|
5669743a
|
2022-05-19T09:45:57
|
|
Make sure SDL_CaptureMouse() is only called on the main thread
Windows handles mouse capture on a per-thread basis, and capture must be done on the thread used to create a window.
Fixes https://github.com/libsdl-org/SDL/issues/5577
|
|
0e6d4baa
|
2022-05-19T01:23:24
|
|
Fixed compile warning on gcc 11
|
|
e19a9a79
|
2022-05-18T15:29:59
|
|
Fixed a message box getting the mouse capture state out of sync
|
|
0cca71a8
|
2022-05-18T22:12:05
|
|
Use SDLCALL for callbacks in public APIs
|
|
06aca7ed
|
2022-05-18T10:09:24
|
|
Fixed warping back into the window when gaining focus with warp relative mode enabled
|
|
adac3bd1
|
2022-05-03T12:31:50
|
|
video: restore ability to disable fb accel via hint
Somewhere in code refactoring between .20 and .22 this check
was lost, and so the hint had no effect anymore.
|
|
fbd230bb
|
2022-05-03T17:51:49
|
|
Add support for the Nokia N-Gage (#5597)
* Add initial support for the Nokia N-Gage
* N-Gage: disable clipping for the time being, issue needs to be resolved later
* Move va_copy definition to SDL_internal.h
* Move stdlib.h include to SDL_config_ngage.h, much cleaner this way
* Remove redundant include, add HAVE_STDLIB_H
* Revert "N-Gage: disable clipping for the time being, issue needs to be resolved later"
This reverts commit 4f5f0fc36cc7f34fad05e45671dfa7b8dc32fd51.
* N-Gage: fix clipping issue by providing proper math functions
|
|
76afb858
|
2022-04-25T10:35:56
|
|
Introduces Cocoa_GetWindowDisplayIndex. This enable a proper management for dpi when switching between retina and non-retina displays.
|
|
2b529461
|
2022-04-15T11:51:02
|
|
video: Don't minimize fullscreen windows on focus loss by default when mode switching is disabled
When mode switching is disabled in a video backend, fullscreen windows are basically just fullscreen desktop windows with different internal scaling. As no mode switching occurs, there's no need to minimize them on focus loss by default. This can still be overridden by explicitly setting the internal hint for minimizing on focus loss.
This has the side effect of fixing a bug on GNOME, where, when a fullscreen Wayland window has it's focus lost and restored via alt+tab followed by switching back to windowed mode, the top portion of the window won't end up being obstructed by GNOME's top bar.
|
|
254fcc90
|
2022-04-18T09:03:14
|
|
Revert "video: Prefer Wayland over X11"
This reverts commit 8ceba27d6291f1195e13608033ec439aec621fc6.
SDL Wayland support is stable, but there are a number of issues with third-party software (NVIDIA drivers, libwayland event overflow, libdecor not handling plugin load failures, Steam overlay not working with Wayland, etc.) that make it better to default to X11 at this time.
Games which would like to prefer wayland when available can use the following code before SDL_Init():
SDL_SetHint(SDL_HINT_VIDEODRIVER, "wayland,x11");
Fixes https://github.com/libsdl-org/SDL/issues/5527
|
|
c1336b21
|
2022-04-17T12:43:32
|
|
hints: Make SDL_VIDEODRIVER and SDL_AUDIODRIVER formal hints.
They were just environment variables before.
Fixes #5528.
|
|
01b14e14
|
2022-04-12T08:49:19
|
|
avoid NullPointer in SDL_GL_MakeCurrent
|
|
4d76c9cb
|
2022-03-25T20:35:07
|
|
video: wayland: Use wp-viewporter for fullscreen with non-native resolutions
Wayland doesn't support mode switching, however Wayland compositors can support the wp_viewporter protocol, which allows for the mapping of arbitrarily sized buffer regions to output surfaces. Use this functionality, when available, for fullscreen output when using non-native display modes and/or when dealing with scaled desktops, which can incur significant overdraw without this extension.
This also allows for the exposure of arbitrarily sized, emulated display modes, which can be useful for legacy compatability.
|
|
4fe7b2cb
|
2022-03-24T11:00:43
|
|
static analysis: Fixed several complaints from codechecker.
There are still some pending Objective-C specific issues.
Reference issue #4600.
|
|
4b8d69a4
|
2022-03-22T17:09:44
|
|
Avoid trying to use texture framebuffers on emscripten
|
|
34fd83ca
|
2022-03-22T06:50:10
|
|
Don't try to hide foreign windows when destroying the SDL window representation
Fixes https://github.com/libsdl-org/SDL/issues/5432
|
|
e5f45455
|
2022-03-17T14:44:34
|
|
Added a hint to mark a foreign window as usable with OpenGL
Fixes https://github.com/libsdl-org/SDL/issues/2942
|
|
0bf8ccfb
|
2022-02-08T22:15:11
|
|
video: Add a hint to allow Vulkan surfaces on foreign windows
|
|
d14a1263
|
2022-03-11T17:45:17
|
|
IME Composition Truncation + SDL_IsTextInputShown + SDL_ClearComposition (#5398)
* Fixes for IME Composition Truncation + Addition of SDL_ClearComposition, SDL_IsTextInputShown
* Fixed: Documentation and code style issues raised during code review.
|
|
45833a14
|
2022-03-09T15:33:45
|
|
Prevent shadowing static variable '_this' with local paramter '_this' of SDL_CreateWindowTexture
|
|
a4a80c86
|
2022-03-09T15:21:55
|
|
Fix variable may be uninitialized when used here [-Wconditional-uninitialized]
|
|
2f7b885d
|
2022-02-28T16:30:34
|
|
Fix 'potentially uninitialized local pointer variable' error in UWP builds
|
|
b946e31e
|
2022-02-23T09:10:46
|
|
video: Allow unaccelerated SDL_HINT_FRAMEBUFFER_ACCELERATION renderers.
If the app requested a specific renderer, even if it's not the optimal path,
let them have it, because they might want to render with a specific GPU API
on top of the framebuffer pixels.
This fixes DosBox-X crashing on startup, which forces the hint to "opengl".
|
|
60ddb74c
|
2022-02-02T12:19:37
|
|
video: rework how we prepare a texture framebuffer.
Now we see if we can create an SDL_Renderer, and if that renderer reports
itself as "accelerated," and added some initial heuristics to the OpenGL
renderer to make better decisions about what qualifies as "accelerated."
This adds some FIXMEs that might be merely hypothetical, and removes the
old OpenGL checks from the video subsystem that probably weren't meaningful
in modern times. This will definitely need to improve the existing list
in the GL renderer, to catch things like llvmpipe, etc.
Reference issue #4624.
|
|
60deadba
|
2022-01-17T17:22:30
|
|
re-use return value of SDL_SetError/WIN_SetErrorFromHRESULT/SDL_OutOfMemory
|
|
ebdd5366
|
2022-01-17T16:26:02
|
|
use SDL_InvalidParamError or SDL_assert instead of custom SDL_SetError
|
|
e11ba0f5
|
2022-01-08T12:03:57
|
|
do not load/unload opengl library when SDL_WINDOW_METAL flag is changed
|
|
19ae71b2
|
2022-01-27T11:48:32
|
|
video: Don't add SDL_WINDOW_(METAL|OPENGL) to new windows if unsupported.
Fixes #4656.
(Better than the previous fix in 3044310518dbb2d4814b32c6521f332b8d69aae5.)
|
|
30443105
|
2022-01-26T21:10:15
|
|
video: Don't add SDL_WINDOW_METAL to new windows if not using Cocoa or UIKit.
Fixes #4656.
|
|
f37e4a94
|
2022-01-26T17:02:49
|
|
video: Don't check if we can use a "texture framebuffer" until needed.
This prevents SDL from making an OpenGL context and maybe throwing it away
immediately by default. It will now only do it when trying to request a
window framebuffer directly, or creating an SDL_Renderer with the "software"
backend, which makes that request itself.
The way SDL decides if it should use a "texture framebuffer" needs dramatic
updating, but this solves the immediate problem.
Reference Issue #4624.
|
|
8ceba27d
|
2021-04-17T12:07:38
|
|
video: Prefer Wayland over X11
|
|
2a0cde8f
|
2022-01-16T09:40:51
|
|
Always send SDL_WINDOWEVENT_SIZE_CHANGED when window is resized
SDL_WINDOWEVENT_SIZE_CHANGED is now sent even if the resulting size of the window does not match the requested size.
|
|
120c76c8
|
2022-01-03T09:40:00
|
|
Updated copyright for 2022
|
|
e4000c02
|
2021-12-31T10:30:51
|
|
video: SDL_GL_GetAttribute needs to operate on FBO 0.
If a different FBO is bound, this would return incorrect results.
Fixes #5082.
|
|
71e3998d
|
2021-11-23T17:56:46
|
|
Make SDL_VideoInit cleanup when errors occur before video driver creation.
|
|
0445c13a
|
2021-11-22T16:49:17
|
|
Remove 'malloc' from comment
|
|
98c98362
|
2021-11-10T11:04:51
|
|
Don't clobber the error in SDL_ShowMessageBox() if one has been set at
the platform level
Fixes https://github.com/libsdl-org/SDL/issues/4760
|
|
6c4b4ee7
|
2021-11-10T09:41:43
|
|
Don't assert on API parameters
This causes lots of spam in test automation and it's not clear it's useful to developers. If we need this level of validation, we should add a log category for it.
|
|
fed85778
|
2021-11-10T08:47:39
|
|
Update the orientation and display modes when the display settings change on Windows
Fixes https://github.com/libsdl-org/SDL/issues/1061
|
|
d2f75636
|
2021-11-09T11:53:59
|
|
When making the window centered it should use windowed mode size since it doesn't affect fullscreen windows
Fixes bug https://github.com/libsdl-org/SDL/issues/4750
|
|
fd79607e
|
2021-11-08T21:34:48
|
|
Added SDL_GetWindowMouseRect()
Also guarantee that we won't get mouse movement outside the confining area, even if the OS implementation allows it (e.g. macOS)
|
|
4b42c05b
|
2021-11-08T13:52:48
|
|
video: Add SDL_SetWindowMouseRect.
This API and implementation comes from the Unreal Engine branch of SDL, which
originally called this "SDL_ConfineCursor".
Some minor cleanup and changes for consistency with the rest of SDL_video, but
there are two major changes:
1. The coordinate system has been changed so that `rect` is _window_ relative
and not _screen_ relative, making it easier to implement without having
global access to the display.
2. The UE version unset all rects when passing `NULL` as a parameter for
`window`, this has been removed as it was an unused feature anyhow.
Currently this is only implemented for X, but can be supported on Wayland and
Windows at minimum too.
|
|
25c71748
|
2020-02-13T21:55:08
|
|
Add a barebones RISC OS video driver
|
|
19dee1cd
|
2021-10-22T06:37:20
|
|
Add SDL_GetWindowICCProfile(). (#4314)
* Add SDL_GetWindowICCProfile
* Add new SDL display events
* Implement ICC profile change event for macOS
* Implement ICC profile notification for Windows
* Fix SDL_GetWindowICCProfile() for X11
* Fix compile errors
|
|
1c5b3e0e
|
2021-10-15T18:12:18
|
|
Don't center the mouse when gaining focus unless we're using relative mode warping
This is necessary now that we actually change the mouse position when calling SDL_WarpMouseInWindow() in relative mode.
|
|
9fae8f70
|
2021-08-29T15:33:58
|
|
Treat empty SDL_VIDEODRIVER var to check all video drivers.
|
|
629e9f82
|
2021-08-13T11:06:43
|
|
Fixed return value of SDL_GetGrabbedWindow() when we have an internal grab because of mouse relative mode
|
|
6aa1498b
|
2021-08-13T11:03:19
|
|
This assert wasn't correct, we set the internal grab for mouse relative mode as well.
|
|
016b02f2
|
2021-08-10T12:16:55
|
|
Fixed build, C89 doesn't allow non-constant static initializers
|
|
fcfd19db
|
2021-08-10T12:02:17
|
|
Added support for SDL_RENDERER_PRESENTVSYNC to the software renderer
This fixes https://github.com/libsdl-org/SDL/issues/4612
|
|
b3a989d0
|
2021-08-10T13:08:27
|
|
video: Fix false positives in driver name comparison
Without this change, driver names don't get matched correctly;
for example "x" can get matched with "x11" since it only checks
whether the string matches up to the length of the requested
driver name.
|
|
88674b4a
|
2021-08-04T13:17:35
|
|
Fixed build
|
|
c14813a8
|
2021-08-04T13:00:14
|
|
Fixed spacing
|
|
3cad447e
|
2021-08-04T12:57:51
|
|
Only update the window size if setting the display mode succeeded
|
|
0eb6f791
|
2021-05-21T13:48:14
|
|
SDL_SetWindowDisplayMode(): If already fullscreen, adjust window size
Otherwise only the display resolution is changed, but the SDL window size
(and for example the window-surface size) aren't adjusted accordingly
and thus don't fill the whole screen.
See #3313
|
|
72d81285
|
2021-05-19T18:47:56
|
|
Improve SDL_CreateWindow() fullscreen support on Windows
.. and maybe other platforms as well (though X11 was not affected)?
The issue was that passing a higher resolution than the current desktop
resolution to SDL_CreateWindow() with SDL_WINDOW_FULLSCREEN didn't switch
to that resolution (even though it did switch to lower resolutions).
When creating a fullscreen window, window->fullscreen wasn't even set
at all (only zeroed out), setting it only happened if the user explicitly
called SDL_SetWindowDisplayMode(). So without that, SDL_CreateWindow()
-> SDL_UpdateFullscreenMode() -> SDL_GetWindowDisplayMode() used the
resolution from window->windowed.w/h which were limited to the desktop size
due to some weird combination of WIN_AdjustWindowRectWithStyle() and
WIN_WindowProc() being called after a call to SetWindowPos().
fixes #3313
|
|
69518b9e
|
2021-07-29T17:09:24
|
|
Make sure we don't send a resize event while a window is being destroyed
This fixes https://github.com/libsdl-org/SDL/issues/3669
|
|
8e35ff5c
|
2021-07-28T14:20:29
|
|
By default minimize real fullscreen windows when they lose focus so the desktop video mode is restored.
This fixes https://github.com/libsdl-org/SDL/issues/4039
|
|
d80ef3e5
|
2021-07-26T22:51:24
|
|
SDL_VideoInit: silence 'may be used uninitialized' warning
src/video/SDL_video.c:475: warning: 'i' may be used uninitialized in this function
|
|
5ec69285
|
2021-04-02T06:16:09
|
|
Support comma-separated lists in SDL_VIDEODRIVER
|
|
f1633127
|
2021-07-24T13:41:55
|
|
Added a window flash operation to be explicit about window flash behavior
|
|
e1c3a250
|
2021-07-24T12:11:27
|
|
Changed SDL_FlashWindow() so it doesn't take a flash count, and added the hint SDL_HINT_WINDOW_FLASH_COUNT to control behavior on Windows
|
|
64724db0
|
2021-06-04T19:55:30
|
|
Implement bare minimum for SDL_FlashWindow
|
|
a0a5da5d
|
2021-04-19T07:13:38
|
|
Add SDL_SetWindowAlwaysOnTop()
|
|
27b74d33
|
2021-03-25T23:25:34
|
|
Implement Wayland_ShowMessageBox using Zenity
|
|
c8abc88c
|
2021-01-29T01:26:35
|
|
Add support for message box
|
|
3c1fe9ce
|
2021-02-12T23:46:01
|
|
WTF
|
|
b52e9459
|
2021-01-29T01:26:13
|
|
Add support for open URL
|
|
2d64e37e
|
2020-11-02T18:09:43
|
|
Initial rebase of xerpi's port
|
|
9b9d0d48
|
2021-02-15T11:49:09
|
|
mac/iOS: allow Metal in windows created without an explicit backend
Fixes SDL_CreateWindowAndRenderer (and similar situations) not choosing a Metal backend. See #3991.
Passing an explicit backend into CreateWindow, eg SDL_WINDOW_OPENGL or SDL_WINDOW_METAL, will still prevent the window from being used with other backend types.
|
|
a60af1e4
|
2021-02-04T07:00:06
|
|
Backed out changeset 1cde3dd0f44d - this breaks windows which are created and then set to FULLSCREEN_DESKTOP
|
|
e404b525
|
2021-02-03T21:31:50
|
|
KMSDRM doesn't have a window manager, so all windows are fullscreen
|
|
6b057c67
|
2021-01-26T19:16:17
|
|
Expose separate keyboard and mouse grab support
This adds SDL_SetWindowKeyboardGrab(), SDL_GetWindowKeyboardGrab(),
SDL_SetWindowMouseGrab(), SDL_GetWindowMouseGrab(), and new
SDL_WINDOW_KEYBOARD_GRABBED flag. It also updates the test harness to exercise
this functionality and makes a minor fix to X11 that I missed in
https://hg.libsdl.org/SDL/rev/02a2d609369b
To fit in with this new support, SDL_WINDOW_INPUT_CAPTURE has been renamed to
SDL_WINDOW_MOUSE_CAPTURE with the old name remaining as an alias for backwards
compatibility with older code.
|
|
a0d3c6c6
|
2021-01-25T21:42:14
|
|
Rename SetWindowGrab() to SetWindowMouseGrab()
|
|
e1f73e64
|
2021-01-23T16:22:44
|
|
Refactor keyboard grab to be managed by the video core
This gives us flexibility to add others hints to control keyboard grab behavior
without having to touch all of the backends. It also allows us to possibly
expose keyboard grab separately from mouse grab for applications that want to
manage those independently.
|
|
b2449473
|
2021-01-08T18:57:12
|
|
[KMS/DRM] Go back to the LEGACY interface only because using planes breaks compatibility with HW, so no advantage on using ATOMIC.
|
|
393c8c1f
|
2021-01-03T10:32:55
|
|
Fixed bug 5440 - MacCatalyst build failures
C.W. Betts
I tested building commit http://hg.libsdl.org/SDL/rev/7adf3fdc19f3 on Mac Catalyst and found some issues:
* MTLFeatureSet_iOS_* enums aren't available under Mac Catalyst.
* OpenGL ES is unavailable under Mac Catalyst.
* Some Metal features are available under Catalyst but not iOS, such as displaySyncEnabled.
* Set Metal as the default renderer on Mac Catalyst
Attaching a patch that will make SDL2 build for Mac Catalyst.
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
f8839289
|
2020-12-15T12:22:48
|
|
Potential fix for bug 5393 - KMSDRM: using atomic mode setting breaks GPU compatibility
Substring
I was trying the KMSDRM video backend with some very simple programs that were working ok on 2.0.12. The same code won?t work on the current dev branch and I get:
DEBUG: check_modesetting: probing ?/dev/dri/card0?
DEBUG: /dev/dri/card0 connector, encoder and CRTC counts are: 4 5 6
DEBUG: check_modesetting: probing ?/dev/dri/card0?
DEBUG: /dev/dri/card0 connector, encoder and CRTC counts are: 4 5 6
DEBUG: KMSDRM_VideoInit()
DEBUG: Opening device /dev/dri/card0
DEBUG: Opened DRM FD (3)
DEBUG: no atomic modesetting support.
DEBUG: Video subsystem has not been initialized
INFO: Using SDL video driver: (null)
DEBUG: Video subsystem has not been initialized
After carefully checking, the radeon driver doesn?t support atomic modesetting. That?s not the only problem : the same happens with the amdgpu driver if we disable Display Core (kernel parameter amdgpu.dc=0, which is required to get analogue outputs working).
This is a major regression in the KMSDRM driver.
Using atomic mode setting is great, but having no fallback to the "standard KMS" is bad.
|
|
f1cab8ae
|
2020-12-10T11:20:56
|
|
fix bug #5253: handle NULL title or message fields in SDL_MessageBoxData
- SDL_video.c (SDL_ShowMessageBox): replace messageboxdata, set title
or message field to "" if either of them is NULL.
- SDL_video.c (SDL_ShowSimpleMessageBox): set title or message to ""
if either of them is NULL for EMSCRIPTEN builds.
- SDL_bmessagebox.cc: add empty string check along with NULL check for
title and message fields.
- SDL_windowsmessagebox.c (AddDialogString): remove NULL string check
- SDL_windowsmessagebox.c (AddDialogControl): add empty string check
along with the NULL check.
- SDL_x11messagebox.c: revert commit 677c4cd68069
- SDL_os2messagebox.c: revert commit 2c2a489d76e7
- test/testmessage.c: Add NULL title and NULL message tests.
|
|
d46dd103
|
2020-12-09T07:49:07
|
|
Fixed typo in Vulkan load logic
|
|
035f8f23
|
2020-12-02T13:37:59
|
|
SDL_RecreateWindow: allow clearing VULKAN when recreating the window
|
|
93fbab0f
|
2020-12-02T11:04:53
|
|
SDL_ReCreateWindow: allow to unload METAL window and switch back to OpenGL.
On older mac, where METAL Renderer METAL fails to create, it allows to switch back to OpenGL SDL_Renderer
by re-creating the window (METAL flags was previously persistent).
|
|
f1b603ac
|
2020-10-20T11:51:23
|
|
Fixed bug 5323 - SDL_SetWindowMaximumSize fails if Width or Height is equal to minimum Height or Width
batyastudios
Basicly there is problem and somewhat a solution: https://discourse.libsdl.org/t/setwindowmaximumsize-bug/28267
If you SDL_SetWindowMaximumSize() after SDL_SetWindowMinimumSize() with one of axes have the same value, function will have no effect.
This: (line 2144@SDL_video.c)
if (max_w <= window->min_w || max_h <= window->min_h) {
SDL_SetError("SDL_SetWindowMaximumSize(): Tried to set maximum size smaller than minimum size");
return;
}
May be changed to this:
if (max_w < window->min_w || max_h < window->min_h) {
SDL_SetError("SDL_SetWindowMaximumSize(): Tried to set maximum size smaller than minimum size");
return;
}
|
|
d2723875
|
2020-10-14T23:01:06
|
|
os2: integrate the port into main tree.
|
|
d86a7465
|
2020-10-09T02:55:00
|
|
SDL_video.c: fix whitespace
|
|
76980e30
|
2020-10-08T16:42:20
|
|
Added events for dynamically connecting and disconnecting displays, with an iOS implementation
|
|
092162ed
|
2020-09-10T15:02:51
|
|
video: Set up default before calling GL_DefaultProfileConfig().
This way, the implementation can opt to do nothing to accept SDL's defaults.
|
|
052a1373
|
2020-07-12T19:11:15
|
|
Merge VideoBootStrap::available into VideoBootStrap::create
The two are only ever called together, and combining them makes it possible
to eliminate redundant symbol loading and redundant attempts to connect
to a display server.
|
|
694fea8a
|
2020-06-26T21:37:29
|
|
video: Make SDL_CreateWindow use SDL_Init(SDL_INIT_VIDEO), not SDL_VideoInit.
Otherwise, the video subsystem won't deinitialize during SDL_Quit().
Fixes Bugzilla #5067.
|
|
1947ca70
|
2020-06-26T20:16:43
|
|
video: Changed SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS to default to FALSE.
Fixes Bugzilla #5106. (and probably many others, too!)
|
|
60435712
|
2020-06-03T16:42:19
|
|
video: Set window->surface NULL after freeing it.
Otherwise, when SDL_CreateWindowFramebuffer() is called again, it will return
the free'd surface instead of creating a new one.
|
|
f16e6bfa
|
2020-05-25T14:10:51
|
|
Fixed creating a metal renderer without specifying a metal window
|
|
389c8995
|
2020-04-13T14:44:21
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opengl: Allow SDL_GL_MakeCurrent() to accept a NULL window (thanks, Martin!).
This allows you to bind surfaceless contexts on a background thread to, for
example, load assets in a separate context, for platforms that have different
requirements about sharing surfaces, etc.
Martin's notes on the matter:
"Here's a patch that enables passing NULL windows to SDL_GL_MakeCurrent, if
the involved APIs allow it. Currently, this is only the case for EGL, and
even then only if some specific extensions are present (which they usually
are).
If "surfaceless" contexts are not supported, SDL_GL_MakeCurrent continues to
generate an error (albeit with a more specific error message than it used to),
so this should not break anything that wasn't broken before."
(Please see https://bugzilla.libsdl.org/show_bug.cgi?id=3695 for more
discussion.)
Fixes Bugzilla #3695.
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8a5ee3fa
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2020-04-12T00:55:52
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video: NULL out pointer to freed window surface
This behavior matches SDL_RecreateWindow and makes it less likely that
another piece of code (e.g. a DestroyWindowFramebuffer implementation)
will attempt to use or free the stale surface pointer.
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a7916890
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2020-04-10T00:37:35
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metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:
"A few weeks ago, Alex added a partial Metal API to SDL2:
https://hg.libsdl.org/SDL/rev/22c8e7cd8d38
I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:
1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.
2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.
3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.
Tested on macOS 10.14 and iOS 12.4."
Fixes Bugzilla #4796.
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e0a27056
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2020-03-22T20:09:14
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Do not overwrite window surface created by driver
If a driver's implementation of CreateWindowFramebuffer sets the window
surface, use that rather than overwriting it. A driver may set the window
surface if data cannot be passed via the CreateWindowFramebuffer output
parameters (e.g. surface palette colors).
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b4c2e29e
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2020-01-27T10:58:30
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video: Added a hint to override the display's usable bounds.
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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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54748a39
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2019-12-08T11:33:06
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Fixed bug 4890 - Add hint for SDL that the graphics context is externally managed
Aaron Barany
Add SDL_HINT_VIDEO_EXTERNAL_CONTEXT hint to notify SDL that the graphics context is external. This disables the automatic context save/restore behavior on Android and avoids using OpenGL by default when SDL_WINDOW_VUKLAN isn't set.
When the application wishes to manage the OpenGL contexts on Android, this avoids cases where SDL unbinds the context and creates new contexts, which can interfere with the application's operation.
When using Vulkan and Metal renderer implementations, this avoids SDL forcing OpenGL to be enabled on certain platforms. While using the SDL_WINDOW_VULKAN flag can be used to achieve the same thing, it also causes Vulkan to be loaded. If the application uses Vulkan directly, this is not necessary, and fails window creation when using Metal due to Vulkan not being present. (assuming MoltenVK isn't installed)
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