|
bc430d40
|
2019-12-16T10:26:36
|
|
Update for bug 4883 - Add approximation for display DPI on iOS
Aaron Barany
I realized I made a minor mistake in my patch: I changed the constructor prototype for SDL_DisplayData, but didn't update the declaration in the .h file. The compiler and linker don't complain, but it would probably be best to fix in case a later change runs into a problem from the mismatch. I have attached a patch to fix this.
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|
140918bb
|
2019-12-08T11:36:40
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|
Fixed bug 4883 - Add approximation for display DPI on iOS
Aaron Barany
There appears to be no way to directly access the display DPI on iOS, so as an approximation the DPI for the iPhone 1 is used as a base value and is multiplied by the screen's scale. This should at least give a ballpark number for the various screen scales. (based on https://stackoverflow.com/questions/25756087/detecting-iphone-6-6-screen-sizes-in-point-values it appears that both 2x and 3x are used)
I have updated the patch to use a table of current devices and use a computation as a fallback. I have also updated the fallback computation to be more accurate.
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b7576025
|
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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|
bda618a2
|
2019-10-27T11:41:48
|
|
iOS: remove some unused code, minor code style cleanup.
|
|
df49e2a5
|
2019-10-27T11:41:11
|
|
iOS: replace a deprecated function call with a non-deprecated equivalent.
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|
bf9092cf
|
2019-10-17T17:47:11
|
|
Removed unused variable
|
|
79cd6cfc
|
2019-08-15T19:38:12
|
|
iOS: Fix issues with Split VIew on iPad (bugs #4586, #4705).
|
|
2a1adf71
|
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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|
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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|
63197c43
|
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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d5ec735a
|
2019-08-01T18:22:12
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|
Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
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|
bf9bf602
|
2019-07-17T23:20:57
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|
Copypaste SDL_NSLog to UIKit backend, document it as such
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027887da
|
2019-07-01T14:52:56
|
|
iOS: Fix the window size not being set properly when Split View is used on an iPad (bug #4586).
|
|
f4625f52
|
2019-06-16T13:52:27
|
|
iOS: remove some code which could affect the state of UIViews that aren't owned by SDL.
It was originally added to work around an input event problem in the code of a specific app which mixed SDL and native UIViews, but that app solved its problems in a better manner since then.
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|
1213fe79
|
2019-06-14T13:56:42
|
|
Worked around "Undefined symbol: ___isPlatformVersionAtLeast()" link error on Xcode 11 beta
|
|
74e86a51
|
2019-06-12T19:15:56
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|
iOS: Remove didAddSubview override in NSWindow, its code breaks things which rely on focus changing within SDL's UIWindow (bug #4659).
|
|
69d27a69
|
2019-06-11T18:13:46
|
|
Fixed bug 4570 - Support Vulkan Portability rather than MoltenVK specifically
Dzmitry Malyshau
Current code, search paths, and error messages are written to only consider MoltenVK on macOS as a Vulkan Portability implementation. It's not the only implementation available to the users. gfx-portability [1] has been shown to run a number of titles well, including Dota2, Dolphin Emulator, and vkQuake3, often out-performing MoltenVK in frame rate and stability (see Dolphin benchmark [2]).
There is no reason for SDL to be that specific, it's not using any MVK-specific functions other than the WSI initialization ("VK_MVK_macos_surface"). gfx-portability exposes this extension as well, and a more generic WSI extension is in process. It would be good if SDL was written in a more generic way that expect a Vulkan Portability library as opposed to MoltenVK specifically.
[1] https://github.com/gfx-rs/portability
[2] https://gfx-rs.github.io/2019/03/22/dolphin-macos-performance.html
|
|
e43550c0
|
2019-06-09T14:08:18
|
|
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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|
9b581159
|
2019-05-26T18:53:36
|
|
iOS: return SDL_GetWindowSize from SDL_GL_GetDrawableSize if there's no GLES view in the window (matches the behaviour of SDL_GL_GetDrawableSize on other platforms). Addresses bug #4629.
|
|
7ec514d4
|
2019-05-22T17:39:51
|
|
Improved iOS Bluetooth keyboard support
* Don't stop text input after the return key is pressed
* Handle arrow and escape keys
|
|
a4e33b9c
|
2019-05-20T14:31:03
|
|
Added support for Bluetooth keyboards on iOS
In this case the keyboard is shown and immediately hidden, but we still want to accept text input
|
|
582a3c99
|
2019-05-20T14:08:35
|
|
Fixed mouse focus for touch events on iOS
|
|
59da5b72
|
2019-05-14T07:55:42
|
|
[SDL] ios Touch Fix.
|
|
90b08881
|
2019-04-17T20:41:05
|
|
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.
|
|
b6f33a68
|
2019-04-05T07:51:11
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|
https://bugzilla.libsdl.org/show_bug.cgi?id=4577
SDL_GetWindowDisplayMode was returning an incorrect result on iPhone Plus devices (tested on iOS 12.1/12.2). The problem was that the value returned by UIScreenMode was assumed to be the physical pixels on the display, rather than the scaled retina pixels. The fix is to use the scale returned by UIScreen.scale rather than the nativeScale.
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|
9d28156f
|
2019-04-02T17:18:47
|
|
Bug 4576: remove touch/mouse duplication for IOS
|
|
de82759c
|
2019-03-19T07:53:33
|
|
Added support for building SDL as a dynamic library on iOS
|
|
82758efc
|
2019-03-12T14:45:04
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|
[iOS DAC] Fix touch events getting from SDL2 to source2.
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
5029d50e
|
2018-11-10T16:15:48
|
|
Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
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|
e2ad654f
|
2018-10-14T17:26:10
|
|
iOS: Don't ignore the requested alpha bit size when determining whether to use an RGBA8 backbuffer.
|
|
d9094421
|
2018-10-12T17:55:42
|
|
metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.
|
|
5febdfce
|
2018-09-24T11:49:25
|
|
Fixed whitespace
|
|
0b3a350c
|
2018-09-10T23:01:33
|
|
Fixed Chinese IME support (thanks ???!)
|
|
af823cc1
|
2018-09-10T23:00:09
|
|
Fixed building on tvOS
|
|
088070e5
|
2018-08-22T23:47:29
|
|
Moved display orientation handling on iOS out to a separate function for Qt apps
|
|
f225af0c
|
2018-08-22T21:48:28
|
|
Added SDL_GetDisplayOrientation() to get the display orientation, and added a new event SDL_DISPLAYEVENT to notify the application when the orientation changes.
Documented the values returned by the accelerometer and gyroscope sensors
|
|
6f758ad2
|
2018-08-21T20:03:54
|
|
Moved SDL_IsTablet() to a cross-platform API function
|
|
109544ca
|
2018-08-21T11:23:47
|
|
Add SDL_IsTablet() to Android and iOS SDL.
|
|
3d387098
|
2018-05-27T20:30:03
|
|
metal: contrary to documentation, we need to set the drawableSize explicitly.
Fixes Bugzilla #4149.
|
|
999af809
|
2018-05-18T13:09:30
|
|
Merged latest changes from Steam Link app
|
|
ac2d1f67
|
2018-03-02T12:08:18
|
|
Fixed setting the layer drawable size
Without this change the drawable had a size of 0 and the metal renderer asserted because the projection matrix wasn't set.
|
|
69958441
|
2018-02-21T09:58:21
|
|
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.
|
|
40b27fd5
|
2018-02-12T17:00:00
|
|
revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h into generic function
pointer typedefs.
|
|
73c26c20
|
2018-02-06T16:43:31
|
|
Send Apple TV remote input as key events unless it's opened as a joystick, to match Android behavior.
|
|
f59b9c8b
|
2018-02-06T15:03:38
|
|
Replaced SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS with SDL_HINT_TV_REMOTE_AS_JOYSTICK which controls whether remotes on iOS and Android are interpreted as joysticks (the default) or as return/escape/arrow keys.
|
|
35322ed8
|
2018-02-01T15:46:51
|
|
Fixed building on tvOS
|
|
85c34e9a
|
2018-02-01T15:21:01
|
|
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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|
90e72bf4
|
2018-01-30T18:08:34
|
|
Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
|
|
9338a619
|
2018-01-17T17:24:15
|
|
Added a hint SDL_HINT_APPLE_TV_REMOTE_SWIPES_AS_ARROW_KEYS to prevent turning Apple TV remote swipes into arrow key events
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
b92e2f02
|
2017-12-19T10:57:21
|
|
Fixed bug 4004 - iOS: don't hide keyboard on RETURN
Dominik Reichardt
As discussed in 2012 the iOS onscreen keyboard hides when you hit RETURN (see https://discourse.libsdl.org/t/on-screen-keyboard-change/19216).
IMO this is a bad idea to not be able to influence this behavior and just recently this was fixed for Android by adding the hint SDL_HINT_ANDROID_RETURN_HIDES_IME in changeset 11768 6ce3bb5e38a5.
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|
127841f3
|
2017-12-08T11:33:27
|
|
Fixed compiler warning
|
|
ba9c336e
|
2017-12-07T17:47:01
|
|
Fixed building for simulators or older iOS SDKs
|
|
6deb1e75
|
2017-12-07T17:12:03
|
|
Fixed compiling Metal renderer on iOS
|
|
cadf3e44
|
2017-12-07T09:35:28
|
|
The Metal view is a full SDL_uikitview to support multi-touch
|
|
e5cfb58f
|
2017-09-21T20:30:25
|
|
iOS MoltenVK code style cleanup.
|
|
f0a324f8
|
2017-09-20T19:59:34
|
|
Reverted Alex's commit 131cba1768a5 - we're about to release 2.0.6, don't remove support for the iOS 7 SDK yet.
|
|
d452b89f
|
2017-09-20T11:01:32
|
|
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.
|
|
12fb004f
|
2017-09-20T10:53:41
|
|
iOS: remove an unused static variable
|
|
cfe72c76
|
2017-09-14T09:55:27
|
|
Fixed iOS keyboard positioning, based on the final position rather than the initial one
|
|
b959be25
|
2017-08-31T21:26:13
|
|
Code style cleanup in the Cocoa and UIKit vulkan files.
|
|
50efbda7
|
2017-08-28T00:43:14
|
|
Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
|
|
0d011ec6
|
2017-08-28T00:22:23
|
|
Renaming of guard header names to quiet -Wreserved-id-macro
|
|
ce2b1644
|
2017-08-28T00:11:38
|
|
Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
|
|
25e3a1ec
|
2017-08-27T22:15:57
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|
vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
|
|
3d0f521b
|
2017-08-18T23:23:30
|
|
iOS 10: Work around screen bounds orientation bug. Fixes bugs #3465 and #3505.
|
|
a0a09f64
|
2017-08-15T22:53:57
|
|
Improve iOS keyboard demo code a bit.
|
|
de91b124
|
2017-08-14T06:28:21
|
|
Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks
Patches contributed by Ozkan Sezer
|
|
9be597a0
|
2017-08-12T22:16:04
|
|
iOS: Fix app orientation when creating a landscape fullscreen window with the device currently in portrait orientation.
|
|
01050d4e
|
2017-07-15T17:41:58
|
|
iOS: Use modern replacements for deprecated functions, when available.
|
|
bb100d3b
|
2017-06-10T21:29:37
|
|
Expose display refresh rate on iOS/tvOS 10.3+.
|
|
9ac3bb70
|
2017-05-09T10:10:42
|
|
Added support for mixing Qt and SDL on iOS
You should call SDL_SetMainReady(), and then customize the QIOSApplicationDelegate like this, in your application code:
/* Additional support for applications mixing Qt and SDL */
@interface QIOSApplicationDelegate : UIResponder <UIApplicationDelegate>
@end
extern "C"
{
void SDL_OnApplicationWillResignActive();
void SDL_OnApplicationDidEnterBackground();
void SDL_OnApplicationWillEnterForeground();
void SDL_OnApplicationDidBecomeActive();
}
@interface QIOSApplicationDelegate (SDL)
- (void)applicationWillResignActive:(UIApplication*)application;
- (void)applicationDidEnterBackground:(UIApplication*)application;
- (void)applicationWillEnterForeground:(UIApplication*)application;
- (void)applicationDidBecomeActive:(UIApplication*)application;
@end
@implementation QIOSApplicationDelegate (SDL)
- (void)applicationWillResignActive:(UIApplication*)application
{
SDL_OnApplicationWillResignActive();
}
- (void)applicationDidEnterBackground:(UIApplication*)application
{
SDL_OnApplicationDidEnterBackground();
}
- (void)applicationWillEnterForeground:(UIApplication*)application
{
SDL_OnApplicationWillEnterForeground();
}
- (void)applicationDidBecomeActive:(UIApplication*)application
{
SDL_OnApplicationDidBecomeActive();
}
@end // QIOSApplicationDelegate
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|
266816b4
|
2017-03-26T21:00:19
|
|
Removed newlines from error messages.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
b4e069e7
|
2016-12-26T02:12:21
|
|
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.
|
|
eda74fda
|
2016-12-18T13:05:14
|
|
tvOS: Expose remote swipe gestures as arrow key presses (thanks oviano!)
|
|
787a54c8
|
2016-12-18T12:28:28
|
|
iOS bug #3377: work around bugs in some third party iOS libraries (e.g. Google admob) where they assume the optional UIApplicationDelegate ?window? property always exists and will crash if it doesn?t.
|
|
524bf3c2
|
2016-12-09T01:47:43
|
|
Fixed bug 3513 - SDL_GL_SwapWindow does not return error status
Return an error code from SDL_GL_SwapWindow(), like the other SDL APIs.
|
|
84c0780e
|
2016-12-02T02:21:35
|
|
Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad
Diego
I was previously unaware that rotating the device to a different orientation when the keyboard is shown causes a keyboardWillHide followed by a keyboardWillShow notification. The previous patch would then mistakenly StopTextInput when rotating. This patch fixes that by checking if the device is rotating before stopping text input.
|
|
27d4f099
|
2016-10-07T23:40:44
|
|
Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
|
|
765d8bea
|
2016-10-01T12:46:36
|
|
Fixed bug 3305 - Fixed TextInput status when the keyboard was dismissed with the dismiss key on the iPad
Diego
The keyboard on iPads has a dismiss button that hides the keyboard. When the keyboard was hidden using that button, instead of the return key, SDL was still reporting IsTextInputActive as true. This patch adds an extra SDL_StopTextInput when iOS reports the keyboard will hide.
|
|
f31c7086
|
2016-09-25T15:02:06
|
|
Enable SDL_LoadObject on iOS 8+ and tvOS.
|
|
77bacfd7
|
2016-09-25T11:46:25
|
|
tvOS launch images are now properly supported.
|
|
40ecac8e
|
2016-09-25T00:21:12
|
|
Don't try to load a launch storyboard on tvOS (it doesn't use them).
|
|
666d3fec
|
2016-09-24T23:33:49
|
|
iOS/tvOS: Try to load the launch screen as a storyboard. Xcode 8 compiles it as a storyboard instead of a nib.
|
|
9165ba7e
|
2016-09-24T20:12:57
|
|
iOS/tvOS: Always send SDL_WINDOWEVENT_FOCUS_GAINED when a window is created on the main screen (fixes bug #3395).
|
|
450fa8cd
|
2016-09-24T18:46:34
|
|
Use OS-provided click counts on macOS and iOS for mouse press and release events.
|
|
4bcce330
|
2016-09-15T21:49:29
|
|
tvOS: Add drop-file support
|
|
f0505766
|
2016-09-13T22:18:06
|
|
Initial Apple TV / tvOS support.
The Apple TV remote is currently exposed as a joystick with its touch surface treated as two axes. Key presses are also generated when its buttons and touch surface are used.
A new hint has been added to help deal with deciding whether to background the app when the remote's menu button is pressed: SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS.
|
|
1096f323
|
2016-09-09T15:12:09
|
|
Reverted previous commit which breaks game controller input processing.
|
|
61c0f2cf
|
2016-09-08T20:38:23
|
|
Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing
|
|
d0bd0e48
|
2016-07-02T13:38:31
|
|
iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
Fixes bug #3378.
|
|
34f095e0
|
2016-04-10T22:07:10
|
|
iOS: Fixed SDL_GL_CreateContext crashing instead of returning null when a GLES3 context is requested on iOS 6 and older.
|
|
6cfa71a1
|
2016-04-02T13:21:01
|
|
iOS: Also do the Dictation crash workaround before executing the animation callback.
|
|
5520ed9c
|
2016-04-01T19:18:50
|
|
iOS: Workaround for a crash after Dictation is used.
|
|
7da168db
|
2016-02-10T19:31:23
|
|
Fixed spaces in license comments.
|
|
8e7cd6b5
|
2016-02-03T20:32:55
|
|
iOS: Implemented clipboard support.
|
|
87ea39be
|
2016-01-09T17:41:09
|
|
Removed dead code (caught by Clang's static analyzer).
|
|
49e47688
|
2016-01-05T05:38:55
|
|
Patched to compile on iOS.
|