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00452e47
|
2022-08-24T11:25:13
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Adding SDL_GetWindowSizeInPixels for window size in pixels (#6112)
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3119d58f
|
2022-08-10T10:48:23
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cocoa: Change the new sync_dispatch hint to async_dispatch.
This is so the default is safer.
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b4660e9d
|
2022-08-10T03:40:00
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macOS: Add hint for blocking thread on OpenGL context update dispatch (#5708)
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60d1944e
|
2022-07-06T20:12:30
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SDL_video: Added SDL_GL_FLOATBUFFERS to allow Cocoa GL contexts to use EDR
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|
6c536afd
|
2022-06-27T15:43:17
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Fix C89 declaration for macOS modules.
Since Clang 14, `-Wdeclaration-after-statement` is enforced on every
standard.
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f871c178
|
2022-05-10T17:32:24
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macOS: remove dead code for supporting 10.6 at runtime.
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|
ec8fa577
|
2022-05-07T21:57:23
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|
macOS: always use Objective-C ARC (automatic ref counting).
Change Cocoa SDL_VideoData and SDL_WindowData implementations from C structs to Objective-C objects, since bridging between C and ObjC is easier that way.
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120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
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033c0abb
|
2021-03-27T14:04:00
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|
Use dispatch_async for -[NSOpenGLContext update]. Fixes #3680
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
309d6137
|
2020-04-07T14:01:25
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|
cocoa: OpenGL setView and update must be used on main thread (thanks, Tim!).
If called from background threads, use Grand Central Dispatch to use the
main thread instead. On the main thread, just call them directly.
Fixes Bugzilla #4932.
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f2ff953e
|
2020-03-26T13:42:56
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cocoa: Just update the OpenGL context directly if on the main thread.
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361417c0
|
2020-03-25T16:40:43
|
|
cocoa: allow calling CreateWindowFrom on an NSView
This lets applications embed SDL with other widgets surrounding it.
Already possible on Windows and X11.
Fixes Bugzilla #5060.
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5b3b55a1
|
2020-03-20T11:52:18
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|
[NSOpenGLContext update[ is prohibited outside the main thread
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
8fb8adfc
|
2019-07-13T17:04:02
|
|
macOS: Fix SDL_GL_CreateContext/MakeCurrent on non-main threads causing a Main Thread Checker warning when built with Xcode 11 / the macOS 10.15 SDK.
Fixes bug #4714.
|
|
ed8b78d3
|
2019-06-14T21:18:53
|
|
cocoa: ignore compiler warnings about OpenGL being deprecated.
|
|
04b50f6c
|
2019-06-11T16:19:01
|
|
cocoa: Backed out CVDisplayLink code for macOS vsync.
This was to deal with broken vsync support in macOS 10.14, which we assumed
would remain broken indefinitely, but a later 10.14 released fixed it.
This is a loss of late-swap support, but there are several subtle problems
in our CVDiplayLink code that are also evaporating, to be fair.
Fixes Bugzilla #4575.
(Backed out changeset 8760fed23001)
|
|
9d7b2615
|
2019-04-17T20:14:40
|
|
macOS: Fix compilation when using the 10.9 SDK or older.
|
|
00c824a8
|
2019-04-10T22:30:58
|
|
Fix disabling OpenGL vsync on macOS 10.14.4+ (bug #4575).
|
|
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.
|
|
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.
|
|
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)
|
|
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.
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
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.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
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.
|
|
15bc7aea
|
2016-01-04T22:00:04
|
|
Mac: allows apps to use OpenGL on a slower, integrated GPU.
This is often useful for SDL apps that aren't meant to be games: the
integrated GPU starts up faster, uses less power, and is often more than
fast enough.
Note that even with this change, the app will still default to the more
powerful, discrete GPU if one is available; an app that prefers the integrated
GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly
set in its Info.plist and Mac OS X 10.7 or later.
https://developer.apple.com/library/mac/qa/qa1734/_index.html
|
|
42065e78
|
2016-01-02T10:10:34
|
|
Updated copyright to 2016
|
|
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().
|
|
2c4a6ea0
|
2015-05-26T06:27:46
|
|
Updated the copyright year to 2015
|
|
4fc40266
|
2015-05-05T19:01:55
|
|
Replaced all remaining uses of NSAutoreleasePool with @autoreleasepool blocks (bugzilla #2680.)
|
|
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.
|
|
fe6c797c
|
2015-04-10T23:30:31
|
|
Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
|
|
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
|
|
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.
|
|
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!
|
|
9c398852
|
2014-11-22T22:20:40
|
|
Corrected header file documentation comment.
|
|
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
|
|
fc4e798d
|
2014-07-07T12:48:25
|
|
Fixed bug 2631 - Mac: minor code cleanup
Alex Szpakowski
Some minor changes to the Mac-specific backend code:
- Fixed up some code style issues (mostly brace style inconsistencies).
- Fixed a compiler warning in SDL_cocoaevents.m.
- Removed some useless code now that the 10.7 SDK is required to build SDL.
- Removed Gestalt(gestaltSystemVersion, ...) call and switched to NSAppKitVersionNumber for version checking code. Using Gestalt with gestaltSystemVersion will give 0x1090 in Mac OS 10.10+, and the whole Gestalt function was deprecated in Mac OS 10.8.
|
|
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.
|
|
b677d1d8
|
2014-03-10T19:59:06
|
|
Fixed Mac OS X OpenGL context creation to match other backends, where we only care about the actual version we request if it's 3.0 or newer or a special profile context.
Eventually we'll probably move the version checking to higher level code and report the actual version of context that got created, but to avoid breakage we'll leave it like this for now.
|
|
28398109
|
2014-03-10T18:45:07
|
|
Fixed regression causing the renderer to recreate its window since it's not getting an OpenGL 2.1 context anymore.
|
|
bafa4c7a
|
2014-03-01T21:33:48
|
|
Dynamically load glGetString(), to avoid direct dependency on OpenGL.
|
|
99583397
|
2014-03-01T20:46:45
|
|
Mac OS X: Make OpenGL context selection more robust, avoid software fallback.
Fixes Bugzilla #2197.
|
|
95f7e242
|
2014-02-25T15:28:12
|
|
Mac: Immediately update current OpenGL context's shape.
Previously we were postponing our -[NSOpenGLContext update] call to the next
SDL_GL_SwapWindow, even if the context was current on the current thread. This
changes it so that we will do the update immediately if it's the current
context.
If you're rendering on another thread, you need to call SDL_GL_SwapWindow once
after a resize event to ensure your drawable will produce non-garbage data.
Bug: https://bugzilla.libsdl.org/show_bug.cgi?id=2339
|
|
58edac3e
|
2014-02-02T00:53:27
|
|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
|
|
27779311
|
2013-12-27T10:18:11
|
|
Bump SDL to build with 10.7 SDK.
This also bumps the minimum requirement for building SDL to 10.7, and
removes some checking we no longer need.
CR: saml
|
|
f848adff
|
2013-11-29T10:06:08
|
|
Improve Android pause/resume behavior.
|
|
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.
|
|
0f8d9995
|
2013-11-02T11:42:00
|
|
Corrected typo in source comment.
|
|
d36c7363
|
2013-10-28T22:43:39
|
|
Updated GL version tests for Mac OS X 10.9 ("Mavericks").
They changed the name of their GL 3.2 enum, added the GL 4.1 core profile.
|
|
869a7076
|
2013-09-20T13:43:00
|
|
add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
|
|
bfe1b1d0
|
2013-09-14T01:30:57
|
|
Don't incorrectly report success for negative swap intervals on Mac OS X.
|
|
37509cf3
|
2013-09-13T17:40:41
|
|
Mac: Fix cast warning.
|
|
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.
|
|
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.
|