When the phone is in portrait mode and the window is in landscape mode, the view changes orientation after layoutSubviews runs. In this case we need some way of notifying the application that the Metal view has changed.
This change also decouples the pause/resume handling from the video subsystem on Android, so applications that don't use SDL for video can get application life cycle events.
The semantics for the life cycle events are that they need to be handled in an event watch callback, and once they've been delivered, the application will block until it's been resumed. SDL_HINT_ANDROID_BLOCK_ON_PAUSE can be used to control that behavior, and if that's set to "0", then the application will continue to run in the background at low CPU usage until being resumed or stopped.
SDL_HINT_ANDROID_BLOCK_ON_PAUSE_PAUSEAUDIO has been removed, and the audio will be paused when the application is paused.
Fixes https://github.com/libsdl-org/SDL/issues/3193
This makes it more clear that these events can't be handled in the normal event loop. It also makes pause and resume transparent to applications that don't handle them, which is a nice side effect.
This was just causing confusion and anxiety. SDL temporary memory will be automatically freed on the main thread when processing events and on other threads when it ages out after a second. The application can free it directly by calling SDL_ClaimTemporaryMemory() to get ownership of the pointer, if necessary.
This allows threads to free memory from their local pool without affecting events that are queued, and to transfer memory ownership cleanly between threads that are queuing and dequeuing events.
This was added by the Unreal Engine to handle the input focus for popups and dialogs, window types for which SDL3 has built-in, cross-platform support.
This was only ever implemented in X11, and the only purpose was to hint that a client application may want to call the SDL_SetWindowInputFocus() function, which has since been removed, rendering it pointless now.
This declares that any `const char *` returned from SDL is owned by SDL, and
promises to be valid _at least_ until the next time the event queue runs, or
SDL_Quit() is called, even if the thing that owns the string gets destroyed
or changed before then.
This is noted in the headers as "the SDL_GetStringRule", so this will both be
greppable to find a detailed explaination in docs/README-strings.md and
wikiheaders will automatically turn it into a link we can point at the
appropriate documentation.
Fixes#9902.
(and several FIXMEs, both known and yet-undocumented.)
This could happen if `enabled` was non-zero but not set to SDL_TRUE.
Static analysis tried to warn us!!
The added SDL_assert is meant to sanity check this, not pacify the analyzer;
this passes Clang's static analysis now, with or without the assert.
Fixes#9544.
By using the SDL_WaitEventTimeout_Device() path even when polling is required,
we can still achieve sub-millisecond latency for non-gamepad/sensor events when
a gamepad or sensor is in use by the application.
- Simplified public API, simplified backend interface.
- Camera device hotplug events.
- Thread code is split up so it backends that provide own threads can use it.
- Added "dummy" backend.
Note that CoreMedia (Apple) and Android backends need to be updated, as does
the testcamera app (testcameraminimal works).