Haiku uses most of the standard pthread API, with a few #ifdefs where we
still need to fallback onto the old BeOS APIs.
BeOS, however, does not support pthreads (or maybe doesn't support it well),
so I'm unplugging support for the platform with this changeset. Be Inc went
out of business in 2001.
Ivan Rubinson
As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
"Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'backgroundWindows not nil in enterFullScreenTransitionWithOptions:animated:activatingIt:'"
To reproduce this, run testsprite2, press Alt-Enter once, again while it's animating to fullscreen, and then again while it's animating out of fullscreen.
philhassey
Overview: While SDL_SetTextInputRect works perfectly to move my window out of the way of the virtual keyboard using SDL2/Android, on iOS this function has no effect.
Steps to Reproduce: Call SDL_SetTextInputRect with a rect near the bottom of the screen before calling SDL_StartTextInput.
Actual Results: The iOS virtual keyboard is displayed after calling SDL_StartTextInput, but the screen is not shifted to reveal the TextInputRect region.
Expected Results: The screen should be shifted to reveal the TextInputRect region (like with SDL2/Android.)
This patch implements SDL_SetTextInputRect for uikit/iOS.
It sets up notification handlers to respond to changes in the display of the keyboard. These handlers then change the frame of the view so it is moved out of the way of the keyboard as per SetTextInputRect.
This fixes behavior with the new Mac OS X fullscreen space code, as well as improve behavior on Linux desktops.
The default for normal fullscreen mode is still to minimize because we're likely doing a mode switch and don't want to stick around as a borderless window in the background.
I still haven't figured out why my application is being minimized when I try to raise, it but my previous workaround is causing issues.
For now the correct way to raise and/or restore the window is as follows:
if ( !(SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED) )
{
SDL_RaiseWindow( window );
}
if ( SDL_GetWindowFlags( window ) & SDL_WINDOW_MINIMIZED )
{
SDL_RestoreWindow( window );
}
I will investigate the window state change rules more fully in the future.
CR: Alfred Reynolds
When we get a kCGEventTapDisabledByTimeout or
kCGEventTapDisabledByUserInput, the event tap would perform an invalid
memory access. void pointers are so fun.
This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.