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Merged Alex Szpakowski's iOS-improvement branch to default.

Fixes Bugzilla #2798.
Fixes Bugzilla #2212.
Fixes Bugzilla #2826.
Fixes Bugzilla #2661.
Fixes Bugzilla #1885.
Fixes Bugzilla #1578.
Fixes Bugzilla #2751.

(whew!)

Notable changes, from Alex's notes:

- The SDL_WINDOW_ALLOW_HIGHDPI flag is now needed (along with SDL_GL_GetDrawableSize or SDL_GetRendererOutputSize) to use Retina / high DPI resolutions, bringing SDL?s Retina-related behavior on iOS in line with Mac OS X. Window dimensions and display modes are now in the ?points? (non-high DPI) coordinate system rather than pixels, whereas SDL_GL_GetDrawableSize is in pixels.

- Reworked the custom extended launch screen code:
	- It now hides after the first SDL_PumpEvents call rather than SDL_CreateWindow, and it fades out in a similar manner to the system launch screen behavior.
	- It now mirrors the system launch screen behavior when deciding which image to display: it falls back to using the Launch Images dictionary in Info.plist if the iOS 8+ launch screen nib isn?t available, and if the Launch Images dictionary doesn?t exist it uses the old standard launch image names.
	- The extended launch screen can now be disabled via the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h.

- Added support for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.

- Added access to a window view's renderbuffer and framebuffer to syswm.

- Added OpenGL ES debug labels for the Renderbuffer and Framebuffer Objects created with SDL_GL_CreateContext.

- Added support for sRGB OpenGL ES contexts on iOS 7+.

- Updated OpenGL ES contexts to support native-resolution rendering (when SDL_WINDOW_ALLOW_HIGHDPI is enabled) on the iPhone 6 Plus, i.e. 1080x1920 rather than 1242x2208.

- Updated SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext to be more robust.

- Updated SDL windows to display a UIView at all times, even when an OpenGL context is not active. This allows rotation, touch events, and other windowing-related events to work properly without an active OpenGL context. It also makes it easier to use SDL_GetWindowWMInfo after creating a SDL window.

- Updated the iOS-specific Objective-C code to use cleaner and more modern language features and APIs, including ARC instead of manual reference counting.

- Updated SDL_HINT_ORIENTATIONS to allow disabling custom orientations if the hint is set with no valid orientation names.

- Fixed several rotation and orientation bugs with windows and display modes, especially in iOS 8+.

- Fixed SDL_SetWindowFullscreen failing to update the status bar visibility on iOS 7+.

- Fixed the orientation of the offset applied to the window?s view when the onscreen keyboard is shown in iOS 8+.

- Fixed SDL_IsScreenKeyboardShown (patch by Phil Hassey.)

- Fixed several major memory leaks caused by missing autorelease pool blocks in the iOS-specific Objective-C code.

- Removed several dead code paths.

- The iOS 7 SDK (Xcode 5) or newer is now required to build SDL for iOS.
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icculus committed Apr 10, 2015
2 parents c403565 + 67549d3 commit 562414c74c0ed55c9fe3110eb643757e4e288cde
@@ -1536,7 +1536,7 @@ public boolean onGenericMotion(View v, MotionEvent event) {

case InputDevice.SOURCE_MOUSE:
action = event.getActionMasked();
switch(event.getActionMasked()) {
switch (action) {
case MotionEvent.ACTION_SCROLL:
x = event.getAxisValue(MotionEvent.AXIS_HSCROLL, 0);
y = event.getAxisValue(MotionEvent.AXIS_VSCROLL, 0);
@@ -108,8 +108,8 @@ void Android_OnTouch(int touch_device_id_in, int pointer_finger_id_in, int actio
switch (action) {
case ACTION_DOWN:
/* Primary pointer down */
Android_GetWindowCoordinates(x, y, &window_x, &window_y);
if (!separate_mouse_and_touch) {
Android_GetWindowCoordinates(x, y, &window_x, &window_y);
/* send moved event */
SDL_SendMouseMotion(Android_Window, SDL_TOUCH_MOUSEID, 0, window_x, window_y);
/* send mouse down event */
@@ -123,8 +123,8 @@ void Android_OnTouch(int touch_device_id_in, int pointer_finger_id_in, int actio

case ACTION_MOVE:
if (!pointerFingerID) {
Android_GetWindowCoordinates(x, y, &window_x, &window_y);
if (!separate_mouse_and_touch) {
Android_GetWindowCoordinates(x, y, &window_x, &window_y);
/* send moved event */
SDL_SendMouseMotion(Android_Window, SDL_TOUCH_MOUSEID, 0, window_x, window_y);
}
@@ -136,9 +136,9 @@ void Android_OnTouch(int touch_device_id_in, int pointer_finger_id_in, int actio
/* Primary pointer up */
if (!separate_mouse_and_touch) {
/* send mouse up */
pointerFingerID = (SDL_FingerID) 0;
SDL_SendMouseButton(Android_Window, SDL_TOUCH_MOUSEID, SDL_RELEASED, SDL_BUTTON_LEFT);
}
pointerFingerID = (SDL_FingerID) 0;
case ACTION_POINTER_UP:
/* Non primary pointer up */
SDL_SendTouch(touchDeviceId, fingerId, SDL_FALSE, x, y, p);
@@ -277,21 +277,19 @@ Wayland_VideoInit(_THIS)
{
SDL_VideoData *data = SDL_malloc(sizeof *data);
if (data == NULL)
return 0;
return SDL_OutOfMemory();
memset(data, 0, sizeof *data);

_this->driverdata = data;

data->display = WAYLAND_wl_display_connect(NULL);
if (data->display == NULL) {
SDL_SetError("Failed to connect to a Wayland display");
return 0;
return SDL_SetError("Failed to connect to a Wayland display");
}

data->registry = wl_display_get_registry(data->display);
if (data->registry == NULL) {
SDL_SetError("Failed to get the Wayland registry");
return 0;
return SDL_SetError("Failed to get the Wayland registry");
}

wl_registry_add_listener(data->registry, &registry_listener, data);
@@ -304,8 +302,7 @@ Wayland_VideoInit(_THIS)

data->xkb_context = WAYLAND_xkb_context_new(0);
if (!data->xkb_context) {
SDL_SetError("Failed to create XKB context");
return 0;
return SDL_SetError("Failed to create XKB context");
}

Wayland_InitMouse();
@@ -147,7 +147,7 @@ int Wayland_CreateWindow(_THIS, SDL_Window *window)

data = calloc(1, sizeof *data);
if (data == NULL)
return 0;
return SDL_OutOfMemory();

c = _this->driverdata;
window->driverdata = data;

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