|
d4c0f498
|
2019-01-04T22:09:38
|
|
Fixed bug 4255 - SDL_GetGlobalMouseState() returns incorrect Y on secondary display
Julian Raschke
I use an open Mac laptop with an additional external monitor. The coordinate spaces from SDL_GetGlobalMouseState() and SDL_GetWindowPosition() match on the primary display, but not on the secondary display.
Cocoa window coordinates are vertically flipped in relation to the primary display:
https://github.com/spurious/SDL-mirror/blob/release-2.0.8/src/video/cocoa/SDL_cocoawindow.m#L219-L222
However, Cocoa_GetGlobalMouseState inverts the cursor Y coordinate per-display:
https://github.com/spurious/SDL-mirror/blob/release-2.0.8/src/video/cocoa/SDL_cocoamouse.m#L320-L323
Suggested fix: Replace the for-loop with this simpler calculation:
*x = (int) cocoaLocation.x;
*y = (int) (CGDisplayPixelsHigh(kCGDirectMainDisplay) - cocoaLocation.y);
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
13869f19
|
2018-12-16T01:03:17
|
|
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.
|
|
bd08d72d
|
2018-12-11T20:04:10
|
|
Fixed building with the 10.10 SDK
|
|
1c9595b1
|
2018-12-08T11:06:40
|
|
Fixed bug 4415 - SDL menu bar is nonstandard on Mac
foo.null
I'm on macOS 10.14 and I think I'm using or around SDL 2.0.9. This is about the menu bar that SDL sets up which looks like:
<App Name> <Window> <View>
1. View menu never proceeds after the Window menu in any Mac application (it is always before).
2. For SDL, the only purpose of the View menu is for a single fullscreen menu item, which is not justifiable enough to reserve space for a menu. The View menu should thus be removed, and the full screen menu item should be added at the end inside of Window's menu. See built in apps like Dictionary, Chess, App Store (on 10.14) that do this.
3. SDL should add a "Close" menu item to the Window's submenu, and it should be the first item. Its key equivalent should map to command w. Without this, you cannot close the game window via this shortcut, and you cannot close the app's About window via this shortcut.
4. Apps typically use "Enter Full Screen" or "Exit Full Screen" depending on context, not "Toggle Full Screen" which is less user friendly -- I personally care about this point the least.
|
|
5c5ba0e3
|
2018-11-19T21:35:59
|
|
Fixed bug 4394 - Crash in SDL_PumpEvents() after SDL_DestroyWindow()
Cameron Gutman
After updating to SDL 2.0.9, I got a user report that my app was crashing when closing a SDL_WINDOW_FULLSCREEN window to return to my Qt-based UI. It looks like the dead SDL window is getting a spurious updateLayer call which is causing SDL to dereference a null SDL_WindowData pointer.
For some reason, this only happens when using SDL_WINDOW_FULLSCREEN and not windowed or SDL_WINDOW_FULLSCREEN_DESKTOP. I was also unsuccessful in my attempt to get a simple reproducer for this crash. The Session.cpp code is available https://github.com/moonlight-stream/moonlight-qt/blob/688c4a90d994aa23e7b0af3ffcbb8707886db780/app/streaming/session.cpp but I slightly modified it (adding a SDL_PumpEvents() call at 1179 to immediately trigger the issue, otherwise it happened when Qt next pumped the event loop).
The crashing line is:
NSMutableArray *contexts = data->nscontexts;
|
|
c525ff35
|
2018-11-10T20:56:23
|
|
cocoa: fix building with the macOS 10.7 SDK (thanks Riccardo!)
Fixes bug #4368
|
|
5029d50e
|
2018-11-10T16:15:48
|
|
Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
|
|
62494a2e
|
2018-10-31T15:03:41
|
|
Merge SDL-ryan-batching-renderer branch to default.
|
|
b262b0eb
|
2018-10-22T20:50:32
|
|
Small stack allocations fall back to malloc if they're unexpectedly large.
|
|
1fb20f0a
|
2018-10-18T23:38:27
|
|
cocoa: Put a mutex around GL_SwapBuffers.
Prevents deadlock when swapping two different GL contexts on two different
threads at the same time on macOS 10.14 ("Mojave").
Fixes Bugzilla #4278.
|
|
f6773773
|
2018-10-18T12:05:05
|
|
cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
|
|
cad0a2f7
|
2018-10-18T12:05:05
|
|
cocoa: Fix OpenGL rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
(transplanted from 54729119b348e8a4a916192d1d6cb8d115656255)
|
|
eac3fd28
|
2018-10-18T11:59:48
|
|
cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
|
|
072e17bf
|
2018-10-18T11:59:48
|
|
cocoa: GL_GetDrawableSize only uses -[NSView convertRectToBacking] for highDPI.
On Mojave, this will report large numbers for retina displays in fullscreen
mode, which isn't how it works on previous versions.
(transplanted from c6c1731780e2bef94f944a4795e2dfbba46d9500)
|
|
d8022d19
|
2018-10-12T23:23:52
|
|
macOS: Fixed MoltenVK dynamic library loading code.
|
|
d9094421
|
2018-10-12T17:55:42
|
|
metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.
|
|
fb485986
|
2018-09-30T11:26:41
|
|
macOS: Fix a crash when the video subsystem quits, if SDL_MAC_NO_SANDBOX was defined when SDL was compiled.
|
|
7689162c
|
2018-09-26T20:10:32
|
|
cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
|
|
22475bf3
|
2018-09-26T20:10:32
|
|
cocoa: Force an OpenGL context update when the window becomes key.
Fixes missing rendering on macOS 10.14 ("Mojave").
Fixes Bugzilla #4272.
(transplanted from aee4797c84ef90464e270b1f6095a6dd7ce280c1)
|
|
5febdfce
|
2018-09-24T11:49:25
|
|
Fixed whitespace
|
|
e061a92d
|
2018-08-02T16:03:47
|
|
Some drag'and'drop improvements.
First: disable d'n'd events by default; most apps don't need these at all, and
if an app doesn't explicitly handle these, each drop on the window will cause
a memory leak if the events are enabled. This follows the guidelines we have
for SDL_TEXTINPUT events already.
Second: when events are enabled or disabled, signal the video layer, as it
might be able to inform the OS, causing UI changes or optimizations (for
example, dropping a file icon on a Cocoa app that isn't accepting drops will
cause macOS to show a rejection animation instead of the drop operation just
vanishing into the ether, X11 might show a different cursor when dragging
onto an accepting window, etc).
Third: fill in the drop event details in the test library and enable the
events in testwm.c for making sure this all works as expected.
|
|
3d387098
|
2018-05-27T20:30:03
|
|
metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
|
|
cc7b2fc5
|
2018-03-10T21:13:50
|
|
Temporary fix for bug 3432 - macOS 10.12: small scrolls (1 wheel notch) don't generate events
Eric Wasylishen
This bug was reintroduced by https://hg.libsdl.org/SDL/rev/fcf24b38a28a
The steps to reproduce are the same: run the "testrelative" SDL demo with "--info all",
connect a USB mouse with a scroll wheel, and roll the scroll wheel one "notch". You'll get log output like:
testdraw2[1644:67222] INFO: SDL EVENT: Mouse: wheel scrolled 0 in x and 0 in y (reversed: 1) in window 1
As far as I can tell macOS doesn't have an API for getting the number of "wheel notches"; I get a deltaY of 0.100006 for one "notch", and it's heavily accelerated (if you roll the wheel quickly you'll get large deltas). So NSEvent's deltaY is only meant to be used for scrolling a scroll view, with the given distance in points, not something like selecting an item in a game.
Here's a temporary patch that at restores the foor/ceil in Cocoa_HandleMouseWheel.
Not ideal, but at least it restores the ability to scroll one notch of a mousewheel.
|
|
be6ca785
|
2018-02-25T23:02:09
|
|
Support official Vulkan SDK for macOS.
This tries to load vulkan.framework or libvulkan.1.dylib before MoltenVK.framework
or libMoltenVK.dylib. In the previous version, layers would not work for applications
run-time loading the default library.
|
|
69958441
|
2018-02-21T09:58:21
|
|
Fix high-dpi support on macOS and simplify it and iOS variant.
The detault drawableSize for a CAMetalLayer is its bounds x its scale.
So it is sufficient to set the *layer's* scale to the desired value.
|
|
40b27fd5
|
2018-02-12T17:00:00
|
|
revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h into generic function
pointer typedefs.
|
|
90e72bf4
|
2018-01-30T18:08:34
|
|
Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
|
|
66baf736
|
2018-01-03T11:31:42
|
|
Fixed spacing in copyright headers
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
f9cd7650
|
2018-01-02T21:44:28
|
|
metal and moltenvk: fix highdpi.
|
|
48fea0ce
|
2017-12-31T15:21:25
|
|
macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan.
|
|
64ec4c33
|
2017-12-29T22:13:40
|
|
macOS: Make sure the desktop's display mode is always in SDL's list of display modes.
|
|
ef6e629d
|
2017-12-06T16:37:55
|
|
cocoa: Added two missing files from hg changeset da7ba330ec68.
Fixes Bugzilla #3975.
|
|
57ebc727
|
2017-12-04T20:35:01
|
|
Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library
Andrey
Seems latest google angle library successfully built & tested under macOS'es.
https://github.com/google/angle
We need to use GLES2 to implement true cross-platform code.
|
|
1c0c9032
|
2017-11-21T21:30:47
|
|
Fixed bug 3976 - SDL drivers may leak driverdata memory due to ignoring return value of SDL_AddDisplayMode
C Snover
SDL_AddDisplayMode returns an SDL_bool corresponding to whether or not the given display mode was added or not. It will return SDL_FALSE if a matching display mode already exists in the display's list of display modes, which causes ownership of the mode driverdata to remain with the caller. Some video drivers ignore the return value of SDL_AddDisplayMode, so leak the driverdata memory when SDL_AddDisplayMode returns SDL_FALSE.
|
|
5501bcc8
|
2017-11-09T22:24:09
|
|
macOS: Fix an OS-generated warning printed to stdout on launch in bundled apps.
|
|
fcb77f98
|
2017-11-08T14:17:23
|
|
Back out the following commits which are causing Dota 2 Exclusive Fullscreen to fail on AMD-based Macs. The details of why this is being reverted are at: https://bugzilla.libsdl.org/show_bug.cgi?id=3949
Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:28 -0300
macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag.
http://hg.libsdl.org/SDL/rev/cfb3ddf796c3
Alex Szpakowski <slime73@gmail.com> 2017-07-12 21:32 -0300
Fix a potential crash in macOS 10.7 and earlier.
http://hg.libsdl.org/SDL/rev/4941c8867075
|
|
9bbf92e3
|
2017-10-25T18:02:11
|
|
cocoa: Don't change the NSWindow background color.
Changing the background color causes the titlebar to blend against it on
modern macOS releases, making all SDL windows look wrong by default. This was
set to make the window not flash white before a GL context is ready, but we
can accomplish this in our window's view's drawRect implementation, too.
|
|
f4f9e39f
|
2017-10-12T08:41:11
|
|
Fixed bug 3874 - Compiler warnings SDL_Surface.c and SDL_cocoakeyboard.m
|
|
fb071a4c
|
2017-09-25T20:49:31
|
|
Mac: Fix the menu bar not always working for non-.app-bundled apps. Fixes bug #3051.
|
|
3c45e662
|
2017-09-21T14:01:12
|
|
macOS: remove unneeded #includes.
|
|
b2ba8963
|
2017-09-09T11:00:25
|
|
Fixed bug 3809 - Restore after maximize leads to wrong size
Andreas Falkenhahn
My app opens a 640x480 window. When I click on the window's maximize button, the window correctly fills the entire screen and loses its borders. But clicking on the restore button now doesn't restore the window to its original 640x480 size. Instead, the window size is identical to the screen size now. The only difference to the previous state is that the window now has borders again but it isn't restored to 640x480.
|
|
676c3a92
|
2017-09-09T10:31:44
|
|
Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet
The window is now resized to its specified size, but it moves to the top left corner of the screen. That is unexpected because neither the user nor the program moved it there. Test program attached (the same one as before).
|
|
532446a6
|
2017-09-03T17:33:49
|
|
macOS: bug-fix for #3793, "fullscreen toggle does not maintain SDL_Renderer's logical size"
This also seems to fix the follow-up issue in bug #3719, whereby the initial fix caused the SDL window to move, after transitioning from fullscreen to windowed-mode
|
|
d7ae3131
|
2017-08-31T21:34:29
|
|
macOS: Fix menubar items being enabled when they shouldn't be.
|
|
b959be25
|
2017-08-31T21:26:13
|
|
Code style cleanup in the Cocoa and UIKit vulkan files.
|
|
cfd7a7fa
|
2017-08-31T21:13:32
|
|
macOS: Prevent unwanted native fullscreen (Spaces) toggles when the window is in fullscreen or isn't resizable. Fixes bug #3691.
|
|
8fc1fb08
|
2017-08-29T21:42:22
|
|
Fixed bug 3719 - Cocoa - Incorrect window size when leaving fullscreen
bastien.bouclet
When exiting a "fullscreen space" on OS X, windows don't go to their defined "windowed mode size", but go back to their previous size.
Steps to reproduce:
1. Create a windowed mode SDL window
2. Toggle it to fullscreen with the SDL_WINDOW_FULLSCREEN_DESKTOP flag
3. While in fullscreen, change the windowed mode size using SDL_SetWindowSize
4. Toggle the window back to windowed mode
Expected result:
- The window has the size specified during step 3.
Actual result:
- The window has the size specified when creating the window in step 1.
Attached is a minimal reproduction test case.
The attached test case works as expected on X11 and Windows.
|
|
8ac85744
|
2017-08-28T22:36:45
|
|
Fixed Vulkan configure check for Android and added one for Mac OS X
|
|
90b38a5d
|
2017-08-28T22:13:45
|
|
Fixed bug 3786 - building against a Mac OS X SDK < 10.11 fails since the vulkan merge
Ozkan Sezer
Since the Vulkan merge, building against a Mac OS X SDM older than
10.11 fails in SDL_cocoametalview.m because Metal.framework is not
present. There is no conditional compiling in SDL_cocoametalview.m
either, so --disable-video-vulkan doesn't help with anything. (The
configury doesn't check darwin for x86_64 either, but it's another
story.)
I cross-build against 10.8 SDK on linux using clang-3.4.2 and this
is a problem for me. Will this be fixed?
|
|
1067b528
|
2017-08-28T20:52:05
|
|
Fixed building with an older Mac OS X SDK
|
|
959ae901
|
2017-08-28T02:30:41
|
|
Instantiate the CAMetalLayer so SDL_Vulkan_CreateSurface() doesn't fail
Error message was:
[mvk-info] MoltenVK version 0.18.2. Vulkan version 1.0.51.
[***MoltenVK ERROR***] VK_ERROR_INITIALIZATION_FAILED: On-screen rendering requires a view that is backed by a layer of type CAMetalLayer.
2017-08-28 02:17:29.579 testvulkan[95627:1716939] ERROR: SDL_Vulkan_CreateSurface(): vkCreateMacOSSurfaceMVK failed: VK_ERROR_INITIALIZATION_FAILED
|
|
50efbda7
|
2017-08-28T00:43:14
|
|
Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
|
|
0d011ec6
|
2017-08-28T00:22:23
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
|
|
ce2b1644
|
2017-08-28T00:11:38
|
|
Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
|
|
c722e58d
|
2017-08-27T23:25:12
|
|
vulkan: Include a copy of vulkan.h and vk_platform.h.
Now we can provide Vulkan support in the build even if the build box doesn't
have a Vulkan SDK, since we dynamically link to the library anyhow.
|
|
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.
|
|
a4cfa936
|
2017-08-14T21:28:04
|
|
Fixed bug 2293 - Precise scrolling events
Martijn Courteaux
I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.
The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.
I believe this is pretty solid way of doing it, although I'm not the expert here.
There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
|
|
997c69b9
|
2017-08-01T20:16:10
|
|
Fixed bug 3697 - Main thread gets stuck on left mouse down
Eric Wasylishen
I think I found a better fix.
The problem with https://hg.libsdl.org/SDL/rev/ebdc0738b1b5 is setting the styleMask to 0 clears the NSWindowStyleMaskFullScreen bit, which then confuses Cocoa later when you try to leave fullscreen. Instead I'm just clearing the NSWindowStyleMaskResizable bit, although SetWindowStyle(window, NSWindowStyleMaskFullScreen); seems to also work.
|
|
6391cc3f
|
2017-08-01T20:09:23
|
|
Backed out changeset ebdc0738b1b5 for bug 3697
Eric Wasylishen
Unfortunately this commit seems to have broken exiting desktop-fullscreen.
- Launch testgl2.
- Press alt+enter to go fullscreen-desktop
- Press alt+enter again. The spinning cube will freeze, and the window stays fullscreen desktop.
|
|
67754af8
|
2017-07-21T17:28:47
|
|
Fixed build on older Mac OS X SDKs
|
|
efe179cd
|
2017-07-14T17:42:11
|
|
macOS: Fix compilation when using 10.11 or earlier to build.
|
|
562473c1
|
2017-07-13T23:09:37
|
|
macOS: Address more compiler warnings when building with a recent deployment target.
|
|
bc3ede1e
|
2017-07-13T22:59:02
|
|
macOS: Replace uses of deprecated Cocoa enum names with modern/consistent equivalents.
|
|
e0ea4da4
|
2017-07-12T21:32:10
|
|
Fix a potential crash in macOS 10.7 and earlier.
|
|
8292d73e
|
2017-07-12T21:28:32
|
|
macOS: Expose more display modes on retina screens. Fixes an issue found in BZFlag.
|
|
37722d01
|
2017-07-10T17:07:19
|
|
Fixed bug 3697 - Main thread gets stuck on left mouse down
Amruth Raj
- My app runs in full screen to play video(I use SDL_WINDOW_FULLSCREEN_DESKTOP)
- Cmd-tab to go out of full screen to another app
- Cmd-tab again to get back to my app
- Press left mouse button at one of the edges of the screen, don't release yet.
After this point the main thread is stuck until I release the left mouse button and hence video rendering doesn't happen anymore.
On debugging more, I see that thread 0 is stuck as shown below with sendEvent processing left mouse down. It comes out only after it receives a left mouse up. There are some frames below which show NSWindowResizing, but my window flag doesn't have SDL_WINDOW_RESIZABLE set.
Thread 0:: CrBrowserMain Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fffbe13d34a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fffbe13c797 mach_msg + 55
2 com.apple.CoreFoundation 0x00007fffa889d434 __CFRunLoopServiceMachPort + 212
3 com.apple.CoreFoundation 0x00007fffa889c8c1 __CFRunLoopRun + 1361
4 com.apple.CoreFoundation 0x00007fffa889c114 CFRunLoopRunSpecific + 420
5 com.apple.HIToolbox 0x00007fffa7dfdebc RunCurrentEventLoopInMode + 240
6 com.apple.HIToolbox 0x00007fffa7dfdcf1 ReceiveNextEventCommon + 432
7 com.apple.HIToolbox 0x00007fffa7dfdb26 _BlockUntilNextEventMatchingListInModeWithFilter + 71
8 com.apple.AppKit 0x00007fffa6396a54 _DPSNextEvent + 1120
9 com.apple.AppKit 0x00007fffa6b127ee -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 2796
10 com.apple.AppKit 0x00007fffa66f568d +[NSWindow(NSWindowResizing) _mouseHysteresisCheck:withExpiration:andDistance:finalMouseLocation:] + 525
11 com.apple.AppKit 0x00007fffa65eedb5 -[NSWindow(NSWindowResizing) _hitTestWithHysteresisCheck:forEvent:allowWindowDragging:] + 394
12 com.apple.AppKit 0x00007fffa6c8f0db -[NSWindow(NSEventRouting) _handleMouseDownEvent:isDelayedEvent:] + 1873
13 com.apple.AppKit 0x00007fffa6c8ca6c -[NSWindow(NSEventRouting) _reallySendEvent:isDelayedEvent:] + 1942
14 com.apple.AppKit 0x00007fffa6c8bf0a -[NSWindow(NSEventRouting) sendEvent:] + 541
15 org.libsdl.SDL2 0x000000010d46d74a -[SDLWindow sendEvent:] + 90
16 com.apple.AppKit 0x00007fffa6b10681 -[NSApplication(NSEvent) sendEvent:] + 1145
17 org.libsdl.SDL2 0x000000010d46532b -[SDLApplication sendEvent:] + 139
18 org.libsdl.SDL2 0x000000010d466b2f Cocoa_PumpEvents + 495
19 org.libsdl.SDL2 0x000000010d44c1d5 SDL_PumpEvents_REAL + 53
20 org.libsdl.SDL2 0x000000010d44c2f5 SDL_WaitEventTimeout_REAL + 53
21 org.libsdl.SDL2 0x000000010d44c2b7 SDL_PollEvent_REAL + 23
22 org.libsdl.SDL2 0x000000010d51bb24 SDL_PollEvent + 36
23 libTest.dylib 0x000000010cf3e0e8 SDLEventProcessor::processEvents(int) + 568
24 Test 0x000000010cde6bba BrowserApp::RunAppMessageLoop(BAInstData*, CefStringBase, CefStringBase) + 810
25 Test 0x000000010ce04bbc main + 17980
26 libdyld.dylib 0x00007fffbe016235 start + 1
I further noticed that while entering full screen in SDL_cocoawindow.m NSResizableWindowMask is set. If I clear it inside windowDidEnterFullScreen, then, the issue doesn't repro.
This is discussed at https://discourse.libsdl.org/t/main-thread-gets-stuck-on-left-mouse-down/22753/3 and thanks to Eric for the pointers.
|
|
90ed3daa
|
2017-05-26T22:45:52
|
|
Changed messages about not recognized keys to include discourse link.
|
|
ce2998b8
|
2017-05-02T21:46:28
|
|
cocoa: Don't crash on messagebox keypress without a successful SDL_Init().
|
|
266816b4
|
2017-03-26T21:00:19
|
|
Removed newlines from error messages.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
fd85f574
|
2016-12-23T22:49:37
|
|
Mac: back out commit 3e9b2ae41adf. It causes significant overhead on many GPUs.
|
|
d719374c
|
2016-12-23T22:08:18
|
|
Mac: Fix over-saturated colors on P3 displays (e.g. the 2016 MBPs).
|
|
524bf3c2
|
2016-12-09T01:47:43
|
|
Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
|
|
1b689c33
|
2016-12-01T11:52:47
|
|
Fixed bug 3503 - osx builds don't run on 10.6 as of rev. 10651
Ozkan Sezer
With rev. 10651, i.e. http://hg.libsdl.org/SDL/rev/747a6a795b21 ,
SDL2 - OS X builds fail to run on 10.6 (my setup: i686 / 10.6.8)
because the symbol _IOPMAssertionCreateWithDescription is missing.
The SDK listing it for 10.7+ does seem correct. Reverting r10651
and rebuilding makes it to function again.
|
|
7f764bd8
|
2016-11-26T10:26:36
|
|
once more - iterating on this is annoying
|
|
51ccc9ed
|
2016-11-26T10:26:32
|
|
if the tap is explicitly disabled by code or by another program, let it remain disabled! this is different than the automatic "event tap was too slow therefore we stopped processing it" timeout which we want to re-enable after.
|
|
25f54f0f
|
2016-11-26T10:26:26
|
|
tap should default to disabled, not enabled
|
|
354a8f27
|
2016-11-26T10:26:22
|
|
SDL for Mac - only enable global event tap when actually necessary (app has focus and has requested relative mouse mode or has asked for a mouse grab). in other situations the event tap impacts system performance and battery life with no benefit.
|
|
d1c35feb
|
2016-11-25T00:13:13
|
|
macOS: removed deprecated UpdateSystemActivity() call.
The non-deprecated approach (IOPMAssertion) already exists in SDL, and is
available in Mac OS X 10.6 and later (although it was incorrectly listed as
10.7 and later in SDL). Since SDL now requires 10.6 or later, this is no
longer conditionally used.
|
|
6d67c98e
|
2016-10-19T20:39:12
|
|
Fixed crash on Mac OS X 10.10 and earlier
|
|
267207ff
|
2016-10-18T23:12:45
|
|
Worked around a crash on Mac OS X 10.10 and earlier, thanks to Eric Wasylishen.
|
|
824ecc8f
|
2016-10-14T08:15:39
|
|
Fixed processing mouse and keyboard events in hatari, which uses the old SDLMain.m without creating an SDLApplication instance
|
|
3a77b42d
|
2016-10-12T18:45:56
|
|
Fixed build warning
|
|
36e40d30
|
2016-10-11T23:19:05
|
|
Fixed bug 2923 - Add SDL_PIXELFORMAT_RGBA32 for byte-wise 32bit RGBA data
Daniel Gibson
Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.
SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
351adf15
|
2016-10-04T02:11:52
|
|
Fixed bug 2157 - Caps Lock key produces key down & key up events while key is still pressed.
Tim McDaniel
Using checkkeys test app:
* Press and hold Caps Lock key.
* checkkeys reports a CapsLock key pressed event and a CapsLock key released event.
* Release Caps Lock key.
* checkkeys reports no further events.
This patch fixes OSX Caps Lock up/down event detection by installing a HID callback.
|
|
fae5d0ea
|
2016-10-01T14:34:52
|
|
Fixed bug 3107 OSX - Process events in SDLApplication to fix integration with CEF.
John Wordsworth
While attempting to integrate CEF (Browser) into an SDL application, we noticed that there were problems on OS X where approximately 50% of the input events were essentially being lost - even when we were using off-screen rendering in CEF and passing through input events manually.
It appears that this problem has been around for a while (see: http://www.magpcss.org/ceforum/viewtopic.php?f=6&t=11141).
Please consider the following patch that fixes this issue. Instead of processing events directly after calling [NSApp nextEventMatchingMask:...] we now pass these events down to NSApp, for processing by an overloaded sendEvent: method. Chromium also forwards events to NSApp in the same way, which means we don't miss events, even if they were originally dequeued by CEF.
|
|
4f4c4b62
|
2016-09-29T22:52:41
|
|
Added SDL_SetWindowResizable(). (thanks, Ethan!)
|
|
a13da2fa
|
2016-09-29T13:34:49
|
|
Generalized the hint for whether the application gets a mouse event when clicking on the window to activate it, and is now named SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
The behavior is defined to not receive the click event, and this hint allows you to override that.
|
|
450fa8cd
|
2016-09-24T18:46:34
|
|
Use OS-provided click counts on macOS and iOS for mouse press and release events.
|
|
bac53941
|
2016-09-24T13:28:40
|
|
Fix mouse wheel events on macOS 10.12 (thanks Eric Wasylishen!)
Fixes bug #3432
|
|
29214826
|
2016-09-16T22:27:58
|
|
Fixed warning with Xcode 7.3.0
|
|
86708c3c
|
2016-09-13T19:51:10
|
|
Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
|
|
5bcf1d25
|
2016-08-28T19:06:31
|
|
cocoa: Fixed incorrect autorelease, noted by static analysis.
|
|
2f016cf8
|
2016-06-26T21:08:57
|
|
Mac: Fixed crash if SDL_GetDisplayDPI() got NULL pointers for output parameters.
|
|
0a4085a0
|
2016-05-21T12:09:23
|
|
Mac: Fix a crash when SDL is compiled with SDL_MAC_NO_SANDBOX enabled, by increasing the stack size of the mouse tap thread back to OS X' default of 512 KB.
|
|
4a468739
|
2016-05-21T00:20:52
|
|
Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
|
|
b15efce2
|
2016-05-01T21:41:30
|
|
Cocoa mouse code: Replaced NSPointInRect with NSMouseInRect (thanks Eric Wasylishen!) Fixes bug #3312.
|