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9b8a1768
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2014-11-23T23:23:47
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Cleaned up the iOS text input code, fixed the orientation of the view offset when the onscreen keyboard is shown in iOS 8+, and changed UIKit_SetTextInputRect to update the view offset if the keyboard is currently visible.
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6d85f522
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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
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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
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2014-11-20T18:45:04
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Minor objective-c code style improvements
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650ace88
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2014-11-20T17:19:26
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Fixed mismatching orientations for the window width and height on iOS when the window is created or the app is brought to the foreground, when SDL_HINT_ORIENTATIONS or SDL_WINDOW_FULLSCREEN is used.
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28fe9f0c
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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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d89620a8
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2014-10-24T04:06:45
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Removed the codepath that gets compiled if IPHONE_TOUCH_EFFICIENT_DANGEROUS is not defined.
The "dangerous" codepath relies on the fact that UITouch objects are persistent for the entire touch sequence, which is always guaranteed by Apple.
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a0481bb1
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2014-10-24T03:56:34
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Completely removed custom splash screen code. iOS 8 introduced yet another official way to do launch images (via a Storyboard), and the custom splash screen code was broken on newer devices and caused bugs for all devices anyway.
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ba565622
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2014-09-14T17:04:54
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Enabling highdpi mode on an iPhone 6 Plus should now create a 1080x1920 OpenGL view, rather than 1242x2208 (414x736@3x.)
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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
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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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2dac6bf5
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2014-08-07T00:44:16
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Fixed opengl context share groups on iOS.
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02b06c66
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2014-08-06T13:50:50
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Merged default into iOS-improvements
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6299daec
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2014-08-06T00:28:02
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The OpenGL context returned by the UIKit backend is now an actual OpenGL context instead of the OpenGL view we created.
This allows you to use the returned context in functions like CVOpenGLESTextureCacheCreate()
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f5543f93
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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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36289977
|
2014-08-06T00:45:11
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Minor code update for less verbosity
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caad673f
|
2014-07-29T00:36:12
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Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
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31257842
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2014-07-29T00:05:48
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Added support for SDL_SetWindowBordered on iOS. Worked around a bug with rotating the device on iOS 8.
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0e5df605
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2014-07-24T22:35:25
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Fixed SDL_SetWindowFullscreen on iOS causing the window's reported dimensions and supported orientations to go out of sync with what they should be, if the device orientation was different from the screen orientation when the function call was made.
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05afbfdf
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2014-07-23T22:35:14
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Integrated Phil Hassey's patch to fix SDL_IsScreenKeyboardShown on iOS (https://bugzilla.libsdl.org/show_bug.cgi?id=2660)
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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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cf2958a8
|
2014-07-22T16:48:35
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Fixed SDL_SetWindowFullscreen on iOS to properly update the view's frame.
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e02e3452
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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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e234575d
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2014-07-17T22:55:59
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Disabled the custom iOS splashscreen code - it interferes with the normal rotation and orientation behaviour of SDL windows.
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d2e445d7
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2014-07-17T18:05:12
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Properly send a window resize event in all cases when viewDidLayoutSubviews is triggered.
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b55be6e7
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2014-07-16T21:06:15
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Fixed SDL_HINT_ORIENTATIONS to properly allow disabling custom orientations if the hint is set with no valid orientations.
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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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b4d15ece
|
2014-07-16T16:12:20
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Fixed SDL_SetWindowFullscreen not properly updating the status bar visibility in iOS 7+
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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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734b5233
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2014-07-14T16:50:25
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Misc. iOS code improvements.
- Use @autoreleasepool instead of NSAutoReleasePool.
- Code style fixups.
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7187b74c
|
2014-07-07T11:00:25
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Fixed compiler warnings on iOS
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d44f3922
|
2014-07-07T10:33:32
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Fixed bug 2629 - Mac: crash when calling SDL_DestroyWindow with an active OpenGL context
Alex Szpakowski
Since this commit https://hg.libsdl.org/SDL/rev/59b543340d63 , calling SDL_DestroyWindow will crash the program if the window has an active OpenGL context.
This is because the Cocoa_DestroyWindow code sets the window's driverdata to NULL and then calls [context setWindow:NULL], which tries to access the window's driverdata, resulting in a null pointer dereference.
I have attached a patch which fixes the issue by moving the line which sets the driverdata to NULL to after the lines which call functions that use the driverdata pointer.
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b7b6d8ab
|
2014-06-22T02:30:36
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Fixed crash initializing OpenGL ES renderer if OpenGL renderer fails
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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
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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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46740a5a
|
2013-11-28T22:09:21
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WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
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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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75a23d99
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2013-11-11T20:51:19
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Fixed bug 2212 - SDL_SetTextInputRect has no effect on iOS
philhassey
Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect.
Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput.
Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region.
Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.)
This patch implements SDL_SetTextInputRect for uikit/iOS.
It sets up notification handlers to respond to changes in the display of the keyboard. These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
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69c5d21d
|
2013-10-27T21:26:46
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WinRT: merged with SDL 2.0.1 codebase
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f8c11bb9
|
2013-10-20T23:05:53
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Fixed the status bar visibility in iOS 7
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6435a82d
|
2013-10-14T09:12:30
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Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone.
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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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ce45fa28
|
2013-10-02T22:18:04
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SDLK_DELETE should probably be SDLK_BACKSPACE on iOS.
The key on the software keyboard works like backspace, at least. Not sure
what happens with a bluetooth keyboard here.
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f79fc33a
|
2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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f7049b93
|
2013-08-12T22:29:55
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WinRT: merged with SDL 2.0.0 codebase (aka. SDL hg rev d4ce48ff30d1)
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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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1df1e696
|
2013-07-14T11:28:44
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Added the platform specific messagebox function to the video function list
|