"In the second half of 2021, new apps will be required to publish with the Android App Bundle on Google Play"
(see https://developer.android.com/guide/app-bundle)
And "Android App Bundles don't support APK expansion (*.obb) files".
Rainer Deyke
While most of the KMOD_* flags are enums, the combination flags KMOD_CTRL, KMOD_ALT, KMOD_SHIFT and KMOD_GUI are defined as macros. This breaks third-party code that uses these KMOD_* names for local identifiers, such as OGRE. The correct thing to do is to make them all enums.
It is a protocol error to attempt to create a pointer confine (i.e.
`SDL_SetWindowGrab`) while a locked pointer is active, and vice-versa.
Instead of aborting due to a protocol error, this commit makes SDL
gracefully downgrade locked pointers to confines when appropriate.
We now handle HiDPI correctly, and touches are clamped to the viewport. So
if you are rendering to a logical 640x480 in a 720p window, and touch the
letterboxing at point (640,700), it will report the touch at (0.5,1.0) instead
of outside the documented range.
Previously the first card with non-empty connectors, encoders
and crtcs would be selected, however KMSDRM_VideoInit could still reject
it if the connector was not connected. This allow finding the first card
(in a multi GPU setup) that is actually connected to a display.
Manuel Alfayate Corchete
I noticed pt2-clone had problems with it's optional hardware mouse on the KMSDRM backend: cursor had a transparent block around it.
So I was investigating and it seems that a GBM cursor needs it's pixels to be alpha-premultiplied instead of straight-alpha.
A
lso, I was previously relying on "manual testing" for the cursor size, but it's far better to use whatever the DRM driver recommends via drmGetCap(): any working driver should make a size recommendation via drmGetCap(), so that's what we use now. I took this decision because I found out that the AMDGPU driver reported working cursor sizes that would appear garbled on screen, and only the recommended cursor size works.
This fixes a case where you render to the backbuffer, then render to a render
target, set the current target back to the backbuffer, and then present
without drawing anything else; in this circumstance, the Present command
would never happen.
Fixes Bugzilla #5011.
This is handled in in the higher-level SDL_GL_LoadLibrary().
All uses of SDL_EGL_LoadLibrary (which calls the Only version) are just
target-specific wrappers for their own GL_LoadLibrary hook, with two
exceptions which now handle driver_loaded correctly (although it's
questionable if these init-if-no-one-did-it-correctly-already code blocks
should exist at all, fwiw).
Fixes Bugzilla #5190.
jackmacwindowslinux
I'm testing my application that uses SDL2 on the new Apple Silicon Macs. I set up the SDL 2.0.12 source code from the website and tried to build it. The first issue I ran into was that it was always building OpenGL ES, even if --disable-video-opengles was passed to configure. OpenGL ES headers do not seem to be present on the Apple Silicon macOS SDK, except for the iOS SDK headers. Then I had problems with the joystick driver, where some classes used on iOS were not available on macOS.
After looking through the configure.ac script a bit, I found that iOS targets are selected when the build host matches "arm*-apple-darwin*". Clang on macOS 11.0 on arm64 reports the host as "arm64-apple-darwin20.0.0", which matches the iOS target. This means that ARM Mac compilation will always be detected as iOS. Unfortunately, there doesn't seem to be an easy way to detect Mac vs. iOS targets, since they now both use the same triplet & compiler for building.
I'm not sure what the best way to fix this is, but maybe there could be an additional target flag to specify whether to build for macOS or iOS? This might break compatibility, though: with this approach, either all old scripts that used configure to build for iOS fail, or all new builds on macOS without a flag fail (silently?).