src/video/android/SDL_androidvideo.c


Log

Author Commit Date CI Message
Sam Lantinga 5febdfce 2018-09-24T11:49:25 Fixed whitespace
Sam Lantinga 88dfa466 2018-06-18T13:14:04 Use a blank cursor instead of PointerIcon.TYPE_NULL since that shows the default cursor on Samsung DeX
Sam Lantinga fe196db7 2018-06-07T17:07:03 Track android device panel width & height as well as window surface & height. Expand SDLActivity::SDLSurface::surfaceChanged() callback to grab the panel width and height at the same time and pass that along to the native code. Only works on API 17+. Duplicates surface dimensions whenever it fails. Add Android_DeviceWidth/Android_DeviceHeight globals to native code. Disambiguate Android_ScreenWidth/Android_ScreenHeight -> Android_SurfaceWidth/Android_SurfaceHeight Use device width/height for all display mode settings.
Sam Lantinga 6e01fbb7 2018-02-11T18:23:37 On Android show the system UI when an SDL window is windowed, hide the system UI when it's fullscreen, like we do on iOS. We're increasing the Android SDK minimum version to API 19, this doesn't increase the minimum target API, which is API 14.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga 4478707b 2017-10-31T13:49:59 Add SDL_GetDisplayDPI implementation on Android. (thanks Rachel!)
Sam Lantinga 50efbda7 2017-08-28T00:43:14 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
Sam Lantinga ce2b1644 2017-08-28T00:11:38 Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
Ryan C. Gordon 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.
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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
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.
Ryan C. Gordon 1270247c 2015-03-25T10:59:10 Add a hint watch callback for SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH.
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 f64e6742 2015-01-26T22:12:38 Fixed memory leak in video quit implementation for Android.
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.
Philipp Wiesemann a26a4e9e 2015-01-23T20:29:08 Fixed bug 2816 - [patch] Android: Expose screen refresh rate Jonas Kulla Display::getRefreshRate() is available on all API levels.
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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Gabriel Jacobo 79035b39 2014-10-20T10:10:39 Bug 2739 - [Android] No support for SDL_DisableScreenSaver by Martin Gerhardy
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
Sam Lantinga 32665131 2014-06-02T09:01:26 Added a way to get the native Android window and EGL context
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.
Gabriel Jacobo 61959aa6 2013-11-22T13:24:53 OpenGL ES support for Windows
Philipp Wiesemann 0db36f51 2013-10-05T17:08:19 Added detection of touch devices before first touch events happen on Android. On Android available touch devices are now added with video initialization (like the keyboard). This fixes SDL_GetNumTouchDevices() returning 0 before any touch events happened although there is a touch screen available. The adding of touch devices after a touch event was received is still active to allow connecting devices later (if this is possible) and to provide a fallback if the new init did not work somehow. For the implementation JNI was used and API level 9 is required. There seems to be nothing in the Android NDK's input header (input.h) to implement everything on C side without communication with Java side.
Gabriel Jacobo 0eeb76d8 2013-08-19T16:29:46 Fixes bug #2037, common EGL code for Android and X11
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.