src/video/cocoa/SDL_cocoavideo.m


Log

Author Commit Date CI Message
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 1b689c33 2016-12-01T11:52:47 Fixed bug 3503 - osx builds don't run on 10.6 as of rev. 10651 Ozkan Sezer With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 , SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8) because the symbol _IOPMAssertionCreateWithDescription is missing. The SDK listing it for 10.7+ does seem correct. Reverting r10651 and rebuilding makes it to function again.
Ryan C. Gordon d1c35feb 2016-11-25T00:13:13 macOS: removed deprecated UpdateSystemActivity() call. The non-deprecated approach (IOPMAssertion) already exists in SDL, and is available in Mac OS X 10.6 and later (although it was incorrectly listed as 10.7 and later in SDL). Since SDL now requires 10.6 or later, this is no longer conditionally used.
Sam Lantinga 36e40d30 2016-10-11T23:19:05 Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data Daniel Gibson Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR. SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Ryan C. Gordon 416d0466 2016-01-07T14:02:37 Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!). Fixes Bugzilla #3223.
Ryan C. Gordon 3bdaf4c6 2016-01-05T02:46:10 Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity(). This is currently implemented for X11, Cocoa, Windows, and DirectFB. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.
Ryan C. Gordon c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
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().