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.main
commit
562414c74c
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@ -1536,7 +1536,7 @@ class SDLGenericMotionListener_API12 implements View.OnGenericMotionListener {
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case InputDevice.SOURCE_MOUSE:
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action = event.getActionMasked();
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switch(event.getActionMasked()) {
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switch (action) {
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case MotionEvent.ACTION_SCROLL:
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x = event.getAxisValue(MotionEvent.AXIS_HSCROLL, 0);
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y = event.getAxisValue(MotionEvent.AXIS_VSCROLL, 0);
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@ -108,8 +108,8 @@ void Android_OnTouch(int touch_device_id_in, int pointer_finger_id_in, int actio
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switch (action) {
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case ACTION_DOWN:
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/* Primary pointer down */
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Android_GetWindowCoordinates(x, y, &window_x, &window_y);
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if (!separate_mouse_and_touch) {
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Android_GetWindowCoordinates(x, y, &window_x, &window_y);
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/* send moved event */
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SDL_SendMouseMotion(Android_Window, SDL_TOUCH_MOUSEID, 0, window_x, window_y);
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/* send mouse down event */
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@ -123,8 +123,8 @@ void Android_OnTouch(int touch_device_id_in, int pointer_finger_id_in, int actio
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case ACTION_MOVE:
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if (!pointerFingerID) {
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Android_GetWindowCoordinates(x, y, &window_x, &window_y);
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if (!separate_mouse_and_touch) {
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Android_GetWindowCoordinates(x, y, &window_x, &window_y);
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/* send moved event */
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SDL_SendMouseMotion(Android_Window, SDL_TOUCH_MOUSEID, 0, window_x, window_y);
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}
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@ -136,9 +136,9 @@ void Android_OnTouch(int touch_device_id_in, int pointer_finger_id_in, int actio
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/* Primary pointer up */
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if (!separate_mouse_and_touch) {
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/* send mouse up */
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pointerFingerID = (SDL_FingerID) 0;
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SDL_SendMouseButton(Android_Window, SDL_TOUCH_MOUSEID, SDL_RELEASED, SDL_BUTTON_LEFT);
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}
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pointerFingerID = (SDL_FingerID) 0;
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case ACTION_POINTER_UP:
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/* Non primary pointer up */
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SDL_SendTouch(touchDeviceId, fingerId, SDL_FALSE, x, y, p);
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@ -277,21 +277,19 @@ Wayland_VideoInit(_THIS)
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{
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SDL_VideoData *data = SDL_malloc(sizeof *data);
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if (data == NULL)
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return 0;
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return SDL_OutOfMemory();
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memset(data, 0, sizeof *data);
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_this->driverdata = data;
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data->display = WAYLAND_wl_display_connect(NULL);
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if (data->display == NULL) {
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SDL_SetError("Failed to connect to a Wayland display");
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return 0;
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return SDL_SetError("Failed to connect to a Wayland display");
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}
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data->registry = wl_display_get_registry(data->display);
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if (data->registry == NULL) {
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SDL_SetError("Failed to get the Wayland registry");
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return 0;
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return SDL_SetError("Failed to get the Wayland registry");
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}
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wl_registry_add_listener(data->registry, ®istry_listener, data);
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@ -304,8 +302,7 @@ Wayland_VideoInit(_THIS)
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data->xkb_context = WAYLAND_xkb_context_new(0);
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if (!data->xkb_context) {
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SDL_SetError("Failed to create XKB context");
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return 0;
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return SDL_SetError("Failed to create XKB context");
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}
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Wayland_InitMouse();
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@ -147,7 +147,7 @@ int Wayland_CreateWindow(_THIS, SDL_Window *window)
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data = calloc(1, sizeof *data);
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if (data == NULL)
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return 0;
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return SDL_OutOfMemory();
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c = _this->driverdata;
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window->driverdata = data;
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