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120c76c8
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2022-01-03T09:40:00
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Updated copyright for 2022
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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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a8780c6a
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2020-01-16T20:49:25
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Updated copyright date for 2020
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b7576025
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2019-12-03T22:07:58
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Fixed bug 4882 - Fix build for iOS when disabling OpenGL
Aaron Barany
Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
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5e13087b
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2019-01-04T22:01:14
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Updated copyright for 2019
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e2ad654f
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2018-10-14T17:26:10
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iOS: Don't ignore the requested alpha bit size when determining whether to use an RGBA8 backbuffer.
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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d0bd0e48
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2016-07-02T13:38:31
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iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
Fixes bug #3378.
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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ecfdb10c
|
2015-09-15T00:25:07
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iOS SDL_GL_CreateContext: Clamp the multisample sample count when the requested value is too high, rather than failing to create the context.
This matches the SDL_GL_CreateContext behavior in OS X.
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c344b734
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2015-07-19T19:56:16
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iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.
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6ea942da
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2015-07-19T19:44:40
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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.
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0e45984f
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2015-06-21T17:33:46
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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().
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a86df3b7
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2015-06-09T21:08:24
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iOS: Fixed some cases where SDL_DestroyWindow or SDL_GL_DeleteContext can cause crashes.
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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
|
2015-04-20T12:22:44
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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.
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fe6c797c
|
2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
|
2015-02-10T16:28:56
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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
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b48e54aa
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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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01bfc215
|
2015-01-15T01:06:14
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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.
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70438be2
|
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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bc4b6f06
|
2014-11-27T20:25:54
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Minor Objective-C code tweaks.
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9c398852
|
2014-11-22T22:20:40
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Corrected header file documentation comment.
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6d85f522
|
2014-11-21T10:03:02
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The iOS OpenGL ES context's color Renderbuffer Object is no longer completely destroyed and recreated in layoutSubviews. Its storage is now only reallocated when the actual size of the layer changes. The framebuffer object and renderbuffer object binding states are no longer clobbered by the storage reallocation code in layoutSubviews.
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38c6e9d1
|
2014-11-21T03:29:57
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Added debug labels for the OpenGL ES objects created with SDL_GL_CreateContext on iOS.
More misc. code cleanup.
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feb2ab1e
|
2014-11-20T18:45:04
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Minor objective-c code style improvements
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28fe9f0c
|
2014-10-28T01:34:40
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Switched to the core versions of OpenGL ES framebuffer object and renderbuffer functions.
Both the extension (OES) and the core versions work, but the core versions are more correct for GLES2+ and they're less verbose.
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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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deceab25
|
2014-08-08T15:14:09
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Added iOS-specific functions to get the window view's current OpenGL Renderbuffer and Framebuffer objects, so they can be more easily rebound when necessary.
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f5543f93
|
2014-08-06T03:24:16
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Updated the iOS backend code to use Objective-C's automatic reference counting (ARC).
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029e0193
|
2014-07-23T21:55:42
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|
Fixed SDL_SetWindowFullscreen on iOS for the last time, hopefully.
Fixed iOS version checking code.
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ef0490a7
|
2014-07-23T03:05:31
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|
More cleanup of the iOS Objective-C code.
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6d552cae
|
2014-07-23T01:33:59
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|
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.
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967549c9
|
2014-07-23T01:28:24
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|
Updated the iOS Objective-C code to use NSDictionary/NSArray/NSNumber literals and subscripting, for improved code clarity.
This requires at least Xcode 4.5 and the iOS 6 SDK to build, but it doesn't change the minimum supported runtime version (iOS 5.1). Less than 2% of iOS users are running iOS 5, so I hope developers aren't trying to build SDL using an SDK which doesn't support iOS 6/7...
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078ca9f0
|
2014-07-22T20:06:13
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|
Cleaned up iOS OpenGL ES context creation code and added sRGB context support on iOS 7+
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e02e3452
|
2014-07-21T02:46:53
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The default implementation of [view layoutSubviews] actually does something in iOS 6+, so we should call [super layoutSubviews] when overriding it.
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b21544c1
|
2014-07-16T20:05:00
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|
The iOS 7 transparent status bar now uses white text rather than black.
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3672409c
|
2014-07-14T22:35:48
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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.
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d7924c73
|
2014-06-21T12:43:57
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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.
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3dcb451f
|
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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f7de4ae1
|
2014-02-22T15:23:09
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Fixed bug 2407 - Support for OpenGL ES 3 contexts on iOS
Alex Szpakowski
Currently the UIKit/EAGL backend for SDL's OpenGL context creation API doesn't support OpenGL ES 3, despite iOS 7+ being capable (on devices with the necessary hardware.)
I have attached a patch to add support. It's also slightly more future-proof, so eventual OpenGL ES 4+ capability on iOS should hopefully work without requiring changes to SDL's UIKit/EAGL backend.
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58edac3e
|
2014-02-02T00:53:27
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|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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f848adff
|
2013-11-29T10:06:08
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|
Improve Android pause/resume behavior.
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|
7e1289af
|
2013-11-24T23:56:17
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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.
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5607cc45
|
2013-10-05T00:29:57
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Avoid redundant state changes in the GLES2 renderer.
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dad42067
|
2013-08-12T11:13:50
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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.
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1ad936eb
|
2013-08-11T19:56:43
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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.
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