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f8f562da
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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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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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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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cb361896
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2020-12-09T07:16:22
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Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
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b546db2f
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2020-10-09T12:58:28
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Only watch for display connect/disconnect events while the video subsystem is initialized
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bd14f267
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2020-10-08T16:58:34
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Removed unused variable
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76980e30
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2020-10-08T16:42:20
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Added events for dynamically connecting and disconnecting displays, with an iOS implementation
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62a3d6c0
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2020-01-30T14:58:41
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Fixed build
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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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140918bb
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2019-12-08T11:36:40
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Fixed bug 4883 - Add approximation for display DPI on iOS
Aaron Barany
There appears to be no way to directly access the display DPI on iOS, so as an approximation the DPI for the iPhone 1 is used as a base value and is multiplied by the screen's scale. This should at least give a ballpark number for the various screen scales. (based on https://stackoverflow.com/questions/25756087/detecting-iphone-6-6-screen-sizes-in-point-values it appears that both 2x and 3x are used)
I have updated the patch to use a table of current devices and use a computation as a fallback. I have also updated the fallback computation to be more accurate.
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b6f33a68
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2019-04-05T07:51:11
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https://bugzilla.libsdl.org/show_bug.cgi?id=4577
SDL_GetWindowDisplayMode was returning an incorrect result on iPhone Plus devices (tested on iOS 12.1/12.2). The problem was that the value returned by UIScreenMode was assumed to be the physical pixels on the display, rather than the scaled retina pixels. The fix is to use the scale returned by UIScreen.scale rather than the nativeScale.
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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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5febdfce
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2018-09-24T11:49:25
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Fixed whitespace
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af823cc1
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2018-09-10T23:00:09
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Fixed building on tvOS
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088070e5
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2018-08-22T23:47:29
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Moved display orientation handling on iOS out to a separate function for Qt apps
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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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f0a324f8
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2017-09-20T19:59:34
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Reverted Alex's commit 131cba1768a5 - we're about to release 2.0.6, don't remove support for the iOS 7 SDK yet.
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d452b89f
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2017-09-20T11:01:32
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iOS: I don't think SDL compiles with the iOS 7 SDK anymore, so we might as well drop the #ifdefs trying to guard for that.
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01050d4e
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2017-07-15T17:41:58
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iOS: Use modern replacements for deprecated functions, when available.
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bb100d3b
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2017-06-10T21:29:37
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Expose display refresh rate on iOS/tvOS 10.3+.
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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f0505766
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2016-09-13T22:18:06
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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.
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49e47688
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2016-01-05T05:38:55
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Patched to compile on iOS.
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c3114975
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2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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0e45984f
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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
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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
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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
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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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01bfc215
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2015-01-15T01:06:14
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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.
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70438be2
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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
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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38c6e9d1
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2014-11-21T03:29:57
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Added debug labels for the OpenGL ES objects created with SDL_GL_CreateContext on iOS.
More misc. code cleanup.
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ba565622
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2014-09-14T17:04:54
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Enabling highdpi mode on an iPhone 6 Plus should now create a 1080x1920 OpenGL view, rather than 1242x2208 (414x736@3x.)
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24c86b55
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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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f5543f93
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2014-08-06T03:24:16
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Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
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caad673f
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2014-07-29T00:36:12
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Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
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3672409c
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2014-07-14T22:35:48
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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.
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d7924c73
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2014-06-21T12:43:57
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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.
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3dcb451f
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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
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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
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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7e1289af
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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
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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
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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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