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f5c0760c
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2023-03-08T01:15:21
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Disassociate the SDLOpenGLContext from the view before deleting it
If we don't do this, the view will be blanked even if another context is current and rendering from that context won't be visible.
Fixes https://github.com/libsdl-org/SDL/issues/4986
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0479df53
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2023-01-09T09:48:21
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Updated copyright for 2023
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7b100001
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2022-11-30T15:51:17
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Reverted code formatting for Apple platforms
We didn't get the merge right, and rather than tease out exactly what happened, I'm just reverting for now.
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b8d85c69
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2022-11-30T12:51:59
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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592
#6593
#6594
(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
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3f5593d6
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2022-11-26T13:57:12
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cocoa: Patched to compile on macOS SDK < 10.10.
Fixes #6586.
(cherry picked from commit fa5adcafd52303fde86c64094462303404259d75)
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e12c831b
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2022-11-24T06:32:49
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SDL_cocoaopengl.h: ensure CVDisplayLinkRef is defined
The typedef seems to be pulled in coincidentally with newer SDKs, but
older ones need to import the header explicitly.
(cherry picked from commit d2910904fb4062c313636c7595e971f1bf248075)
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7c760f7f
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2022-11-16T11:32:08
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cocoa: Update CVDisplayLink timing when screen changes.
This handles both the window moving to a new display and
changing the current display's refresh rate in System
Preferences
Reference Issue #4918.
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1fd66cc8
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2022-11-16T10:15:21
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Revert "cocoa: Backed out CVDisplayLink code for macOS vsync."
This reverts commit 04b50f6c6bef67b744b192c78775771b51ff2141.
It turns out OpenGL vsync has broken again in macOS 12, so
we're reintroducing our CVDisplayLink code to deal with it,
again.
Reference Issue #4918.
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00452e47
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2022-08-24T11:25:13
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Adding SDL_GetWindowSizeInPixels for window size in pixels (#6112)
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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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309d6137
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2020-04-07T14:01:25
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cocoa: OpenGL setView and update must be used on main thread (thanks, Tim!).
If called from background threads, use Grand Central Dispatch to use the
main thread instead. On the main thread, just call them directly.
Fixes Bugzilla #4932.
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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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ed8b78d3
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2019-06-14T21:18:53
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cocoa: ignore compiler warnings about OpenGL being deprecated.
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04b50f6c
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2019-06-11T16:19:01
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cocoa: Backed out CVDisplayLink code for macOS vsync.
This was to deal with broken vsync support in macOS 10.14, which we assumed
would remain broken indefinitely, but a later 10.14 released fixed it.
This is a loss of late-swap support, but there are several subtle problems
in our CVDiplayLink code that are also evaporating, to be fair.
Fixes Bugzilla #4575.
(Backed out changeset 8760fed23001)
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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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13869f19
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2018-12-16T01:03:17
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cocoa: Implement OpenGL swap interval support with CVDisplayLink.
Not only does this fix macOS 10.14 ("Mojave")'s broken NSOpenGLCPSwapInterval
support, it also lets us implement "adaptive vsync" on macOS!
CVDisplayLink is supported back to macOS 10.4 ("Tiger"), so we just use it
universally without version checks and dump NSOpenGLCPSwapInterval, Mojave or
not.
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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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0d011ec6
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2017-08-28T00:22:23
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Renaming of guard header names to quiet -Wreserved-id-macro
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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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524bf3c2
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2016-12-09T01:47:43
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Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
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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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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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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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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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869a7076
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2013-09-20T13:43:00
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add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
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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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