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11ae43ca
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2021-11-11T07:49:38
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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
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27ce9144
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2021-11-09T20:51:42
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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.
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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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f1633127
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2021-07-24T13:41:55
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Added a window flash operation to be explicit about window flash behavior
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46f19c31
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2021-07-08T07:23:29
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Implemented mouse relative mode for iOS 14.1 and newer
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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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bdc5129f
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2020-10-15T10:13:46
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Use a high priority dispatch queue for GCKeyboard and GCMouse events for the lowest latency possible
This appears to reduce latency between 1-4 ms on an iPad Pro.
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a3a0ef75
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2020-10-15T10:13:44
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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.
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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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b7576025
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2019-12-03T22:07:58
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Fixed bug 4882 - Fix build for iOS when disabling OpenGL
Aaron Barany
Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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45b774e3
|
2017-01-01T18:33:28
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Updated copyright for 2017
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1096f323
|
2016-09-09T15:12:09
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Reverted previous commit which breaks game controller input processing.
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61c0f2cf
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2016-09-08T20:38:23
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Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing
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6cfa71a1
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2016-04-02T13:21:01
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iOS: Also do the Dictation crash workaround before executing the animation callback.
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5520ed9c
|
2016-04-01T19:18:50
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iOS: Workaround for a crash after Dictation is used.
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42065e78
|
2016-01-02T10:10:34
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Updated copyright to 2016
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0e45984f
|
2015-06-21T17:33:46
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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().
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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
|
2015-04-20T12:22:44
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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.
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fe6c797c
|
2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
|
2015-02-10T16:28:56
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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
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b48e54aa
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2015-01-26T22:00:29
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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
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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!
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9c398852
|
2014-11-22T22:20:40
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Corrected header file documentation comment.
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24c86b55
|
2014-09-11T19:24:42
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[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
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734b5233
|
2014-07-14T16:50:25
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Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.
- Code style fixups.
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3dcb451f
|
2014-04-09T21:29:19
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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.
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58edac3e
|
2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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f848adff
|
2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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7e1289af
|
2013-11-24T23:56:17
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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.
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dad42067
|
2013-08-12T11:13:50
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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.
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1ad936eb
|
2013-08-11T19:56:43
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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.
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