|
d03409e1
|
2017-08-14T06:18:08
|
|
Fixed bug 3191 - haptic system on android?
Sylvain
- add vibrator service in the list of haptic devices. I use an hard-coded device_id for it ...
|
|
e54eede2
|
2017-08-13T21:05:15
|
|
Provide the correct state of the on-screen keyboard to the API (patch from Sylvain)
|
|
6ee66139
|
2017-08-13T20:55:59
|
|
Fixed bug 3235 - Make the Android window creation similar to iOS' window creation
Sylvain
Here's a patch.
It tries to get the hint first. Resizable will allow any orientation. Otherwise it uses width/height window.
setOrientation method is splitted in static and non-static, so that it can be overloaded in a user subclass.
Some artefact observed :
surfaceChanged() can be called twice at the beginning. When the phone starts in portrait and run a landscape application.
|
|
0a52db54
|
2017-08-12T08:15:09
|
|
Fixed bug 3191 - haptic system on android?
Patch provided by jintiao and Milan Nikolic, thanks!
|
|
df5898b0
|
2017-08-11T13:37:40
|
|
Fixed bug 3464 - Fix for Android hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH
ny00
According to the current documentation in SDL_hints.h, if SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH is set to "0" (or not set at all) then mouse input should lead to touch events, along with corresponding *fake* mouse events with mouse id SDL_TOUCH_MOUSEID.
However, while moving a mouse around (actually using a trackpad identified as a mouse), I get SDL mouse motion events with differing mouse ids, as follows:
- If the mouse is moved while a mouse button is pressed, the mouse id is SDL_TOUCH_MOUSEID.
- Otherwise, the mouse id for mouse motion events is 0.
I've attached sample code for reference, which includes logs of the various mouse events (the "which" field is covered).
I believe that no actual mouse event should arrive, if the hint is unset. In particular, no mouse motion event should arrive while no mouse button is pressed.
I'm going to attach a patch which resolves this, while also disabling mouse wheel motion events.
|
|
a47bf374
|
2017-08-09T20:23:48
|
|
Fixed bug 3728 - [Android] crash when shared libraries are no loaded
Sylvain
On Android, when shared libraries are not correctly loaded (eg SDLActivity.mBrokenLibraries is true), there is a pop-up with an error message.
After user dismisses the pop-up, application crashes:
- because the native function "nativePause()" may no be loaded (if libSDL2.so is not loaded).
- because mSurface is null.
|
|
a9c7bc85
|
2017-05-19T15:06:05
|
|
android: add screenSize to AndroidManifest's configChanges (thanks, Daniel!).
Fixes Bugzilla #3448.
"Starting with Android API 13, another configuration change must be declared
to be handled by the app if it is desired to not let the system handle
rotation itself:
https://developer.android.com/guide/topics/resources/runtime-changes.html#HandlingTheChange
This will have effect if either a developer or SDL per default will set target
API > 12. Currently it is set to 12, but this might change in the future, like
when applying this patch: https://bugzilla.libsdl.org/show_bug.cgi?id=3445
The effect of not having this change applied is that the SDL app is destroyed
upon rotation. Even when the manifest has an additional entry to e.g. always
stay in landscape mode, the onDestroy() call will happen on devices that are
portrait per default, when switching off screen due to power save. The device
will then (at least try to) rotate into portrait to show the portrait screen
lock after resume.
I believe it is safe to apply this patch even with target API still set to 12,
the additional parameter is simply ignored."
|
|
366adae3
|
2017-04-07T20:17:30
|
|
android: More robust fix for screen locking in landscape (thanks, Sylvain!).
Fixes Bugzilla #3562.
From Sylvain:
"With an android landscape application, if you quickly lock, then unlock your
device, you can see sometimes a quick glitch: screen badly draws in portrait,
then it correctly displays in landscape.
Not talking of a smooth rotation, it's a drawing glitch. And you need to have
a plain lock screen, with no model nor passphrase.
I think it happens because the call to "nativeResume()" occurs sometimes too
early.
It should be done once you have *all* those three things (in any sequence):
- onWindowsFocusChanged() set to true
- onResume() called
- a valid call to onSurfaceChanged()
Currently, this is not the case: you don't need to have onResume() called.
Just need to have isPaused, (eg onPaused()).
So "isPaused" should be renamed as "isResumedCalled".
But you also need some kind of isPaused state to make sure to don't call
nativePause() twice (and deadlocks...).
There are also redundant checks to "mHasFocus" and some creation of the
initialisation thread code from onSurfaceChanged() that could me moved.
So here's this patch:
- add some states, so we have cleaner transitions.
- make sure "onResume()" is called.
- some clean up
- it also goes faster in pause state (focus changed, onPause, without requiring isSurfaceReady which does seems to be needed).
Tested on a few devices and it removes the glitch.
But I haven't tested when the activity goes back to "init" state."
|
|
2092a883
|
2017-03-31T23:43:53
|
|
android: fix wrong events when locking device in landscape (thanks, Joshua!).
"Using an application in portrait orientation, turning off the device would
dispatch SDL_APP_WILLENTERBACKGROUND, then SDL_APP_DIDENTERBACKGROUND then
lock the screen.
However, rotating the application the application to landscape, then turning
off the device would incorrectly dispatch SDL_APP_WILLENTERBACKGROUND,
SDL_APP_WILLENTERBACKGROUND, SDL_APP_WILLENTERFOREGROUND and then
SDL_APP_DIDENTERFOREGROUND before locking the screen. You can imagine how
this created trouble :)
It appears this occurs because (on this application) turning off a device
when in landscape is triggering a resize. The resize logic in SDLActivity
triggers a resume.
This patch has resolved the issue on my device:
It prevents the dispatch of (improper) FOREGROUND events when locking
the device, but we get still events when the device is turned back on
and unlocked."
|
|
01f66613
|
2017-01-12T10:58:35
|
|
fixed SENSOR_LANDSCAPE and SENSOR_PORTRAIT mode false nativeResume bug
|
|
ae8ca7c5
|
2016-10-17T22:09:22
|
|
Fixed bug 3444 - Android-TV: no more handling of back button on remote
ny00
Unfortunately, simply checking the return codes of "onNativePadDown/Up" as previously done has its own issue:
If an SDL joystick is connected *and* opened, then a proper KeyEvent, say with keycode KEYCODE_BUTTON_1, should lead to an SDL joystick button event as expected.
If, however, the joystick was *not* opened, then "onNativePadDown/Up" will return a negative value, so before the commit from bug 3426, you could unexpectedly get a keyboard event. (In practice, you'll just get a log message, since KEYCODE_BUTTON_1 has no mapping to a proper SDL_ScanCode value, but it's still an problem).
What should still be done, though, is checking the key code itself. We do have the KeyEvent.isGamepadButton method, but according my test, it returns "true" exactly (and only) for the KEYCODE_BUTTON* values, and not for KEYCODE_DPAD* or any other key code.
Here is a possible solution:
- Do check the return codes of "onNativePadDown/Up" as previously done.
- In addition, in "Android_OnPadDown/Up" from src/joystick/android/SDL_sysjoystick.c, 0 should *always* be returned in case the key code can be translated to an SDL_joystick button; Even if no matching joystick can be found.
|
|
83cb2b63
|
2016-10-14T06:57:55
|
|
Fixed bug 2758 - Android issues with NDK r10c and API-21
Sylvain
After a long time, I found out more clearly what was going wrong.
The native libraries should be built with a "APP_PLATFORM" as low as possible.
Ideally, APP_PLATFORM should be equals to the minSdkVersion of the AndroidManifest.xml
So that the application never runs on a lower APP_PLATFORM than it has been built for.
An additional good patch would be to write explicitly in "jni/Application.mk": APP_PLATFORM=android-10
(If no APP_PLATFORM is set, the "targetSdkVersion" of the AndroidManifest.xml is applied as an APP_PLATFORM to the native libraries. And currently, this is bad, because targetSdkVersion is 12, whereas minSdkLevel is 10.
And in fact, there is a warning from ndk: "Android NDK: WARNING: APP_PLATFORM android-12 is larger than android:minSdkVersion 10 in ./AndroidManifest.xml".)
to precise what happened in the initial reported test-case:
Let say the "c" code contains a call to "srand()".
with APP_PLATFORM=android-21, libSDL2.so contains a undef reference to "srand()".
with APP_PLATFORM=android-10, libSDL2.so contains a undef reference to "srand48()".
but srand() is missing on devices with APP_PLATFORM=android-10 (it was in fact replaced by srand48()).
So, if you build for android-21 (where srand() is available), you will really have a call to "srand()" and it will fail on android-10.
That was the issue. The path tried to fix this by in fact always calling srand48().
SDL patches that were applied are beneficial anyway, there are implicitly allowing they backward compatibility of using android-21 on a android-10 platform.
It can be helpful in case you want to target a higher APP_PLATFORM than minSdkVersion to have potentially access to more functions.
Eg you want to have access to GLES3 functions (or other) of "android-21". But, if dlopen() fails (on android-10), you do a fall-back to GLES2.
|
|
05ca784e
|
2016-10-02T22:32:50
|
|
Android: Fixed compile error.
|
|
4e6f2199
|
2016-10-01T15:14:48
|
|
Fixed bug 3065 - Screen is flickering during closing on-screen keyboard on Android
Deve
When I'm trying to close on-screen keyboard using SDL_StopTextInput() function by touching the screen (SDL_FINGERUP or SDL_FINGERDOWN event), the screen is flickering. It is white for a while.
Note that it usually works without problems when I use phone's "back" button. I noticed flickering occasionally too, but not that often.
Philipp Wiesemann
The attached patch maybe fixes the flicker but not the actual fault causing it.
|
|
257c8972
|
2016-09-29T16:52:48
|
|
Fixed bug 3426 - Fixes for joystick related issues
ny00
This report is going to cover three issues, with a suggestion for fixes. For reference, tests were done using an installation of android-x86-5.1-rc1.iso within a VirtualBox session. I've actually used an adapter that accepts up to two Playstation 1/2 controllers.
A ZIP file should be attached, with the following contents:
- The patch file itself.
- Outputs of joysticks lists from testjoystick with different orders (before fixing bug).
- Game controllers database entries (for reference).
--- Different outputs for different platforms may stem from different tools being used; The Android mapping was manually constructed using a previously available mapping as a base.
--- Note that it turns out the Linux mapping is already out there in some form: https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
And so, let's begin listing the issues:
1. While changeset https://hg.libsdl.org/SDL/rev/9b540bea3cf1 has good intentions, it appears to make various input devices being mistakenly detected as SDL joysticks. I got lists of the devices from joysticktest, given in the ZIP file. "badordering.txt" is what I get if the device has been plugged since a reboot of the virtual machine, while I've gotten "goodordering.txt" after hot-plugging the USB adapter. As expected, only in the latter case I could use the controller in the test program (assuming it isn't modified).
To take care of this, I updated pollInputDevices and added the function SDLActivity.isDeviceSDLJoystick, in order to have a better filter. Note that it also checks that the device id is non-negative, since VIRTUAL_KEYBOARD appears to include a SOURCE_DPAD, and I should probably keep accepting it as an SDL_joystick (good if you want, say, to support multiple independent d-pad devices).
I hope the device id filter does not break support for the virtual remote (mentioned in the changeset above).
2. So there's a weird glitch here, where the game controller is reported to have SOURCE_KEYBOARD and SOURCE_JOYSTICK, while each controller button press/release emits a KeyEvent with SOURCE_KEYBOARD only. So obviously any test going over the event's own sources is expected to fail.
It is possible to try and filter by the key code, but then there are the dpad key codes, which can also be emitted by actual PC keyboard's key presses/releases (the arrow keys).
So instead, I just call the newly added isDeviceSDLJoystick function again and check if the input device (not the event) has any source considered to be a joystick/gamepad for us.
3. Finally, if SDL2 properly detects an SDL_Joystick being connected, but it is not opened, then whenever a KeyEvent is received after a button press/release from the same controller, SDLActivity.onNativePadDown/onNativePadUp returns a negative value. In such a case, the onKey handler continues to check for SOURCE_KEYBOARD (and possibly also SOURCE_MOUSE), which is clearly not desired.
And so, in the given patch, the return values of onNativePadDown and onNativePadUp are ignored and "true" is returned either way.
(Note: Maybe the native functions should be modified to have the return value of "void".)
Finally, as another side-note, I've noticed that the various bitwise tests for sources are wrong. For instance, to check if an InputDevice 'device' has source SOURCE_JOYSTICK, the value (device.getSources() & SOURCE_JOYSTICK) should be compared to SOURCE_JOYSTICK, not 0.
However, I think there's enough that this patch covers. At the least, isDeviceSDLJoystick partially solves this.
|
|
f369d165
|
2016-09-29T16:40:34
|
|
Fixed bug 3427 - Android accelerometer z-axis incorrect
Alex Szpakowski
As seen here https://bitbucket.org/rude/love/issues/1202/accelerometer-z-axis , the Java code for sending accelerometer data to SDL's C code has an incorrect Z-axis calculation.
|
|
379a4304
|
2016-08-30T21:15:46
|
|
Android: Removed unused internal function.
|
|
8f0af773
|
2016-08-11T22:04:49
|
|
android: implement audio capture support.
|
|
3853f7cd
|
2016-07-27T20:47:08
|
|
Android: Updated a comment.
|
|
242c3480
|
2016-07-27T20:46:18
|
|
Android: Replaced deprecated AbsoluteLayout with RelativeLayout.
Fixes Bugzilla #2211.
|
|
8f17b203
|
2016-07-04T10:39:32
|
|
Commit KEYCODE_SPACE as text input on Android
|
|
bb9dcf57
|
2016-04-25T22:17:38
|
|
Android: Updated name of README file.
|
|
88f51937
|
2016-01-26T22:20:05
|
|
Android: Fixed ignoring a return value while handling motion events.
This should not have caused problems yet because the return value was identical.
|
|
2191abb2
|
2016-01-13T19:31:03
|
|
Android: Fixed finishing Activity on some devices if right mouse button pressed.
Partially fixes Bugzilla #3227.
|
|
46cb8510
|
2016-01-12T22:22:24
|
|
Android: Fixed a comment.
|
|
2a4855f9
|
2015-10-15T22:26:00
|
|
Android: Added missing import statement.
It did not compile without.
|
|
82603b60
|
2015-10-15T12:52:00
|
|
Fix some Android keyboards that didn't work properly.
This conversation came from Joshua Granick on Twitter, starting here:
https://twitter.com/singmajesty/status/653640543675641857
"We found an issue where certain Android keyboards (like the S6 with
predictive text) wouldn't work ... Certain keyboards use a predictive text
mode that does not dispatch a traditional onKey events, which is troublesome
... but telling the OS to use a "visible password" keyboard helps deal with
this problem ... perhaps there's some other way (onKeyPreIme?) to do
"textediting" events, but for now, this should be a fast fix ...
I hear it affects the Galaxy Tab A 8.0", Galaxy S6, Asus ZenPhone 2, maybe
others"
|
|
5bc93cc5
|
2015-10-07T21:16:40
|
|
Android: Added a new method in SDLSurface.
|
|
10daf1f4
|
2015-09-27T20:12:47
|
|
Android: Removed three internal functions not used by SDL.
They were not needed internally since the switch to the common EGL backend.
Thanks to the SDL mailing list for pointing out that the functions seem unused.
|
|
40364541
|
2015-09-18T21:26:28
|
|
Android: Improved last error message for failed APK expansion file use.
|
|
625d39b1
|
2015-09-17T22:36:11
|
|
Android: Added additional error messages for APK expansion file use.
|
|
6e7c479e
|
2015-09-17T22:30:24
|
|
Android: Fixed trying to read from APK expansion files without version hint set.
This also fixed overwriting the asset error message which is more useful if no
APK expansion files are available and the requested file was not found.
|
|
92ca42d9
|
2015-09-17T22:24:54
|
|
Android: Renamed SDLActivity's Java method used for APK expansion files.
The name was not correct.
|
|
68b3b542
|
2015-09-17T22:14:37
|
|
Android: Removed empty onDraw() override method from SDLActivity.
It was redundant because SDLActivity already inherits an empty method from the
base class SurfaceView (which does not implement it but inherits it from View).
Visibility of onDraw() in SDLActivity is now protected again instead of public.
|
|
a4a5483f
|
2015-09-05T20:21:35
|
|
Android: Fixed unused variable warning.
|
|
2b6f6422
|
2015-09-05T20:21:06
|
|
Android: Fixed missing break warning.
|
|
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().
|
|
5db002bb
|
2015-06-16T23:58:09
|
|
Fixed bug 2949 - [Android] Virtual DPAD remote not registered
Sylvain
I have an android device to which I try to connect the google virtual remote application.
https://play.google.com/store/apps/details?id=com.google.android.tv.remote
The java method "pollInputDevices()" detects it as an input source 0x701 which is (SOURCE_KEYBOARD | SOURCE_GAMEPAD | SOURCE_DPAD).
It it not added because it does not AND-bitwise with "SOURCE_CLASS_JOYSTICK".
It's only a virtual DPAD and it works when checking also with SOURCE_CLASS_BUTTON
|
|
33ed20fa
|
2015-06-16T22:16:35
|
|
Fixed bug 2774 - Android: screen distorted in Landscape after background/foreground
Sylvain
With a Landscape application.
Going to background with Home Key, then foreground.
The screen is distorted.
This has been reported by Samsung. It happens on S5 and Samsung Alpha, see the video attached.
I have captured the following logcat:
V/SDL (20549): onResume()
V/SDL (20549): surfaceCreated()
V/SDL (20549): surfaceChanged()
V/SDL (20549): pixel format RGB_565
V/SDL (20549): Window size:1920x1080
I/SDL (20549): SDL_Android_Init()
I/SDL (20549): SDL_Android_Init() finished!
V/SDL (20549): SDL audio: opening device
V/SDL (20549): SDL audio: wanted stereo 16-bit 22.05kHz, 256 frames buffer
V/SDL (20549): SDL audio: got stereo 16-bit 22.05kHz, 1764 frames buffer
V/SDL (20549): onWindowFocusChanged(): true
V/SDL (20549): onWindowFocusChanged(): false
V/SDL (20549): onPause()
V/SDL (20549): nativePause()
V/SDL (20549): surfaceDestroyed()
Background / Foreground
V/SDL (20549): onResume()
V/SDL (20549): surfaceCreated()
V/SDL (20549): surfaceChanged()
V/SDL (20549): pixel format RGB_565
V/SDL (20549): Window size:1080x1920
V/SDL (20549): surfaceChanged()
V/SDL (20549): pixel format RGB_565
V/SDL (20549): Window size:1920x1080
V/SDL (20549): onWindowFocusChanged(): true
V/SDL (20549): nativeResume()
This seems to be related to the fact that I have in "AndroidManifest.xml":
android:configChanges="..."
Because of the fields: "orientation" and also "screenSize".
I have looked for another way to solve the issue. Discarding the "surfaceChanged" call, based on the "requestedOrientation" and the new Orientation. It seems to be better.
On my failing test case, the first "surfaceChanged()" is discarded. Sometimes the "focusChanged()" might appear between the two "surfaceChanged()", while the surface is not yet ready. Thus, discarding also the "nativeResume()".
So, for robustness, a call to "nativeResume()" is added at the end of "surfaceChanged()".
Some update:
1/ First I tried, to discard the surface using the current orientation (rather than width / heigh). -> that solve the issue sometimes, but not always.
2/ Samsung Certification now accepts my application that were previously failing.
3/ I personally now owns a Samsung S5, and was able to solve the issue on my side.
4/ I now use the patch and get no complaints from my users. (but I admit, nobody seemed to be complaining before neither...).
5/ I have added a v2 because of a new smart-phone called "Black Berry Passport" that has a square screen of 1440x1440. This screen has a "status bar" so the resolution is in fact : 1440x1308. (as reported by "surfaceChanged").
Problem is: the portrait resolution is in fact a Landscape!
So the "v1" patch is always discarding the "surface" of BlackBerry Passport. Which is terribly bad.
Hence, I added the "v2" patch not to discard the surface when aspect ratio is < 1.20. (BB 1440/1308 is : 1.1009). Which seems fair.
|
|
c3186d5e
|
2015-06-05T19:40:50
|
|
Android: Added deactivated intent filter for testing drop file support.
|
|
dbfd4fdd
|
2015-05-31T19:23:16
|
|
Android: Added missing space in three log messages.
Also fixed a typo and changed tag string to constant.
|
|
72a244da
|
2015-05-26T20:36:45
|
|
Android: Added basic drop file support (thanks, "noxalus"!).
This lets SDL-based apps respond to "Open With" commands properly, as they
can now obtain the requested path via a standard SDL dropfile event.
This is only checked on startup, so apps don't get drop events at any other
time, even if Android supports that, but this is still a definite
improvement.
Fixes Bugzilla #2762.
|
|
1968ff04
|
2015-05-22T22:34:08
|
|
Android: Fixed touch pressure being out of range.
According to the documentation of Android's MotionEvent, the getPressure() may
return values higher than 1 on some devices. To prevent passing such values into
SDL they are now corrected to 1 in Java before the JNI call (where it is assumed
to be correct).
Currently SDL only sends SDL_FINGERMOTION events if the touch state (position or
pressure) changed. By correcting pressure down to 1 some events may get dropped
in the rare case that only the pressure was changed but was out of range and the
position did not change.
|
|
f7ac0201
|
2015-05-16T21:15:59
|
|
Android: Replaced logging tag strings with constant.
|
|
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.
|
|
e97fc562
|
2015-04-13T20:52:38
|
|
Android: Fixed lint warning about order of elements in AndroidManifest.xml.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
049ef9a3
|
2015-04-08T22:24:33
|
|
Android: Fixed calling a getter method twice.
|
|
e5f9c347
|
2015-04-08T12:14:36
|
|
Remove trailing spaces in Android source code.
|
|
8da7e8ad
|
2015-04-08T01:37:17
|
|
Log Android hardware at startup (thanks, rettichschnidi!).
Fixes Bugzilla #2653.
|
|
41961e4f
|
2015-04-02T00:55:45
|
|
Cast the result of calling getButtonState to an Integer
|
|
f9041771
|
2015-04-01T12:14:56
|
|
Android: more separate-mouse-and-touch work.
This avoids a hint lookup for each mouse event we get by setting a static Java
variable from native code during our hint watcher callback.
Also attempts to do the right thing with mouse buttons if you happen to be
on an API14 (Ice Cream Sandwich, Android 4.0) or later device. We still
target API12 (Honeycomb MR1, Android 3.1) for SDL 2.0.4 though.
This isn't tested, so I'm pushing to see what the Android buildbot says. Stand
back, I'm a professional!
|
|
73990628
|
2015-03-27T18:09:51
|
|
Renamed SDLGenericMotionListener back to SDLGenericMotionListener_API12
|
|
37672303
|
2015-03-25T22:47:22
|
|
Android: Removed outdated comment from source.
|
|
ca7b18e4
|
2015-03-24T21:02:28
|
|
* More Android patch work
|
|
387fa5dc
|
2015-03-24T20:45:29
|
|
* Improve mouse support in Android. These changes require Android API v12 to compile
|
|
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
|
|
7815393b
|
2015-01-31T10:32:45
|
|
Fixed wrong comment in implementation for Android.
|
|
b48e54aa
|
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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a26a4e9e
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2015-01-23T20:29:08
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Fixed bug 2816 - [patch] Android: Expose screen refresh rate
Jonas Kulla
Display::getRefreshRate() is available on all API levels.
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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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c121ff7f
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2014-11-23T20:35:51
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Added name for second Java Thread on Android.
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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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1745116f
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2014-10-24T11:53:34
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Fixed bug 2759 - Android findLibrary() returns NULL
Sylvain
extra patch with minor modifications:
- typo
- cancel-able set to false
- add the error message, so that the user can report it.
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bc382e39
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2014-10-23T16:45:18
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Added an option to define libraries to be loaded on Android in a derived class.
This way it is no more needed to modify SDLActivity.java to add own libraries.
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775a8026
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2014-10-23T16:41:01
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Fixed alert dialog for not loaded libraries on Android being cancelable.
If the alert dialog could be canceled the Activity would not be finished here.
Also setting the property to "true" would be redundant because that is default.
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425a06a9
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2014-10-23T16:39:15
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Fixed missing @Override annotation warning in source for Android.
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4a67627e
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2014-10-23T16:38:03
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Fixed upper case button in alert dialog for not loaded libraries on Android.
This is more consistent with the buttons of other dialogs on Android.
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d4bdd246
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2014-10-23T16:34:48
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Fixed typo in message of alert dialog for not loaded libraries on Android.
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391c31cf
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2014-10-23T16:33:27
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Fixed writing new errors to standard output instead of error output on Android.
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85bed095
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2014-10-23T16:31:02
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Fixed documentation in source for Android.
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34a85f4d
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2014-10-21T11:44:35
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[Android] #2759: Show a message on failure to load a .so library (by Sylvain)
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5f193f0c
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2014-10-20T22:19:09
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Fixed setting of screen saver state crashing on some version of Android.
Setting Window flags seems to affect Views and must be handled on UI thread.
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79035b39
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2014-10-20T10:10:39
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Bug 2739 - [Android] No support for SDL_DisableScreenSaver by Martin Gerhardy
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ec4dfdfc
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2014-10-17T23:36:45
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Fixed bug 2476 - Allow custom main() arguments
rettichschnidi
I would like to pass custom arguments from my Java code (subclass of SDLActivity) to the native SDL2 binary.
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51a07ade
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2014-09-25T20:56:27
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Fixed broken layout for buttons with configured color in messagebox on Android.
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788a2e45
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2014-09-24T23:46:46
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Added setting configured color to button texts for messagebox on Android.
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e7f2f85c
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2014-09-17T08:59:43
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[Android] Fixes #2679 - Crash resuming from screen off
Before destroying the static Java-side data, wait for the SDL native thread,
*and* the listener thread that waits on it to trigger a clean up.
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0fbd904a
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2014-09-14T19:44:53
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Fixed key down closing messagebox dialog instead of key up on Android.
This fixed sending key up event to SDL a dialog closed by down did not consume.
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5f39ea89
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2014-09-13T02:15:18
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Fixed bug 2415 - Message Boxes aren't implemented on Android
Philipp Wiesemann
I attached a patch for an incomplete implementation of the messagebox parts.
It was not tested on lots of devices yet and features a very fragile workaround to block the calling SDL thread while the dialog is handled on Android's UI thread. Although it works for testmessage.c I assume there are lot of situations were it may fail (standby, device rotation and other changes). Also not all flags and colors are implemented.
On the other hand most uses of the messagebox are to show an error on start and fragility (or working at all) may not matter there.
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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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197a7cae
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2014-08-12T23:33:16
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Fixed warning about implicit boxing to Java Object.
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a0252149
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2014-08-11T23:16:47
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Added javadoc comment for consistency.
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e8d84fbf
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2014-06-21T20:35:36
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Merged changes from Alexey Petruchik to support Android obb files
http://developer.android.com/google/play/expansion-files.html
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047c19ce
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2014-06-15T19:32:39
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Fixed bug 2558 - Missing FINGERUP in Android
Sylvain
If you play with the TouchScreen with +3 fingers randomly / pressing simultaneously all fingers.
You triggers FINGER DOWN events, but not always all the associated FINGER UP events.
So, after a while SDL_GetNumFingers() can report a wrong number of fingers pressed !
The explanation is hidden there : http://developer.android.com/reference/android/view/MotionEvent.html
Each pointer has a unique id that is assigned when it first goes down (indicated by ACTION_DOWN or ACTION_POINTER_DOWN).
A pointer id remains valid until the pointer eventually goes up (indicated by ACTION_UP or ACTION_POINTER_UP) or when the gesture is canceled (indicated by ACTION_CANCEL).
in ACTION_CANCEL :
The current gesture has been aborted. You will not receive any more points in it. You should treat this as an up event, but not perform any action that you normally would.
Constant Value: 3 (0x00000003)
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ef3887ec
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2014-06-08T13:14:20
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Changed two Java nested classes into static nested classes.
Both do not need an implicitly created reference to enclosing class.
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f29ac399
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2014-05-29T23:05:18
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Added javadoc comments to document methods used by JNI.
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eac27bcd
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2014-05-29T22:58:06
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Added javadoc comments to prevent unused parameter warning.
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1f111f3d
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2014-05-29T22:53:53
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Fixed implicit boxing and unboxing of Java Objects warning.
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d5a2e55d
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2014-05-10T18:24:39
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Improve handling of focus behaviour on Android. Patch by Alexey Petruchik
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25313c3b
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2014-04-30T23:05:05
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added comment
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3727528e
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2014-04-30T22:51:29
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access google apk library through reflection
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3cdae42d
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2014-04-23T03:42:32
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Fixing issues discovered by Philipp Wiesemann
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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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612f4a69
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2014-04-07T21:20:39
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inital apk extension support
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2d8b86bb
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2014-04-05T23:24:33
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Fixed unused local variable warning.
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cf119f78
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2014-02-12T18:12:14
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Try to work around Android's handling of static variables in terminated apps
Android, we want to love you, but you don't make it easy for us...
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109fe0e0
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2014-01-28T15:28:20
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fixed hat code validation.
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03747567
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2014-01-26T23:50:35
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Removed unused variable from Java class for Android.
The audio thread was moved to native side and "protected" prevented a warning.
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e78be5da
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2014-01-24T09:54:04
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Bug 2358 - [Android] Sort joystick axes - Fix by David Brady
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