src/video/android/SDL_androidvideo.c


Log

Author Commit Date CI Message
Sam Lantinga 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()
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Sam Lantinga 26f05ecb 2016-12-02T02:25:12 Fixed missing prototypes on Android, patch from Sylvain
Sam Lantinga 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).
Magnus Bjerke Vik 555e6c96 2016-10-01T14:18:29 Fix SDL not resizing window when Android screen resolution changes
Philipp Wiesemann 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).
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
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().