Xcode


Log

Author Commit Date CI Message
Sam Lantinga d2042e1e 2018-08-09T16:00:17 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
Ozkan Sezer cf7b94f2 2018-06-30T20:03:23 ran 'chmod -x' on two files
Ozkan Sezer 41da7b79 2018-06-12T14:00:15 ran 'chmod -x' on many files
Sam Lantinga c00858bf 2018-02-20T09:04:31 Fixed bug 4088 - Fix Metal link errors with test programs in SDLTest.xcodeproj Eric Wasylishen The following patch adds Metal.framework to the "link binary with libraries" section of each test program, with "status" set to "optional", which fixes link errors on all of the test programs. I'm not sure if this is a correct fix - the fact that this was necessary might indicate the static SDL2.a library has a hard dependency on Metal.framework (?) - but it gets the test programs working in Xcode again. It also adds testyuv_cvt.c to the testoverlay2 target, fixing a link error.
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Ryan C. Gordon d027f360 2017-12-30T14:40:39 xcode: Add Metal and QuartCore to everything as a weak_framework.
Sam Lantinga b2859af6 2017-12-07T16:08:09 Enable building the Metal renderer by default, and weak link the Metal framework so the SDL library is safe to use on older Macs Also generate iOS versions of the Metal shaders
Sam Lantinga 57ebc727 2017-12-04T20:35:01 Fixed bug 3975 - Add GLES2 support for macOS via ANGLE library Andrey Seems latest google angle library successfully built & tested under macOS'es. https://github.com/google/angle We need to use GLES2 to implement true cross-platform code.
Sam Lantinga a6a4e27a 2017-11-12T22:51:12 Updated SDL's YUV support, many thanks to Adrien Descamps New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Sam Lantinga 2c5724ef 2017-11-04T21:58:48 Updated version to 2.0.8 since SDL_image depends on it
Sam Lantinga 0506d4fc 2017-10-12T17:21:57 Build both 32 and 64-bit architectures in the OSX Framework
Sam Lantinga 9c580e14 2017-10-12T13:44:28 Added functions to query and set the SDL memory allocation functions: SDL_GetMemoryFunctions() SDL_SetMemoryFunctions() SDL_GetNumAllocations()
Sam Lantinga 0ce23a54 2017-10-12T08:08:04 Updated version to 2.0.7
Sam Lantinga cc023b6b 2017-09-22T12:26:54 Fixed bug 3837 - Change project settings for Xcode 9? Mark Callow Xcode 9 emits a warning to validate project settings. The changes it proposes are 1. [iOS] Update the iOS deployment target to 8.0 since Xcode does not support anything older. 2. [macOS] Target 'Framework' - Automatically Select Archectures. 3. [iOS & macOS] Turns on a bunch more compile warnings, a *lot* more on iOS. 4. [iOS & macOS] Turn on "Missing Localizability". I want to confirm if it is ok to accept these changes and submit updated project files. Since Alex Szpakowski has just removed iOS 7 guard ifdef's, I'm guessing 1 isn't a problem. 2 is probably ok for anyone building themselves. I wonder if it may cause problems for building distribution binaries. 3 shouldn't be a problem either provided any newly emitted warnings are fixed. 4 I am unfamiliar with. The description says "This will turn on the static analyzer to check for "Missing Localizability", because this project is localized for multiple languages." I suppose this may cause new warnings.
Sam Lantinga d2eda267 2017-09-04T22:51:28 Added SDL_vulkan.h to the Mac OS X framework headers
Sam Lantinga 737ed973 2017-08-29T01:04:48 Removed Metal and QuartzCore frameworks which aren't needed for Vulkan support
Ryan C. Gordon 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.
Sam Lantinga 2dc5d32f 2017-08-18T18:16:37 Updated version to 2.0.6
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Ryan C. Gordon 09ed5cc0 2016-12-06T13:33:02 xcode: Make sure SDL_dataqueue sources are included in all targets.
Ryan C. Gordon 6cb2f5bb 2016-12-06T12:30:31 xcode: updated macOS and iOS project files with SDL_dataqueue sources.
Sam Lantinga 47590424 2016-10-12T18:46:17 Build SDL as universal binary
Sam Lantinga e45698d2 2016-09-28T22:24:01 Updated version to 2.0.5 in preparation for release
Ryan C. Gordon 8f8f225b 2016-09-18T18:19:32 Xcode/mac: fix building standalone static and shared libraries.
Sam Lantinga b7818d71 2016-09-16T22:28:12 Recommended settings from Xcode 7.3.0
Alex Szpakowski 4209a1fd 2016-09-15T19:59:57 CoreAudio iOS/tvOS: Use AVFoundation instead of AudioSession. Fixes audio on tvOS. Note that linking with AVFoundation is now required if you don't disable SDL_audio compilation on iOS and tvOS.
Sam Lantinga e5070d20 2016-09-15T08:57:56 Fixed set of libraries needed to build on Mac OS X
Alex Szpakowski 86708c3c 2016-09-13T19:51:10 Enable more compiler warnings in the Xcode projects (based on Xcode 8's suggestion), made some integer downcasts explicit.
Ryan C. Gordon 979de761 2016-08-05T01:44:15 audio: Removed internal SDL_audiomem.h and macros. I think this was important for SDL 1.2 because some targets needed special device memory for DMA buffers or locked memory buffers for use in hardware interrupts or something, but since it just defines to SDL_malloc and SDL_free now, I took it out for clarity's sake.
Alex Szpakowski 4a468739 2016-05-21T00:20:52 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Sam Lantinga 44719498 2015-05-23T09:33:20 Sign any subframeworks - not needed for SDL proper, but included for consistency with other projects
Sam Lantinga 93bd476d 2015-04-26T20:46:07 Moved code signature step to after the framework build step is complete, and don't hardcode the codesign identity
Sam Lantinga 931f6e4e 2015-04-26T20:21:06 Turn off code signing by default Code signature can be added after build with the following command line: codesign --force --sign 76BB5ACAC44CA5EFA5F879434D157B81DA842CFB SDL2.framework/Versions/A
Sam Lantinga 43692a00 2015-04-26T15:47:40 Updated project and added code signing for release builds
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 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
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 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.
David Ludwig 70438be2 2014-12-03T10:55:23 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!
Edward Rudd d7cc6fab 2014-11-23T15:21:49 add controllermap program to SDLTest xcode project
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 24c86b55 2014-09-11T19:24:42 [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
Sam Lantinga 7242e814 2014-09-02T06:55:47 Updated version to 2.0.4
Sam Lantinga 059579e4 2014-08-23T10:47:50 Fixed bug 2696 - Mac: fix display mode refresh rate calculation Alex Szpakowski SDL's Cocoa backend uses the CGDisplayMode API to get refresh rate information about a display mode, but CGDisplayModeGetRefreshRate will return 0 on most non-CRT monitors. The only way I know of to get correct refresh rate information in OS X is via the CoreVideo DisplayLink API. I have attached a patch which tries to use the CVDisplayLinkGetNominalOutputVideoRefreshPeriod function if CGDisplayModeGetRefreshRate fails, which fixes display mode refresh rate information on the monitors I tested. The CVDisplayLink API requires linking with the CoreVideo framework, and the patch updates the various build files to do so.
Sam Lantinga 35ec0075 2014-07-08T00:23:36 Strip the binaries before signing them, in release configuration
Sam Lantinga ed30c80c 2014-07-07T23:48:21 Fixed supporting multiple frameworks
Sam Lantinga 9bd48343 2014-07-07T23:40:10 Fixed code signing release frameworks
Sam Lantinga 640e0415 2014-06-21T11:42:46 Added OpenGL ES headers to public headers
Ryan C. Gordon 4f7329a1 2014-06-05T11:04:07 Don't link directly against OpenGL.framework on Mac OS X. We dlopen() it as appropriate already.
Sam Lantinga 43c99196 2014-04-17T22:23:32 Fixed bug 2489 - SDL2.framework references __Block_copy in /usr/lib/libSystem.B.dylib, but this symbol cannot be found on OSX-10.5 Thomas Schatz The dynamic library (extracted from SDL2-2.0.3.dmg and put in /Library/Frameworks/) references the __Block_copy symbol in /usr/lib/libSystem.B.dylib, which cannot be found: dlopen(/Library/Frameworks/SDL2.framework/SDL2, 6): Symbol not found: __Block_copy Referenced from: /Library/Frameworks/SDL2.framework/SDL2 Expected in: /usr/lib/libSystem.B.dylib From what I could gather __Block_copy seems to be related to the blocks extension to the C programming language introduced by Apple since OSX-10.6 (see: http://thirdcog.eu/pwcblocks/). If this is indeed the case, I don't think the SDL2-2.0.3.dmg on the website is at all compatible with OSX-10.5 countrary to what is announced.
David Ludwig 3dcb451f 2014-04-09T21:29:19 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.
Sam Lantinga c515b794 2014-03-12T07:55:32 Updated framework version to match dylib version. Actually the dylib compatibility version is 3.0.0, but don't break compatibility with previous frameworks, which were compatibility version 1.0.0
Sam Lantinga c167d1f6 2014-03-09T10:38:30 Updated SDL to version 2.0.3
Sam Lantinga 853334af 2014-02-09T03:09:56 Updated SDL to version 2.0.2
Edward Rudd d4e3221f 2014-02-04T18:21:39 add testdropfile to OS X Project
Edward Rudd b352698d 2014-02-04T18:17:16 Implement new backend methods for haptic and hot plugging on OS X
Edward Rudd c9f6e4ec 2014-02-04T18:16:52 add testhotplug to OS X test project and set target OS version to 10.5 for tests.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Ryan C. Gordon 090327e7 2013-12-09T16:03:18 Implemented the Dynamic API magic.
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Sam Lantinga 06811ecf 2013-10-21T02:46:16 Fixed bug 2168 - Mac: SDL_filesystem.h not exported to public header folder when building framework Alex Szpakowski I actually made a mistake when creating the previous patch file... I forgot to include a crucial line which changed. I've attached a new patch which just changes the line I forgot, since the other part has already been applied to the repository. I tested this one by doing a clean rebuild of SDL, and it works with the new patch.
Sam Lantinga c10389cf 2013-10-21T02:20:39 Fixed bug 2168 - Mac: SDL_filesystem.h not exported to public header folder when building framework
Sam Lantinga a7e1fddd 2013-10-10T21:50:25 Updated SDL to version 2.0.1
Edward Rudd 9ce449e6 2013-08-25T11:20:14 update xcode projects with filesystem API bits. (missing tests and missing from files from some targets)
Ryan C. Gordon 38dc821b 2013-08-20T21:29:40 Added filesystem code to Mac and iOS Xcode projects.
Edward Rudd d8f66188 2013-08-20T15:56:08 add missing SDL_bits.h from OS X framework - also add in headers to static and shared targets (for completeness)
Gabriel Jacobo dad42067 2013-08-12T11:13:50 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.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 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.