Commit Graph

26 Commits

Author SHA1 Message Date
Gabriel Jacobo
f5b7a7d7db Fixes bug #1506, Changing orientation on the Android device throws off touch scaling 2012-08-24 13:10:29 -03:00
Sam Lantinga
e6d37e6522 Fixed bug 1564 - SDL has no function to open a screen keyboard on Android.
Philipp Wiesemann implemented a general on-screen keyboard API for SDL, and I switched iOS code over to use it.
2012-08-11 10:15:59 -07:00
Ryan C. Gordon
d20ba4537e Make Android port compatible with older API versions again.
Fixes Bugzilla #1563.

Thanks to Philipp Wiesemann for the patch!
2012-08-03 23:59:05 -04:00
Gabriel Jacobo
95b70995ba Fix Android's SDLActivity for devices that may send more than one surfaceChanged
event in a row (ie, the Kindle Fire)
2012-06-24 21:10:17 -03:00
Gabriel Jacobo
1be4f2c07f Fixes #1422, restores GL context automatically under Android 2012-06-19 13:57:42 -03:00
Sam Lantinga
608641e290 Quick android Makefile fix from Gabriel Jacobo 2012-02-14 20:54:44 -05:00
Sam Lantinga
4f291e8eae Updated the Android Java activity for SDL2 2012-02-04 16:39:52 -05:00
Sam Lantinga
a1d5bd8db6 Fixed bug 1368 - Enabling joystick subsystem cause an infinite loop
morgan.devel@gmail.com 2012-01-13 00:32:23 PST

The android version of SDL_SYS_JoystickUpdate doesn't check if there is
actually new data and always generate the SDL_JOYAXISMOTION event.
Consequently, doing a while(SDL_PollEvent()) will result in an endless loop.

The attached patch fix this issue.

It also scale the incoming values properly in the Sint16 range. The scale from
[-gravity;+gravity] is done directly in the java part because one may want to
map the sensor values with a non-linear method for example.
2012-01-13 20:57:35 -05:00
Sam Lantinga
d2b3d8f75a Fixed bug 1293 - [Android] Support Pause/Resume
Gabriel Jacobo 2011-12-23 12:55:11 PST

The attached files provide some improvement over the current handling of
pause/resume in Android.
- I disabled the exit(status) instruction in SDL_main as that makes the entire
app instead of the SDL thread exit (while not needed for pause/resume it is
needed for Live Wallpapers, an SDLActivity for which I'll upload in a separate
bug).
- Added nativePause and nativeResume which basically just mark the window as
visible/hidden, something that the end user needs to take into consideration
(ideally pausing the event loop).

Also, this arrangement creates a new GL context when needed, which at least in
my test system is every time you go away from the app and come back to it. So,
this means that the textures need to be generated again after resuming (a
problem the end user didn't have before because the app exited completely when
it should've been pausing). I'd like to know if there's a standard way of
letting the user know that the GL context has changed and that he needs to
refresh his textures, or if this is out of the scope of the library and each
user handles it in their own way (I don't know how/if this same thing is
handled in  the iPhone backend, but it would be wise to try to imitate that).

Gabriel Jacobo 2011-12-23 12:57:10 PST
Also, in the SDLActivity the EGL handling code is moved up to the Activity from
the Surface code, as I think it is possible (in theory) that the surface is
destroyed temporarily while the context remains alive (though in practice in my
test system this is not the case)
2012-01-08 01:05:25 -05:00
Ryan C. Gordon
f0c4d8739b Bumped default Android API target to 5 (Android 2.0, up from 1.6).
We need this for GLES2 support.
2011-10-15 14:25:00 -07:00
Tim Angus
d6af3b40e5 * Support OpenGL ES 2 on Android 2011-08-26 13:15:05 +01:00
Ryan C. Gordon
d37f894242 Added support for multitouch on Android.
Fixes Bugzilla #1294.

Thanks to Gabriel Jacobo for the patch!
2011-10-13 01:21:35 -04:00
Tim Angus
edc8ca6ac0 * Fix many memory leaks in Android FS code
* Set SDL error string with Java exception details when one occurs
* Fix tabulation of SDLActivity::getContext
2011-08-26 13:11:53 +01:00
Ryan C. Gordon
4ef8847cc5 Allow Android platforms to read from .apk files via the RWOPS interface.
Fixes Bugzilla #1261.

Thanks to Tim Angus for the patch!
2011-07-29 16:51:25 -04:00
Sam Lantinga
1f86c7c17d Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails. 2011-02-07 17:44:07 -08:00
Sam Lantinga
271a5e7540 The window is changed to reflect the actual screen dimensions, for now.
Implemented SDL_SetWindowTitle(), which turned out to be fairly complex
2011-01-13 15:10:17 -08:00
Sam Lantinga
9a23f9d63a Fixed audio buffer lifecycle and implemented audio shutdown 2011-01-13 12:32:55 -08:00
Sam Lantinga
46004aa2fe Working audio implementation contributed by Joseph Lunderville 2011-01-13 11:14:20 -08:00
Sam Lantinga
d83df90435 Implemented translation from Android keycodes to SDL scancodes 2011-01-12 21:21:21 -08:00
Sam Lantinga
2a89441cce Fixed video mode format for unknown surface format 2011-01-12 19:33:29 -08:00
Sam Lantinga
9590d26387 More Android cleanup:
* Formalized the interface with Java methods in SDL_android.h
* We don't need the feature system, at least right now
* Fixed waiting for the SDLMain thread
2011-01-12 17:53:06 -08:00
Sam Lantinga
3d23aa104e Whoops, need to pass that SDL format into native code 2011-01-12 16:35:03 -08:00
Sam Lantinga
be09e4e9a0 Added some missing pixel formats and SDL_GetPixelFormatName() 2011-01-12 14:53:23 -08:00
Sam Lantinga
307c1da714 Fill in the video mode with the correct screen format 2011-01-12 14:29:01 -08:00
Sam Lantinga
4bb49ad70f A bit of cleanup in the Android driver 2011-01-12 13:52:41 -08:00
Sam Lantinga
b6c7ff60dc Added the Android project and lots of info to README.android 2011-01-06 17:12:31 -08:00