src/video/uikit/SDL_uikitviewcontroller.m


Log

Author Commit Date CI Message
Sam Lantinga 7b100001 2022-11-30T15:51:17 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.
Sam Lantinga b8d85c69 2022-11-30T12:51:59 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)
slime f8f562da 2022-10-02T22:55:49 iOS: remove dead pre-iOS 8 codepaths. SDL hasn't supported those older iOS versions for a little while now.
Sam Lantinga 28572702 2022-09-30T17:25:57 Properly backspace over text that was entered when autocorrect updates text with the iPhone on-screen keyboard
rohlem b085c182 2022-07-04T16:38:05 make SDL_SetTextInputRect take a pointer to const The documentation doesn't state that the argument is ever modified, and no implementation does so currently. This is a non-breaking change to guarantee as much to callers.
Sam Lantinga 0ad65277 2022-06-29T17:26:09 Refactored code to send scancodes for an ASCII on-screen keyboard key
Sam Lantinga 120c76c8 2022-01-03T09:40:00 Updated copyright for 2022
Sam Lantinga 11ae43ca 2021-11-11T07:49:38 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
Sam Lantinga 46f19c31 2021-07-08T07:23:29 Implemented mouse relative mode for iOS 14.1 and newer
Sam Lantinga 9130f7c3 2021-01-02T10:25:38 Updated copyright for 2021
Sam Lantinga cb361896 2020-12-09T07:16:22 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.
Sam Lantinga a3a0ef75 2020-10-15T10:13:44 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.
Sam Lantinga d4f1b520 2020-04-08T19:16:31 Added support for press/release hardware keyboard events in iOS 13.4
Sam Lantinga c9c89783 2020-01-29T20:09:08 Miscellaneous pending fixes
Sam Lantinga a8780c6a 2020-01-16T20:49:25 Updated copyright date for 2020
Sam Lantinga b7576025 2019-12-03T22:07:58 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.
Alex Szpakowski bda618a2 2019-10-27T11:41:48 iOS: remove some unused code, minor code style cleanup.
Sam Lantinga 1213fe79 2019-06-14T13:56:42 Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta
Sam Lantinga 7ec514d4 2019-05-22T17:39:51 Improved iOS Bluetooth keyboard support * Don't stop text input after the return key is pressed * Handle arrow and escape keys
Sam Lantinga a4e33b9c 2019-05-20T14:31:03 Added support for Bluetooth keyboards on iOS In this case the keyboard is shown and immediately hidden, but we still want to accept text input
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sam Lantinga 0b3a350c 2018-09-10T23:01:33 Fixed Chinese IME support (thanks ???!)
Sam Lantinga 35322ed8 2018-02-01T15:46:51 Fixed building on tvOS
Sam Lantinga 85c34e9a 2018-02-01T15:21:01 Added SDL_HINT_IOS_HIDE_HOME_INDICATOR to determine how the home indicator on the iPhone X is handled. This variable can be set to the following values: "0" - The indicator bar is not hidden (default for windowed applications) "1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications) "2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga b92e2f02 2017-12-19T10:57:21 Fixed bug 4004 - iOS: don't hide keyboard on RETURN Dominik Reichardt As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216). IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768 6ce3bb5e38a5.
Sam Lantinga cfe72c76 2017-09-14T09:55:27 Fixed iOS keyboard positioning, based on the final position rather than the initial one
Alex Szpakowski 3d0f521b 2017-08-18T23:23:30 iOS 10: Work around screen bounds orientation bug. Fixes bugs #3465 and #3505.
Sam Lantinga de91b124 2017-08-14T06:28:21 Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks Patches contributed by Ozkan Sezer
Alex Szpakowski 01050d4e 2017-07-15T17:41:58 iOS: Use modern replacements for deprecated functions, when available.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 84c0780e 2016-12-02T02:21:35 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad Diego I was previously unaware that rotating the device to a different orientation when the keyboard is shown causes a keyboardWillHide followed by a keyboardWillShow notification. The previous patch would then mistakenly StopTextInput when rotating. This patch fixes that by checking if the device is rotating before stopping text input.
Sam Lantinga 765d8bea 2016-10-01T12:46:36 Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad Diego The keyboard on iPads has a dismiss button that hides the keyboard. When the keyboard was hidden using that button, instead of the return key, SDL was still reporting IsTextInputActive as true. This patch adds an extra SDL_StopTextInput when iOS reports the keyboard will hide.
Alex Szpakowski f0505766 2016-09-13T22:18:06 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.
Alex Szpakowski 6cfa71a1 2016-04-02T13:21:01 iOS: Also do the Dictation crash workaround before executing the animation callback.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Alex Szpakowski ab2a3500 2015-09-25T15:17:20 iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView. UIAlertController is also supported on tvOS, whereas UIAlertView is not.
Philipp Wiesemann 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Alex Szpakowski d1372bb9 2015-05-05T16:20:11 Fixed the window offset on iOS when resuming an app with a borderless or fullscreen window that has the on-screen keyboard visible.
Ryan C. Gordon 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd 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
Philipp Wiesemann 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.
Alex Szpakowski 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.
David Ludwig 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!
Alex Szpakowski bc4b6f06 2014-11-27T20:25:54 Minor Objective-C code tweaks.
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Alex Szpakowski 650ace88 2014-11-20T17:19:26 Fixed mismatching orientations for the window width and height on iOS when the window is created or the app is brought to the foreground, when SDL_HINT_ORIENTATIONS or SDL_WINDOW_FULLSCREEN is used.
Pierre-Loup A. Griffais 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
Alex Szpakowski 36289977 2014-08-06T00:45:11 Minor code update for less verbosity
Alex Szpakowski 31257842 2014-07-29T00:05:48 Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
Alex Szpakowski 6d552cae 2014-07-23T01:33:59 90% of iOS users on the App Store run at least iOS 7, so it doesn't make sense to support building using an SDK that doesn't support iOS 7. The minimum supported runtime version is still iOS 5.1.
Alex Szpakowski 967549c9 2014-07-23T01:28:24 Updated the iOS Objective-C code to use NSDictionary/NSArray/NSNumber literals and subscripting, for improved code clarity. This requires at least Xcode 4.5 and the iOS 6 SDK to build, but it doesn't change the minimum supported runtime version (iOS 5.1). Less than 2% of iOS users are running iOS 5, so I hope developers aren't trying to build SDL using an SDK which doesn't support iOS 6/7...
Alex Szpakowski e234575d 2014-07-17T22:55:59 Disabled the custom iOS splashscreen code - it interferes with the normal rotation and orientation behaviour of SDL windows.
Alex Szpakowski d2e445d7 2014-07-17T18:05:12 Properly send a window resize event in all cases when viewDidLayoutSubviews is triggered.
Alex Szpakowski b55be6e7 2014-07-16T21:06:15 Fixed SDL_HINT_ORIENTATIONS to properly allow disabling custom orientations if the hint is set with no valid orientations.
Alex Szpakowski b21544c1 2014-07-16T20:05:00 The iOS 7 transparent status bar now uses white text rather than black.
Alex Szpakowski 3672409c 2014-07-14T22:35:48 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.
David Ludwig 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.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 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.
Sam Lantinga f8c11bb9 2013-10-20T23:05:53 Fixed the status bar visibility in iOS 7
Gabriel Jacobo 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.
Sam Lantinga 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.