This function wasn't consistently correct across platforms and devices.
If you want the UI scale factor, you can use display_scale in the structure returned by SDL_GetDesktopDisplayMode(). If you need an approximate DPI, you can multiply this value times 160 on iPhone and Android, and 96 on other platforms.
This simplifies some things, clarifies some things, and also allows
for the possibility of RWops that offer non-blocking i/o (although
none of the current built-in ones do, intentionally, we could add this
later if we choose, or people could provide things like network socket
RWops implementations now, etc.
Fixes#6729.
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592#6593#6594
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
else
find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575
Make sure the SDL java and C code match when updating SDL in a game.
Right now we're assuming that we only have to make sure release versions match. We can extend the version string with an interface version if we need more fine grained sanity checking.
Fixes https://github.com/libsdl-org/SDL/issues/1540
It's already set with ANativeWindow_setGeometry, and eventually set/changed also by eglCreateWindowSurface.
- avoid issues with older device where SurfaceView cycle create/changed/destroy appears broken:
calling create/changed/changed, and leading to "deuqueBuffer failed at server side, error: -19", with black screen.
- re-read the format after egl window surface is created, to report the correct one (sometimes, changed from RGBA8888 to RGB24)
"In the second half of 2021, new apps will be required to publish with the Android App Bundle on Google Play"
(see https://developer.android.com/guide/app-bundle)
And "Android App Bundles don't support APK expansion (*.obb) files".