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955f3184
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2020-09-25T10:14:42
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Fixed bug 5239 - Play audio on Android while backgrounded (Thanks Superfury)
Add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO not to pause audio when
the app goes to background.
(It requires SDL_ANDROID_BLOCK_ON_PAUSE as "Non blocking")
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052a1373
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2020-07-12T19:11:15
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Merge VideoBootStrap::available into VideoBootStrap::create
The two are only ever called together, and combining them makes it possible
to eliminate redundant symbol loading and redundant attempts to connect
to a display server.
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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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e96d4760
|
2019-06-18T18:53:58
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Android: resize with software rendering, reverted again (Bug 4669)
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12b92260
|
2019-06-18T18:40:40
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Android: try to fix resize with software rendering (bug 4669)
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a55c0e14
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2019-06-18T10:23:19
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Android: revert previous commit (Bug 4669)
(Refs #1)
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f2157b6c
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2019-06-17T22:31:36
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Fixed bug 4669: Android software renderer, black screen when window resizes
Using the software SDL_Renderer on Android leads to GL errors & black screen when window resizes
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f9a9193e
|
2019-06-10T21:58:03
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Android: add MinimizeWindow function (Bug 4580, 4657)
shouldMinimizeOnFocusLoss is un-activated (return false)
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05333a6e
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2019-04-05T09:16:30
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Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE
to set whether the event loop will block itself when the app is paused.
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d05eec72
|
2019-03-12T14:44:25
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Fixed initial display orientation at Android app start
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e5f8801f
|
2019-01-17T11:05:05
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Android: prevent concurrency in Android_SetScreenResolution() when exiting
by checking Android_Window validity
- SDLThread: user application is exiting:
SDL_VideoQuit() and clearing SDL_GetVideoDevice()
- ActivityThread is changing orientation/size
surfaceChanged() > Android_SetScreenResolution() > SDL_GetVideoDevice()
- Separate function into Android_SetScreenResolution() and Android_SendResize(),
formating, and mark Android_DeviceWidth/Heigh as static
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e994be58
|
2019-01-16T10:31:51
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Android: move static variable isPaused/isPausing to SDL_VideoData structure
- remove unneed check to Android_Window->driverdata
- add window check into context_backup/restore
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5e13087b
|
2019-01-04T22:01:14
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|
Updated copyright for 2019
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2e19343d
|
2019-01-03T20:18:29
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Android: use Mutex instead of Semphore for bug 4142
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cc8f1136
|
2019-01-03T14:18:06
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|
Fixed bug 4142 - Concurrency issues in Android backend
Use a semaphore to prevent concurrency issues between Java Activity and Native thread code, when using 'Android_Window'.
(Eg. Java sending Touch events, while native code is destroying the main SDL_Window. )
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5dc25fef
|
2019-01-03T13:14:16
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Android: preparation bug 4142, reduce usage of global variable Android_Window
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252dc85e
|
2018-12-06T09:22:00
|
|
Fix warnings detected on Android build
|
|
5febdfce
|
2018-09-24T11:49:25
|
|
Fixed whitespace
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|
88dfa466
|
2018-06-18T13:14:04
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|
Use a blank cursor instead of PointerIcon.TYPE_NULL since that shows the default cursor on Samsung DeX
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|
fe196db7
|
2018-06-07T17:07:03
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|
Track android device panel width & height as well as window surface & height.
Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails.
Add Android_DeviceWidth/Android_DeviceHeight globals to native code.
Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight
Use device width/height for all display mode settings.
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|
6e01fbb7
|
2018-02-11T18:23:37
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|
On Android show the system UI when an SDL window is windowed, hide the system UI when it's fullscreen, like we do on iOS.
We're increasing the Android SDK minimum version to API 19, this doesn't increase the minimum target API, which is API 14.
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|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
4478707b
|
2017-10-31T13:49:59
|
|
Add SDL_GetDisplayDPI implementation on Android. (thanks Rachel!)
|
|
50efbda7
|
2017-08-28T00:43:14
|
|
Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
|
|
ce2b1644
|
2017-08-28T00:11:38
|
|
Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
|
|
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.
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|
22161480
|
2017-03-14T07:22:08
|
|
Compile fix for android.
"ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]"
Moving some variable declarations to the top of Android_SetScreenResolution()
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|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
26f05ecb
|
2016-12-02T02:25:12
|
|
Fixed missing prototypes on Android, patch from Sylvain
|
|
f674f231
|
2016-10-07T15:21:19
|
|
Fixed bug 2808 - Fix SDL reporting wrong window size on resume
Jonas Kulla
At startup time, the single android window is assigned a "windowed" (window->windowed.{w,h}) size based on the current orientation of the mobile device; this size is never updated throughout the lifetime of the app.
This becomes problematic when the app is paused and then resumed in an orientation that it did not start up in. Eventually, 'SDL_OnWindowRestored()' is called, which calls 'SDL_UpdateFullscreenMode()'. This function is very problematic because it is written with a desktop monitor in mind: it tries to find a matching display mode for the windowed size, doesn't find any, and finally applies the windowed size as the fullscreen one. In the end, the windowed size is reported in a RESIZED event, which doesn't correspond to the actual surface size.
To see this in action: Start an orientation aware SDL app in eg. portrait mode, suspend the app, put the device into landscape orientation and resume the app. It will erroneously render in portrait mode (until the device is rotated again).
|
|
555e6c96
|
2016-10-01T14:18:29
|
|
Fix SDL not resizing window when Android screen resolution changes
|
|
8d035b1a
|
2016-01-12T22:23:00
|
|
Android: Added mouse initialization to reset state.
If the app is launched again then the shared object may be reused (on Android).
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
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().
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|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
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.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
1270247c
|
2015-03-25T10:59:10
|
|
Add a hint watch callback for SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH.
|
|
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
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|
f64e6742
|
2015-01-26T22:12:38
|
|
Fixed memory leak in video quit implementation for Android.
|
|
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.
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|
a26a4e9e
|
2015-01-23T20:29:08
|
|
Fixed bug 2816 - [patch] Android: Expose screen refresh rate
Jonas Kulla
Display::getRefreshRate() is available on all API levels.
|
|
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!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
79035b39
|
2014-10-20T10:10:39
|
|
Bug 2739 - [Android] No support for SDL_DisableScreenSaver by Martin Gerhardy
|
|
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
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|
32665131
|
2014-06-02T09:01:26
|
|
Added a way to get the native Android window and EGL context
|
|
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.
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
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.
|
|
61959aa6
|
2013-11-22T13:24:53
|
|
OpenGL ES support for Windows
|
|
0db36f51
|
2013-10-05T17:08:19
|
|
Added detection of touch devices before first touch events happen on Android.
On Android available touch devices are now added with video initialization (like
the keyboard). This fixes SDL_GetNumTouchDevices() returning 0 before any touch
events happened although there is a touch screen available. The adding of touch
devices after a touch event was received is still active to allow connecting
devices later (if this is possible) and to provide a fallback if the new init
did not work somehow. For the implementation JNI was used and API level 9 is
required. There seems to be nothing in the Android NDK's input header (input.h)
to implement everything on C side without communication with Java side.
|
|
0eeb76d8
|
2013-08-19T16:29:46
|
|
Fixes bug #2037, common EGL code for Android and X11
|
|
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.
|
|
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.
|