src/video/uikit/SDL_uikitwindow.m


Log

Author Commit Date CI Message
Sam Lantinga 59da5b72 2019-05-14T07:55:42 [SDL] ios Touch Fix.
Alex Szpakowski 90b08881 2019-04-17T20:41:05 iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless.
Sam Lantinga 5e13087b 2019-01-04T22:01:14 Updated copyright for 2019
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Alex Szpakowski 9be597a0 2017-08-12T22:16:04 iOS: Fix app orientation when creating a landscape fullscreen window with the device currently in portrait orientation.
Philipp Wiesemann 266816b4 2017-03-26T21:00:19 Removed newlines from error messages.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Alex Szpakowski 9165ba7e 2016-09-24T20:12:57 iOS/tvOS: Always send SDL_WINDOWEVENT_FOCUS_GAINED when a window is created on the main screen (fixes bug #3395).
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.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Alex Szpakowski 9c51c4a6 2015-11-12T22:44:32 Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.)
Alex Szpakowski 72678358 2015-11-12T20:58:11 iOS: Fixed crashes when rotating the screen after destroying a window.
Alex Szpakowski 6ea942da 2015-07-19T19:44:40 Added MSAA support for OpenGL ES contexts on iOS. Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
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().
Alex Szpakowski a86df3b7 2015-06-09T21:08:24 iOS: Fixed some cases where SDL_DestroyWindow or SDL_GL_DeleteContext can cause crashes.
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.
Alex Szpakowski d603bb30 2015-05-05T16:16:10 Fixed a crash on iOS when none of the orientations in Info.plist match the SDL window's actual orientation. Fixes bug #2967.
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.
Alex Szpakowski c4035654 2015-04-09T19:28:00 Added framebuffer and colorbuffer members to the uikit portion of the SDL_SysWMinfo struct, removed SDL_iOSGetViewRenderbuffer and SDL_iOSGetViewFramebuffer.
Alex Szpakowski 26c28114 2015-04-08T15:35:07 Merged default into iOS-improvements
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.
Alex Szpakowski 6df55c66 2014-11-23T23:29:24 Removed an ugly hack to make windows rotate properly on iOS 8+. Recent commits apparently resolved the issue that made the hack necessary.
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 f5543f93 2014-08-06T03:24:16 Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
Alex Szpakowski caad673f 2014-07-29T00:36:12 Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
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 029e0193 2014-07-23T21:55:42 Fixed SDL_SetWindowFullscreen on iOS for the last time, hopefully. Fixed iOS version checking code.
Alex Szpakowski ef0490a7 2014-07-23T03:05:31 More cleanup of the iOS Objective-C code.
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 cf2958a8 2014-07-22T16:48:35 Fixed SDL_SetWindowFullscreen on iOS to properly update the view's frame.
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 b4d15ece 2014-07-16T16:12:20 Fixed SDL_SetWindowFullscreen not properly updating the status bar visibility in iOS 7+
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.
Sam Lantinga d44f3922 2014-07-07T10:33:32 Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context Alex Szpakowski Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context. This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference. I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
Sam Lantinga b7b6d8ab 2014-06-22T02:30:36 Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
Sam Lantinga 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.
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.
David Ludwig 69c5d21d 2013-10-27T21:26:46 WinRT: merged with SDL 2.0.1 codebase
Sam Lantinga f8c11bb9 2013-10-20T23:05:53 Fixed the status bar visibility in iOS 7
David Ludwig f7049b93 2013-08-12T22:29:55 WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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.