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c63bbb06
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2020-11-24T06:55:33
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Including SDL_config_iphoneos.h enables MFI controller code
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bee8db3b
|
2020-11-14T02:16:41
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config: Make sure HAVE_TRUNC and HAVE_TRUNCF are defined as appropriate.
The configure/cmake scripts were checking for these functions but we didn't
have the SDL_config.h.* pieces in place. The other config headers are best
guesses.
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009b62f1
|
2020-11-07T02:22:15
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Be explicit about mapping the new game controller paddle buttons
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ed1d8558
|
2020-04-14T07:41:00
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Fixed bug 4299 - A recent change requires Core Bluetooth framework on iOS
Caleb Cornett
Just ran into this, and from my testing, whatever re-added the dependency is a _major_ regression. Not only is your app forced to link with CoreBluetooth, but iOS has apparently tightened up security and won't even let you _test_ your app unless it specifies the NSBluetoothAlwaysUsageDescription in an Info.plist. It doesn't even pop up an error message, it just straight up crashes.
Adding the permission isn't a good solution either, since I'd really, really rather not have my app request users' bluetooth to always be enabled, especially if the only apparent reason is for Steam Controller support.
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e6c640f3
|
2020-04-13T08:18:16
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Enable the virtual joystick API by default
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355f0b54
|
2020-01-29T20:09:11
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Added support for the Steam Controller on mobile devices
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a8780c6a
|
2020-01-16T20:49:25
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|
Updated copyright date for 2020
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eb8f14bb
|
2019-11-20T20:40:50
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added SDL_strtokr() as a replacement for POSIX strtok_r (bug #4046.)
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aebaa316
|
2019-08-05T12:35:32
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Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
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5e13087b
|
2019-01-04T22:01:14
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Updated copyright for 2019
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b08bdc44
|
2018-10-26T09:27:31
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Don't build SDL_JOYSTICK_HIDAPI by default on iOS
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
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7f4860e2
|
2018-08-21T20:38:22
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Doh.. __IPHONEOS__ is defined on tvOS
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74e99f74
|
2018-08-21T20:34:09
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Don't use CoreMotion on tvOS
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c6647bf9
|
2018-08-21T17:24:12
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|
Added the iOS sensor implementation
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3e5dbc69
|
2018-08-21T13:29:21
|
|
Added a dummy sensor driver
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d2042e1e
|
2018-08-09T16:00:17
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|
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
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b4fe7412
|
2018-08-04T11:52:46
|
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SDL_exp
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11c348b4
|
2018-01-17T11:53:09
|
|
SDL_log10
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
ba9c336e
|
2017-12-07T17:47:01
|
|
Fixed building for simulators or older iOS SDKs
|
|
6deb1e75
|
2017-12-07T17:12:03
|
|
Fixed compiling Metal renderer on iOS
|
|
bcdf8b91
|
2017-11-04T17:35:03
|
|
Added SDL_fmod() and SDL_fmodf()
|
|
bba90a65
|
2017-11-04T09:44:29
|
|
Fixed using libunwind on iOS, where it's only available on the simulator (thanks Vit!)
|
|
9c580e14
|
2017-10-12T13:44:28
|
|
Added functions to query and set the SDL memory allocation functions:
SDL_GetMemoryFunctions()
SDL_SetMemoryFunctions()
SDL_GetNumAllocations()
|
|
80f9e2f1
|
2017-09-21T20:11:44
|
|
iOS: Fix compiling using the iOS 7 SDK, partially broken since MoltenVK support was added.
Note that apps submitted to the iOS App Store *must* use a modern iOS SDK (currently iOS 10 is probably the minimum), however the SDK used to build is separate from the minimum iOS version an app supports at runtime.
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|
f465f24d
|
2017-09-09T08:36:37
|
|
Fixed bug 3760 - RWops doesn't check for integer overflow when stdio_fseek only supports 32 bits
Simon Hug
When RWops seeks with fseek or fseeko it uses the types long or off_t which can be 32 bits on some platforms. stdio_seek does not check if the 64-bit integer for the offset fits into a 32-bit integer. Offsets equal or larger than 2 GiB will have implementation-defined behavior and failure states would be very confusing to debug.
The attached patch adds range checking by using the macros from limits.h for long type and some bit shifting for off_t because POSIX couldn't be bothered to specify min and max macros.
It also defines HAVE_FSEEKI64 in SDL_config_windows.h so that the Windows function gets picked up automatically with the default config.
And there's an additional error message for when ftell fails.
|
|
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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|
94754c39
|
2017-02-20T10:55:33
|
|
Updated config headers to override the base SDL_config.h if both are included
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
36156335
|
2016-11-20T21:34:54
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
Patch contributed by Sylvain
|
|
f31c7086
|
2016-09-25T15:02:06
|
|
Enable SDL_LoadObject on iOS 8+ and tvOS.
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
2bf6f1bc
|
2015-09-20T23:08:36
|
|
Added initial support for MFi game controllers on iOS.
|
|
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().
|
|
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.
|
|
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
|
|
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.
|
|
01bfc215
|
2015-01-15T01:06:14
|
|
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.
|
|
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.
|
|
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
|
|
1ea86978
|
2014-08-17T13:11:55
|
|
Removed SDL_round() because the license wasn't compatible with zlib
|
|
4e7db78e
|
2014-08-16T23:23:15
|
|
Added SDL_round(), contributed by Benoit Pierre - thanks!
|
|
2eb7563e
|
2014-08-05T21:03:02
|
|
Haptics aren't available on iOS, but use the dummy implementation instead of failing init if it's requested.
|
|
6a632eb2
|
2014-06-25T00:20:21
|
|
Fixed bug 2603 - iOS: update joystick accelerometer code to use CoreMotion instead of the deprecated UIAccelerometer
Alex Szpakowski
SDL's code for exposing the accelerometer as a joystick on iOS currently uses UIAccelerometer, which was superseded by the CoreMotion framework and deprecated since iOS 5.
The UIAccelerometer code still works (for now), but it also throws deprecation warnings whenever SDL is built for iOS, since SDL's deployment target is no longer below iOS 5.
I've created a patch which replaces the old UIAccelerometer code with a replacement based on the CoreMotion framework. It has identical functionality (to SDL users), however iOS apps are now required to link to the CoreMotion framework when using SDL.
|
|
d7924c73
|
2014-06-21T12:43:57
|
|
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.
|
|
6101e4b2
|
2014-06-07T18:20:01
|
|
Added SDL_sqrtf(), SDL_tan(), SDL_tanf()
|
|
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??
|
|
d01ad02b
|
2013-12-09T15:17:20
|
|
Hook up SDL_acos and SDL_asin properly.
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
5c383489
|
2013-11-24T23:36:15
|
|
We don't need to check for snprintf() anymore, we don't use it.
SDL_snprintf() is built on vsnprintf() where available.
|
|
e7693740
|
2013-11-24T23:35:38
|
|
Added SDL_vsscanf().
|
|
2dd7091e
|
2013-08-20T19:57:11
|
|
Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
|
|
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.
|