact that this was necessary might indicate the static SDL2.a library has a hard dependency on Metal.framework (?) - but it gets the test programs working in Xcode again. It also adds testyuv_cvt.c to the testoverlay2 target, fixing a link error.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Ryan C. Gordon d027f360 2017-12-30T14:40:39 xcode: Add Metal and QuartCore to everything as a weak_framework.
Sam Lantinga b2859af6 2017-12-07T16:08:09 Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs Also generate iOS versions of the Metal shaders
Sam Lantinga 57ebc727 2017-12-04T20:35:01 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library Andrey Seems latest google angle library successfully built & tested under macOS'es. https://github.com/google/angle We need to use GLES2 to implement true cross-platform code.
Sam Lantinga a6a4e27a 2017-11-12T22:51:12 Updated SDL's YUV support, many thanks to Adrien Descamps New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Sam Lantinga 2c5724ef 2017-11-04T21:58:48 Updated version to 2.0.8 since SDL_image depends on it
Sam Lantinga 0506d4fc 2017-10-12T17:21:57 Build both 32 and 64-bit architectures in the OSX Framework
Sam Lantinga 9c580e14 2017-10-12T13:44:28 Added functions to query and set the SDL memory allocation functions: SDL_GetMemoryFunctions() SDL_SetMemoryFunctions() SDL_GetNumAllocations()
Sam Lantinga 0ce23a54 2017-10-12T08:08:04 Updated version to 2.0.7
Sam Lantinga cc023b6b 2017-09-22T12:26:54 Fixed bug 3837 - Change project settings for Xcode 9? Mark Callow Xcode 9 emits a warning to validate project settings. The changes it proposes are 1. [iOS] Update the iOS deployment target to 8.0 since Xcode does not support anything older. 2. [macOS] Target 'Framework' - Automatically Select Archectures. 3. [iOS & macOS] Turns on a bunch more compile warnings, a *lot* more on iOS. 4. [iOS & macOS] Turn on "Missing Localizability". I want to confirm if it is ok to accept these changes and submit updated project files. Since Alex Szpakowski has just removed iOS 7 guard ifdef's, I'm guessing 1 isn't a problem. 2 is probably ok for anyone building themselves. I wonder if it may cause problems for building distribution binaries. 3 shouldn't be a problem either provided any newly emitted warnings are fixed. 4 I am unfamiliar with. The description says "This will turn on the static analyzer to check for "Missing Localizability", because this project is localized for multiple languages." I suppose this may cause new warnings.
Sam Lantinga d2eda267 2017-09-04T22:51:28 Added SDL_vulkan.h to the Mac OS X framework headers
Sam Lantinga 737ed973 2017-08-29T01:04:48 Removed Metal and QuartzCore frameworks which aren't needed for Vulkan support
Ryan C. Gordon 25e3a1ec 2017-08-27T22:15:57 vulkan: Initial Vulkan support! This work was done by Jacob Lifshay and Mark Callow; I'm just merging it into revision control.
Sam Lantinga 2dc5d32f 2017-08-18T18:16:37 Updated version to 2.0.6
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Ryan C. Gordon 09ed5cc0 2016-12-06T13:33:02 xcode: Make sure SDL_dataqueue sources are included in all targets.
Ryan C. Gordon 6cb2f5bb 2016-12-06T12:30:31 xcode: updated macOS and iOS project files with SDL_dataqueue sources.
Sam Lantinga 47590424 2016-10-12T18:46:17 Build SDL as universal binary
Sam Lantinga e45698d2 2016-09-28T22:24:01 Updated version to 2.0.5 in preparation for release
Ryan C. Gordon 8f8f225b 2016-09-18T18:19:32 Xcode/mac: fix building standalone static and shared libraries.
Sam Lantinga b7818d71 2016-09-16T22:28:12 Recommended settings from Xcode 7.3.0
Alex Szpakowski 4209a1fd 2016-09-15T19:59:57 CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS. Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
Sam Lantinga e5070d20 2016-09-15T08:57:56 Fixed set of libraries needed to build on Mac OS X
Alex Szpakowski 86708c3c 2016-09-13T19:51:10 Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
Ryan C. Gordon 979de761 2016-08-05T01:44:15 audio: Removed internal SDL_audiomem.h and macros. I think this was important for SDL 1.2 because some targets needed special device memory for DMA buffers or locked memory buffers for use in hardware interrupts or something, but since it just defines to SDL_malloc and SDL_free now, I took it out for clarity's sake.
Alex Szpakowski 4a468739 2016-05-21T00:20:52 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Sam Lantinga 44719498 2015-05-23T09:33:20 Sign any subframeworks - not needed for SDL proper, but included for consistency with other projects
Sam Lantinga 93bd476d 2015-04-26T20:46:07 Moved code signature step to after the framework build step is complete, and don't hardcode the codesign identity
Sam Lantinga 931f6e4e 2015-04-26T20:21:06 Turn off code signing by default Code signature can be added after build with the following command line: codesign --force --sign 76BB5ACAC44CA5EFA5F879434D157B81DA842CFB SDL2.framework/Versions/A
Sam Lantinga 43692a00 2015-04-26T15:47:40 Updated project and added code signing for release builds
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.
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!
Edward Rudd d7cc6fab 2014-11-23T15:21:49 add controllermap program to SDLTest xcode project
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
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
Sam Lantinga 7242e814 2014-09-02T06:55:47 Updated version to 2.0.4
Sam Lantinga 059579e4 2014-08-23T10:47:50 Fixed bug 2696 - Mac: fix display mode refresh rate calculation Alex Szpakowski SDL's Cocoa backend uses the CGDisplayMode API to get refresh rate information about a display mode, but CGDisplayModeGetRefreshRate will return 0 on most non-CRT monitors. The only way I know of to get correct refresh rate information in OS X is via the CoreVideo DisplayLink API. I have attached a patch which tries to use the CVDisplayLinkGetNominalOutputVideoRefreshPeriod function if CGDisplayModeGetRefreshRate fails, which fixes display mode refresh rate information on the monitors I tested. The CVDisplayLink API requires linking with the CoreVideo framework, and the patch updates the various build files to do so.
Sam Lantinga 35ec0075 2014-07-08T00:23:36 Strip the binaries before signing them, in release configuration
Sam Lantinga ed30c80c 2014-07-07T23:48:21 Fixed supporting multiple frameworks
Sam Lantinga 9bd48343 2014-07-07T23:40:10 Fixed code signing release frameworks