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cd703b56
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2020-10-08T16:41:48
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Fixed whitespace
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55a2a12d
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2020-03-16T22:34:33
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Fixed compile warning
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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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bf9092cf
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2019-10-17T17:47:11
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Removed unused variable
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2a1adf71
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2019-08-05T23:52:16
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Fixed bug 4747 - [Patch] SDL_ShowMessageBox ignores BUTTON_RETURNKEY_DEFAULT flag
Caleb Cornett
SDL_ShowMessageBox on UIKit doesn't do anything special with buttons that are marked with the flag SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT. According to Apple's documentation on UIAlertController, a button can respond to a return key if it's marked as the preferredAction of the controller. SDL doesn't set a preferredAction currently, so I've attached a patch to fix that.
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63197c43
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2019-08-02T17:19:50
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Fix bug where the wrong button was the default in the old message box because buttons were added backwards, breaking the indexing used by GetButtonIndex.
Add messagebox flags to explicilty request left-to-right button order or right-to-left. If neither is specified it'll be some platform default.
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e43550c0
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2019-06-09T14:08:18
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Fixed bug 4658 - iOS 12 fullscreen flag and SDL_HINT_IOS_HIDE_HOME_INDICATOR not working
Caleb Cornett
On iOS 12, creating a window with the SDL_WINDOW_FULLSCREEN flag does not dim the home indicator or defer system gestures. The same goes for setting the SDL_HINT_IOS_HIDE_HOME_INDICATOR to "2" -- it has no effect at all.
I've tracked down the source of this misbehavior to a timing issue. The initial `setNeedsUpdate...` calls were happening too early and getting applied to the launch screen by mistake. In the attached patch, I've added a call to those functions right after the launch screen is hidden so that they apply to the main view controller instead. This appears to fix the issue, at least on my iPhone 6s Plus.
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90b08881
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2019-04-17T20:41:05
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iOS: Remove code trying to support compilation on the iOS 7 SDK, the deployment target has been set to iOS 8 for years and there's other unconditionally compiled code that depends on newer SDKs so that code is useless.
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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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999af809
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2018-05-18T13:09:30
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Merged latest changes from Steam Link app
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85c34e9a
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2018-02-01T15:21:01
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Added SDL_HINT_IOS_HIDE_HOME_INDICATOR to determine how the home indicator on the iPhone X is handled.
This variable can be set to the following values:
"0" - The indicator bar is not hidden (default for windowed applications)
"1" - The indicator bar is hidden and is shown when the screen is touched (useful for movie playback applications)
"2" - The indicator bar is dim and the first swipe makes it visible and the second swipe performs the "home" action (default for fullscreen applications)
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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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f0a324f8
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2017-09-20T19:59:34
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Reverted Alex's commit 131cba1768a5 - we're about to release 2.0.6, don't remove support for the iOS 7 SDK yet.
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d452b89f
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2017-09-20T11:01:32
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iOS: I don't think SDL compiles with the iOS 7 SDK anymore, so we might as well drop the #ifdefs trying to guard for that.
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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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b4e069e7
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2016-12-26T02:12:21
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Fixed bug 3517 - Compiler warnings with gcc -Wstrict-prototypes
felix
Compiling even a simple SDL2 'hello world' program with gcc -Wstrict-prototypes (GCC 6.2.1) results in warnings like:
/usr/include/SDL2/SDL_gamecontroller.h:143:1: attention : function declaration isn't a prototype [-Wstrict-prototypes]
extern DECLSPEC int SDLCALL SDL_GameControllerNumMappings();
^~~~~~
It seems there is a missing 'void' between the parentheses.
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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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ab2a3500
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2015-09-25T15:17:20
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iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView.
UIAlertController is also supported on tvOS, whereas UIAlertView is not.
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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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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
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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
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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
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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
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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
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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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9c398852
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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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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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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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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ef0490a7
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2014-07-23T03:05:31
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More cleanup of the iOS Objective-C code.
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967549c9
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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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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
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2014-07-07T11:00:25
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Fixed compiler warnings on iOS
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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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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
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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7e1289af
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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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dad42067
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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
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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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