Commit Graph

7767 Commits

Author SHA1 Message Date
Eric Wing
c9ea0e761f iOS: Added support for iOS 8 LaunchScreen NIBs.
iOS 8 introduces LaunchScreen NIBs which use autolayout to handle all devices and orientations with a single NIB instead of multiple launch images. This is also the only way to get the App Store badge "Optimized for iPhone 6 and iPhone 6 Plus". So if the application is running on iOS 8 or greater AND has specified a LaunchScreen in their Info.plist, this patch will use the NIB as the launch screen. Otherwise, the code falls back to the legacy code path.

Note: Upon audit of the legacy path, it appears that it does not properly handle the UILaunchImages Info.plist convention. I've added comments inline to the code about this. However, in about a year from now, nobody is going to care about this path since everybody should be using LaunchScreen NIBs.
2014-11-02 20:55:13 -08:00
David Ludwig
1868d6bbf1 WinRT: added SDL_HINT_WINRT_PREF_PATH_ROOT
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
2014-11-27 09:55:34 -05:00
David Ludwig
cdd3e3a463 WinRT: removed a completed TODO item from an inline comment 2014-11-27 08:50:11 -05:00
David Ludwig
62d0561fe6 WinRT: added initial SDL_TEXTINPUT support
Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions.  An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.

This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).
2014-11-26 21:34:15 -05:00
Philipp Wiesemann
9d0b33d854 Corrected header file guard comments. 2014-11-25 22:37:12 +01:00
Philipp Wiesemann
caf09d0cb5 Fixed limitation for number of custom main() arguments on Android.
Limitation was size of the reference table because local refs were not deleted.
2014-11-25 22:31:14 +01:00
Jørgen P. Tjernø
bdcee9f4f0 Mac: Add drag & drop support.
Fixes bug https://bugzilla.libsdl.org/show_bug.cgi?id=2757

Thanks to Alex Szpakowski for the patch!
2014-11-24 11:46:20 -08:00
Edward Rudd
db34a70376 Cocoa: add in handling of "lost" touches on OS X. [bug #2635]
This scenario can occur, for example, when the 4-finger touch sequence is used to switch spaces.  the SDL window does not receive the touch up events and ends up thinking there are far more fingers on the pad than there are.

So the solution here is everytime a new "touch" appears we can through and check if there are any existing known touches by the OS and if there are none, abut SDL things there are, we simply go through and cancel the SDL touches.

Side affects.
- the "touch up" won't occur until the users sends a new touch (could be well after the actual release really did occur)
2014-11-23 15:48:52 -05:00
Edward Rudd
e591fb0470 add "i" shortcut to testgesture tool to log # of fingers down on the touch devices. 2014-11-23 15:39:28 -05:00
Edward Rudd
9e3ed4d9bc add controllermap program to SDLTest xcode project 2014-11-23 15:21:49 -05:00
Philipp Wiesemann
581758565f Fixed doxygen tags in header file documentation comments. 2014-11-23 20:46:34 +01:00
Philipp Wiesemann
7aa8718786 Fixed typos in header file documentation comments. 2014-11-23 20:40:48 +01:00
Philipp Wiesemann
e59f6dc43e Fixed local reference leaks in messagebox implementation for Android. 2014-11-23 20:38:18 +01:00
Philipp Wiesemann
7758e7c831 Added name for second Java Thread on Android. 2014-11-23 20:35:51 +01:00
David Ludwig
18ca50d940 WinRT: fixed an invalid comment in SDL_GetPrefPath() (for WinRT) 2014-11-23 08:59:01 -05:00
David Ludwig
24f3efb13c WinRT: allowed 'roaming' and 'temp' folder paths to be retrieved on WinPhone 8.1
Windows Phone 8.0 either did not define, or provide access to, a 'RoamingFolder'
or 'TemporaryFolder' for apps to use.  Windows 8.0 and 8.1 do, as does
Windows Phone 8.1.  This change allows SDL-based Windows Phone 8.1 apps to
access these folders, via either the SDL_WinRTGetFSPathUNICODE() or
SDL_WinRTGetFSPathUTF8() functions.

SDL_GetPrefPath(), which on WinRT, is based on SDL_WinRTGetFSPathUTF8(), will
continue to return the app's 'local' folder, despite Windows 8.x
counterpart apps using the 'roaming' folder, in order to preserve compatibility
when 8.0-based Phone apps upgrade to 8.1-based Phone apps.
2014-11-23 08:52:10 -05:00
Philipp Wiesemann
b9bde0ae16 Fixed typo in header file documentation comment. 2014-11-23 11:26:46 +01:00
David Ludwig
ee8b8751ca Fixed bug 2726 - WinRT touches not setting 'which' field in virtual mouse events
This patch makes sure that any SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP, and
SDL_MOUSEMOTION events, as triggered by a touch event in a WinRT app, set the
event's 'which' field to SDL_TOUCH_MOUSEID.  Previously, this was getting set
to the same value as events from a real mouse, '0'.

Thanks to Diego for providing information on this bug, and to Tamas Hamor for
sending over a patch!
2014-11-22 21:13:46 -05:00
Philipp Wiesemann
8cf7e25b4c Corrected header file documentation comment. 2014-11-22 22:20:40 +01:00
David Ludwig
6ec14b1965 WinRT: updated README-winrt.md to detail Visual Studio 2013 Community support 2014-11-15 15:07:55 -05:00
David Ludwig
574e2104c9 WinRT: made SDL_GetPlatform() return "WinRT" and not 'Unknown'
Thanks to Eric Wing for the heads-up on this!
2014-11-15 10:19:39 -05:00
David Ludwig
8bd7d187f4 WinRT: build fix for Visual C++ 2013 Update 4
Visual C++ 2013 Update 4 re-introduced the Sleep() function to WinRT apps (for
code that targets Windows 8.1 and Windows Phone 8.1).  This led to a build
error, as SDL was defining it's own Sleep() function (to make up for the lack
of a public Sleep() function).  The fix makes sure that SDL's custom Sleep()
function is only used when Windows' Sleep() is not available.

Many thanks go out to Sergiu Marian Gaina for the fix!
2014-11-15 10:12:36 -05:00
Ryan C. Gordon
53dc989ba1 Fixed gcc-fat.sh failing to build Objective-C sources correctly.
This would fail if the compiler was given a .m file _and_ no "-o" option; it
would fail to automatically calculate the correct .o filename in this
situation.

Thanks to Ethan Lee for the help tracking this one down!
2014-11-14 11:21:15 -05:00
David Ludwig
4df353472a WinRT: fixed multi-touch bug whereby 2nd, 3rd, etc. fingers weren't moving
Only the first-pressed finger wpuld get reported as having moved (via SDL's
touch APIs).  Subsequently pressed fingers wouldn't report as being moved, even
though the OS was reporting (to SDL) that they had moved.
2014-11-09 14:20:53 -05:00
Philipp Wiesemann
74d4888a0c Added missing brackets in test source assert messages. 2014-11-07 10:02:45 +01:00
Philipp Wiesemann
523d555063 Fixed two typos in test source. 2014-11-07 10:01:20 +01:00
David Ludwig
7e19b826ab WinRT: removed '-' from build script file names
Most of the other build scripts don't include a '-' in their file names.  This
change makes the WinRT build scripts use the same convention.
2014-11-03 13:07:51 -05:00
David Ludwig
0dfd8a0db4 WinRT: added scripts to build Release copies of SDL for all WinRT variants
These variants include:
 - Windows 8.0 for x86
 - Windows 8.0 for x64
 - Windows 8.0 for ARM
 - Windows 8.1 for x86
 - Windows 8.1 for x64
 - Windows 8.1 for ARM
 - Windows Phone 8.0 for x86 (for use with the Windows Phone emulator)
 - Windows Phone 8.0 for ARM
 - Windows Phone 8.1 for x86 (for use with the Windows Phone emulator)
 - Windows Phone 8.1 for ARM
2014-11-03 08:58:49 -05:00
David Ludwig
c236483a81 WinRT: updated docs to include details of recently-expanded GLES2 support 2014-11-02 11:26:54 -05:00
David Ludwig
6409f61890 WinRT: fixed crash when trying, and failing, to load the opengles2 renderer
The crash would occur when a WinRT app explicitly tried to create an
SDL_Renderer using the "opengles2" renderer (via SDL_HINT_RENDER_DRIVER), but
OpenGL ES 2 / ANGLE .dlls weren't packaged in the app.
2014-11-02 10:38:29 -05:00
David Ludwig
ecbc0a9499 WinRT: enabled OpenGL ES 2 support on Windows Phone
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.
2014-11-02 10:32:25 -05:00
David Ludwig
898c336f68 WinRT: updated an OpenGL-related code-comment 2014-11-02 09:02:01 -05:00
David Ludwig
9f8b82bde0 WinRT: expanded OpenGL ES 2 support to enable recent updates to ANGLE/WinRT
ANGLE for WinRT has at least two versions:
- an older version, which supports Windows 8.0 and 8.1.  This is currently
  the "winrt" branch in MSOpenTech's ANGLE repository (at
  https://github.com/msopentech/angle)
- a newer version, which drops support for Windows 8.0, but is under more
  active development (via MSOpenTech's "future-dev" branch), and which was
  recently merged into the ANGLE project's official "master" branch
  (at https://chromium.googlesource.com/angle/angle)

Both versions are setup using slightly different APIs.  SDL/WinRT will now
attempt to detect which version is being used, and configure it appropriately.
2014-11-02 08:47:05 -05:00
David Ludwig
2828ad5b73 WinRT: moved documentation + setup related TODO items out of README-winrt.md
The TODO items were moved to SDL Bugzilla, case 2775 (https://bugzilla.libsdl.org/show_bug.cgi?id=2775).
2014-11-01 11:41:18 -04:00
David Ludwig
337247deae WinRT: made README-winrt.md slightly easier to read in an 80-column text editor 2014-11-01 11:17:07 -04:00
David Ludwig
c7d7f9dbbc WinRT: added details of the port's status, to README-winrt.md 2014-11-01 11:14:46 -04:00
Ryan C. Gordon
50e0df35e1 Patched to compile on pre-C99 compilers. 2014-10-30 13:44:31 -04:00
Dmitry Rekman
840826c146 X11: Fixed SDL_GetGlobalMouseState() to work better with multimonitor configs.
Fixes Bugzilla #2770.

Thanks to Epic Games for contributing this fix.
2014-10-29 22:55:40 -04:00
Philipp Wiesemann
e4d80184c0 Fixed gamecontroller database sorting script not sorting the whole database.
The script was originally written for an SDL_gamecontrollerdb.h which had groups
of mappings separated by single lines starting with a "#". This was changed some
time ago to #endif/#if pairs. Because the script assumed only a single #endif in
the whole file it no longer worked correctly and only processed the first group.
2014-10-29 22:44:35 +01:00
Philipp Wiesemann
b7eb15acbc Removed unnecessary NULL check. 2014-10-29 22:41:01 +01:00
Philipp Wiesemann
a47443a61f Updated gamecontroller database sorting script to work with Python 3. 2014-10-29 20:35:21 +01:00
Philipp Wiesemann
85bb0cf8d1 Fixed SDL_AddHintCallback() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled.
Also added setting of error message for the other SDL_malloc() in this function.
2014-10-29 20:29:32 +01:00
Philipp Wiesemann
cf5c36917a Fixed bug 2647 - Memory leak in SDL_AddHintCallback function - SDL_hints.c
Nitz

Variable entry going out of scope leaks the storage it points to, at:

        /* Need to add a hint entry for this watcher */
        hint = (SDL_Hint *)SDL_malloc(sizeof(*hint));
        if (!hint) {
            return;
        }

Patch is attached.
2014-10-29 20:20:47 +01:00
David Ludwig
1a35be3688 WinRT: detailed steps, via the WinRT README, to fix a common build error 2014-10-27 19:53:44 -04:00
Philipp Wiesemann
fd34672a70 Fixed two typos in header file comment. 2014-10-27 12:53:47 +01:00
Philipp Wiesemann
b93fb782e7 Added handling of NULL as input for SDL_GameControllerAddMapping(). 2014-10-26 23:28:45 +01:00
Philipp Wiesemann
f506b106fa Fixed SDL_GameControllerMappingForGUID() crashing if no more memory available.
The return value of SDL_malloc() was not checked and NULL therefore not handled.
NULL returned by SDL_GameControllerMapping()/SDL_GameControllerMappingForGUID()
now either means "no mapping" (as before) or "no memory" (just crashed before).
2014-10-26 23:22:53 +01:00
Philipp Wiesemann
b2690cd072 Added handling of NULL as input for SDL_GameControllerMapping().
For consistency with the similar functions getting SDL_GameController as input.
Also NULL is no SDL_GameController and therefore can not have a mapping anyway.
2014-10-26 17:53:16 +01:00
Philipp Wiesemann
e35f40e04a Removed two wrong documentation comments from gamecontroller source.
No replacement because correct documentation is already in SDL_gamecontroller.h.
2014-10-26 17:46:11 +01:00
Philipp Wiesemann
f9acf88916 Fixed wording in SDL_GameControllerAddMappingsFromRW() error message. 2014-10-26 17:44:00 +01:00