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SDL specifically undefines |
Lgt2x
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Jun 24, 2024
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@Lgt2x this is finally ready! The game builds, has a mechanism to easily (and legally) put gamedata on the device, and will start up a level. There's still a fair bit of work to do in order get the game playable, but at this point I think it's stable enough to start relying on build signals from GitHub CI. Do note that this now PR includes the |
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# Conflicts: # .github/workflows/build.yml # CMakeLists.txt # renderer/HardwareOpenGL.cpp # renderer/shaders/fragment.glsl
Using the ExternalProject module didn't give the simplicity I was hoping for, and caused other problems with the Android build, so moving away from it in favor of just presets and specifically-separate host and target builds. This reverts commit 0ef140d. # Conflicts: # .github/workflows/build.yml
Using the ExternalProject module didn't give the simplicity I was hoping for, and caused other problems with the Android build, so moving away from it in favor of just presets and specifically-separate host and target builds. In order to use HogMaker in cross-compile builds, configure and build the project for the host first (using `--target HogMaker` if you want to build just HogMaker) and then specify the HogMaker tool binary path with `-DHOGMAKER_PATH=`. This reverts commit 0ef140d. # Conflicts: # .github/workflows/build.yml
SDL EventFilters were *always* the incorrect way to handle input, but now in SDL3 are even more incorrect as they run on the thread that accepts the input, not the thread that's intended to handle it. (This is a significant difference on Android and iOS.) The fix is surprisingly simple: Just poll for input in the OS defer handler. This is already called at the start of every type of every frame, so it is the perfect place to grab input.
We're going to start handling SDL touch events ourselves, so we don't want fake mouse events getting in the way.
Process and track touchscreen events.
Text entry on Android and iOS devices is accomplished by displaying an "Input Method Editor", or IME (soft keyboard), over the running application. The UI model is such that the application is supposed to adjust its graphical layout so that the text-entry field is repositioned to fit above the newly-displayed keyboard. This change adds support for discovering what the IME's insets are, and adjusting the top-level window to be displayed within the area not covered.
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Adds Android as a supported platform. Uses Gradle to perform the build overall.
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