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27d4f099
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2016-10-07T23:40:44
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Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
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765d8bea
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2016-10-01T12:46:36
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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.
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f31c7086
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2016-09-25T15:02:06
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Enable SDL_LoadObject on iOS 8+ and tvOS.
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77bacfd7
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2016-09-25T11:46:25
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tvOS launch images are now properly supported.
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40ecac8e
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2016-09-25T00:21:12
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Don't try to load a launch storyboard on tvOS (it doesn't use them).
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666d3fec
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2016-09-24T23:33:49
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iOS/tvOS: Try to load the launch screen as a storyboard. Xcode 8 compiles it as a storyboard instead of a nib.
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9165ba7e
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2016-09-24T20:12:57
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iOS/tvOS: Always send SDL_WINDOWEVENT_FOCUS_GAINED when a window is created on the main screen (fixes bug #3395).
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450fa8cd
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2016-09-24T18:46:34
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Use OS-provided click counts on macOS and iOS for mouse press and release events.
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4bcce330
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2016-09-15T21:49:29
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tvOS: Add drop-file support
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f0505766
|
2016-09-13T22:18:06
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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.
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1096f323
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2016-09-09T15:12:09
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Reverted previous commit which breaks game controller input processing.
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61c0f2cf
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2016-09-08T20:38:23
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Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing
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d0bd0e48
|
2016-07-02T13:38:31
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iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
Fixes bug #3378.
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34f095e0
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2016-04-10T22:07:10
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iOS: Fixed SDL_GL_CreateContext crashing instead of returning null when a GLES3 context is requested on iOS 6 and older.
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6cfa71a1
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2016-04-02T13:21:01
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iOS: Also do the Dictation crash workaround before executing the animation callback.
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5520ed9c
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2016-04-01T19:18:50
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iOS: Workaround for a crash after Dictation is used.
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7da168db
|
2016-02-10T19:31:23
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Fixed spaces in license comments.
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8e7cd6b5
|
2016-02-03T20:32:55
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iOS: Implemented clipboard support.
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87ea39be
|
2016-01-09T17:41:09
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Removed dead code (caught by Clang's static analyzer).
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49e47688
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2016-01-05T05:38:55
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Patched to compile on iOS.
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eeb89999
|
2016-01-05T05:22:35
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Patched to compile.
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c3114975
|
2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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42065e78
|
2016-01-02T10:10:34
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Updated copyright to 2016
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9c51c4a6
|
2015-11-12T22:44:32
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Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.)
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72678358
|
2015-11-12T20:58:11
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iOS: Fixed crashes when rotating the screen after destroying a window.
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ab2a3500
|
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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ecfdb10c
|
2015-09-15T00:25:07
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iOS SDL_GL_CreateContext: Clamp the multisample sample count when the requested value is too high, rather than failing to create the context.
This matches the SDL_GL_CreateContext behavior in OS X.
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82c8825c
|
2015-09-09T19:08:52
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iOS: Added support for force-touch on capable devices.
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|
c344b734
|
2015-07-19T19:56:16
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iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.
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6ea942da
|
2015-07-19T19:44:40
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|
Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
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0e45984f
|
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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