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9130f7c3
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2021-01-02T10:25:38
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Updated copyright for 2021
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1b6de9a9
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2020-09-05T15:01:45
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Fix SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH=1 on Metal windows
SDL_cocoametalview was consuming the first click rather than passing it
through to the SDLView underneath which overrides [NSView acceptsFirstMouse]
based on the user's SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH preference.
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a7916890
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2020-04-10T00:37:35
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metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:
"A few weeks ago, Alex added a partial Metal API to SDL2:
https://hg.libsdl.org/SDL/rev/22c8e7cd8d38
I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:
1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.
2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.
3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.
Tested on macOS 10.14 and iOS 12.4."
Fixes Bugzilla #4796.
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c9c89783
|
2020-01-29T20:09:08
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Miscellaneous pending fixes
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a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
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f8bdefe1
|
2019-10-13T15:18:28
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macOS: Fix asserts in SDL_Render's metal scissor code when the window is resized.
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aebaa316
|
2019-08-05T12:35:32
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Add public APIs for creating a Metal view attached to an SDL window. Add SDL_metal.h.
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5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
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d9094421
|
2018-10-12T17:55:42
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metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.
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69958441
|
2018-02-21T09:58:21
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|
Fix high-dpi support on macOS and simplify it and iOS variant.
The detault drawableSize for a CAMetalLayer is its bounds x its scale.
So it is sufficient to set the *layer's* scale to the desired value.
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66baf736
|
2018-01-03T11:31:42
|
|
Fixed spacing in copyright headers
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|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
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|
48fea0ce
|
2017-12-31T15:21:25
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|
macOS: Fix MoltenVK Metal view resizing, and allow the metal view to be used without vulkan.
|
|
8ac85744
|
2017-08-28T22:36:45
|
|
Fixed Vulkan configure check for Android and added one for Mac OS X
|
|
90b38a5d
|
2017-08-28T22:13:45
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|
Fixed bug 3786 - building against a Mac OS X SDK < 10.11 fails since the vulkan merge
Ozkan Sezer
Since the Vulkan merge, building against a Mac OS X SDM older than
10.11 fails in SDL_cocoametalview.m because Metal.framework is not
present. There is no conditional compiling in SDL_cocoametalview.m
either, so --disable-video-vulkan doesn't help with anything. (The
configury doesn't check darwin for x86_64 either, but it's another
story.)
I cross-build against 10.8 SDK on linux using clang-3.4.2 and this
is a problem for me. Will this be fixed?
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0d011ec6
|
2017-08-28T00:22:23
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
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|
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.
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