pionere
95f30c7a48
fix compiler warnings in video/uikit
2022-01-28 20:40:19 -05:00
Sam Lantinga
120c76c84b
Updated copyright for 2022
2022-01-03 09:40:21 -08:00
Sam Lantinga
11ae43ca16
Only lock the pointer for mouse relative mode, there isn't really a concept of grab and confinement on iOS
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Locking the pointer prevents the on-screen cursor from moving, which isn't what we want with a grab behavior.
Fixes https://github.com/libsdl-org/SDL/issues/4941
2021-11-11 07:51:34 -08:00
Sam Lantinga
27ce914463
Send absolute mouse motion when in normal mouse mode and relative mouse motion when in relative mode on iOS
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This keeps the SDL cursor in sync with the visible cursor when in normal mouse mode.
2021-11-09 20:51:42 -08:00
Sam Lantinga
19c129faba
Added documentation that the UIApplicationSupportsIndirectInputEvents key must be set to true
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in your application's Info.plist in order to get real Bluetooth mouse events.
2021-11-09 20:32:16 -08:00
Sam Lantinga
f1633127d1
Added a window flash operation to be explicit about window flash behavior
2021-07-24 13:42:19 -07:00
Sam Lantinga
46f19c311d
Implemented mouse relative mode for iOS 14.1 and newer
2021-07-08 07:23:29 -07:00
Sam Lantinga
9130f7c377
Updated copyright for 2021
2021-01-02 10:25:38 -08:00
Sam Lantinga
bdc5129f13
Use a high priority dispatch queue for GCKeyboard and GCMouse events for the lowest latency possible
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This appears to reduce latency between 1-4 ms on an iPad Pro.
2020-10-15 10:13:46 -07:00
Sam Lantinga
a3a0ef7527
Added support for low latency mouse and keyboard handling in iOS 14
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The mouse support in iOS 14.0 has a bug with accumulating duplicate mouse deltas that won't be fixed until iOS 14.1, so we don't enable it until then.
2020-10-15 10:13:44 -07:00
Sam Lantinga
a8780c6a28
Updated copyright date for 2020
2020-01-16 20:49:25 -08:00
Sam Lantinga
b7576025e3
Fixed bug 4882 - Fix build for iOS when disabling OpenGL
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Aaron Barany
Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
2019-12-03 22:07:58 -08:00
Sam Lantinga
5e13087b0f
Updated copyright for 2019
2019-01-04 22:01:14 -08:00
Sam Lantinga
e3cc5b2c6b
Updated copyright for 2018
2018-01-03 10:03:25 -08:00
Sam Lantinga
45b774e3f7
Updated copyright for 2017
2017-01-01 18:33:28 -08:00
Sam Lantinga
1096f32309
Reverted previous commit which breaks game controller input processing.
2016-09-09 15:12:09 -07:00
Sam Lantinga
61c0f2cf64
Suggestion from Apple: use kCFRunLoopCommonModes which does more complete event processing
2016-09-08 20:38:23 -07:00
Alex Szpakowski
6cfa71a10e
iOS: Also do the Dictation crash workaround before executing the animation callback.
2016-04-02 13:21:01 -03:00
Alex Szpakowski
5520ed9cc2
iOS: Workaround for a crash after Dictation is used.
2016-04-01 19:18:50 -03:00
Sam Lantinga
42065e785d
Updated copyright to 2016
2016-01-02 10:10:34 -08:00
Philipp Wiesemann
0e45984fa0
Fixed crash if initialization of EGL failed but was tried again later.
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The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00