- 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.
This is a little macro magic to use malloc() directly instead of SDL_malloc(),
etc, so static analysis tests that know about the C runtime can function
properly, and understand that we are dealing with heap allocations, etc.
This changed our static analysis report from 5 outstanding bugs to 30.
5x as many bugs were hidden by SDL_malloc() not being recognized as malloc()
by the static analyzer!
SDL_WinRTRunApp() is used on WinRT to launch a main(int, char **)-style
function. It has optional, and experimental support for launching content
inside a XAML control, backed by a main() function running on a separate thread.
This is provided via it's 2nd parameter, which can be a pointer to a XAML
control. (If NULL, XAML support will not be used.)
This change renames the experimental feature's parameter (to SDL_WinRTRunApp())
as "reserved", until such time as the functionality is ready for use. It will
likely be renamed again in the future, when running SDL on top of a XAML control
via a separate thread, becomes reasonably usable.
With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.
This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
Elias Vanderstuyft
"Horizontal" is not very precise, use "Positive phase" instead.
"Positive" because it's actually waveform(2*pi*t + phase) instead of waveform(2*pi*t - phase).
Elias Vanderstuyft
It's not obvious from the general "haptic direction" description what the SDL direction actually means in terms of force magnitude sign,
currently its meaning is only reflected by the example.
This change does a few things, all with regards to the WinRT implementation of
SDL_GetPrefPath():
1. it fixes a bug whereby SDL_GetPrefPath() did not create the directory it
returned. On other SDL platforms, SDL_GetPrefPath() will create separate
directories for its 'org' and 'app' folders. Without this, attempts to create
files in the pref-path would fail, unless those directories were first created
by the app, or by some other library the app used. This change makes sure
that these directories get created, before SDL_GetPrefPath() returns to its
caller(s).
2. it defaults to having SDL_GetPrefPath() return a WinRT 'Local' folder
on all platforms. Previously, for Windows Store apps, it would have used a
different, 'Roaming' folder. Files in Roaming folders can be automatically,
and synchronized across multiple devices by Windows. This synchronization can
happen while the app runs, with new files being copied into a running app's
pref-path. Unless an app is specifically designed to handle this scenario,
there is a chance that save-data could be overwritten in unwanted or
unexpected ways.
The default is now to use a Local folder, which does not get synchronized, and
which is arguably a bit safer to use. Apps that wish to use Roaming folders
can do so by setting SDL_HINT_WINRT_PREF_PATH_ROOT to "roaming", however it
is recommended that one first read Microsoft's documentation for Roaming
files, a link to which is provided in README-winrt.md.
To preserve older pref-path selection behavior (found in SDL 2.0.3, as well as
many pre-2.0.4 versions of SDL from hg.libsdl.org), which uses a Roaming path
in Windows Store apps, and a Local path in Windows Phone, set
SDL_HINT_WINRT_PREF_PATH_ROOT to "old".
Please note that Roaming paths are not supported on Windows Phone 8.0, due to
limitations in the OS itself. Attempts to use this will fail.
(Windows Phone 8.1 does not have this limitation, however.)
3. It makes SDL_GetPrefPath(), when on Windows Phone 8.0, and when
SDL_HINT_WINRT_PREF_PATH_ROOT is set to "roaming", return NULL, rather than
silently defaulting to a Local path (then switching to a Roaming path if and
when the user upgraded to Windows Phone 8.1).
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!
SDL_HINT_WINRT_PREF_PATH_ROOT allows WinRT apps to alter the path that
SDL_GetPrefPath() returns. Setting it to "local" uses the app's
OS-defined Local folder, setting it to "roaming" uses the app's OS-defined
Roaming folder.
Roaming folder support is not available in Windows Phone 8.0. Attempts to
make SDL_GetPrefPath() return a Roaming folder on this OS will be ignored.
Various bits of documentation on this were added to SDL_hints.h, and to
README-winrt.md
The "future-dev" branch of MSOpenTech's ANGLE/WinRT repository (at
https://github.com/msopentech/angle) includes support for Windows Phone 8.1.
This change allows it to be used in conjunction with SDL's OpenGL functions.
A negative periodic magnitude doesn't exist in Windows' and MacOS' FF APIs
The periodic magnitude parameter of the SDL Haptic API is based on the Linux
FF API, so it means they are not directly compatible:
'dwMagnitude' is a 'DWORD', which is unsigned.
Fixes Bugzilla #2701.
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
skaller
using gcc 4.2 (the default) on Mac OSX 10.6.8
CC build/SDL_dynapi.lo
In file included from /Users/johnskaller/SDL/src/dynapi/SDL_dynapi.c:31:
include/SDL_syswm.h:211:39: error: missing binary operator before token "("
The fault appears to be here:
#if defined(__OBJC__) && __has_feature(objc_arc)
that the __has_feature macro is not supported by gcc 4.2.
The code works fine with my clang 3.3svn.
Tobias Himmer
this patch adds a check to the CMake build script to detect whether the VideoCore API is available.
If it is found, it enables SDL_VIDEO_DRIVER_RPI and will also add the needed include/library directory flags to CMAKE_C_FLAGS so the subsequent check for GLES succeeds in picking up the headers.
Seems to work fine on Raspbian.