[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
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1892 files changed
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>English</string>
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<key>CFBundleExecutable</key>
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<string>${EXECUTABLE_NAME}</string>
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<key>CFBundleGetInfoString</key>
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<string>http://www.libsdl.org</string>
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<key>CFBundleIconFile</key>
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<string></string>
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<key>CFBundleIdentifier</key>
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<string>org.libsdl.SDL2</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>Simple DirectMedia Layer</string>
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<key>CFBundlePackageType</key>
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<string>FMWK</string>
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<key>CFBundleShortVersionString</key>
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<string>2.0.4</string>
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<key>CFBundleSignature</key>
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<string>SDLX</string>
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<key>CFBundleVersion</key>
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<string>2.0.4</string>
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</dict>
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</plist>
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Executable
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Executable
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Title SDL 2.0.0
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Version 1
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Description SDL Library for Mac OS X (http://www.libsdl.org)
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DefaultLocation /Library/Frameworks
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Diskname (null)
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DeleteWarning
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NeedsAuthorization NO
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DisableStop NO
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UseUserMask NO
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Application NO
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Relocatable YES
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Required NO
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InstallOnly NO
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RequiresReboot NO
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InstallFat NO
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Executable
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#!/bin/sh
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# WARNING: You may have to run Clean in Xcode after changing CODE_SIGN_IDENTITY!
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# Verify that $CODE_SIGN_IDENTITY is set
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if [ -z "$CODE_SIGN_IDENTITY" ] ; then
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echo "CODE_SIGN_IDENTITY needs to be non-empty for codesigning frameworks!"
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if [ "$CONFIGURATION" = "Release" ] ; then
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exit 1
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else
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# Codesigning is optional for non-release builds.
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exit 0
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fi
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fi
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FRAMEWORK_DIR="${TARGET_BUILD_DIR}"
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# Loop through all frameworks
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FRAMEWORKS=`find "${FRAMEWORK_DIR}" -type d -name "*.framework" | sort -r`
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RESULT=$?
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if [[ $RESULT != 0 ]] ; then
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exit 1
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fi
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for FRAMEWORK in $FRAMEWORKS;
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do
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if [[ "$CONFIGURATION" = "Release" ]]; then
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echo "Stripping '${FRAMEWORK}'"
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NAME=$(basename "${FRAMEWORK}" .framework)
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xcrun strip -x "${FRAMEWORK}/${NAME}"
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RESULT=$?
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if [[ $RESULT != 0 ]] ; then
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exit 1
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fi
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fi
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echo "Signing '${FRAMEWORK}'"
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codesign -f -v -s "${CODE_SIGN_IDENTITY}" "${FRAMEWORK}"
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RESULT=$?
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if [[ $RESULT != 0 ]] ; then
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exit 1
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fi
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done
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Executable
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The Simple DirectMedia Layer (SDL for short) is a cross-platform
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library designed to make it easy to write multi-media software,
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such as games and emulators.
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The Simple DirectMedia Layer library source code is available from:
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http://www.libsdl.org/
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This library is distributed under the terms of the zlib license:
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http://zlib.net/zlib_license.html
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This packages contains the SDL framework for OS X.
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Conforming with Apple guidelines, this framework
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contains both the SDL runtime component and development header files.
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To Install:
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Copy the SDL2.framework to /Library/Frameworks
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You may alternatively install it in <Your home directory>/Library/Frameworks
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if your access privileges are not high enough.
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Additional References:
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- Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
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available at:
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http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
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Though these are OpenSceneGraph centric, the same exact concepts apply to
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SDL, thus the videos are recommended for everybody getting started with
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developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
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doesn't have any PlugIns to worry about.)
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>English</string>
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<key>CFBundleDocumentTypes</key>
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<array>
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<dict>
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<key>CFBundleTypeRole</key>
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<string>Viewer</string>
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<key>LSHandlerRank</key>
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<string>Alternate</string>
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<key>LSItemContentTypes</key>
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<array>
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<string>public.data</string>
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</array>
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</dict>
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</array>
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<key>CFBundleExecutable</key>
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<string>${EXECUTABLE_NAME}</string>
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<key>CFBundleIdentifier</key>
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<string>org.libsdl.test-dropfile</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>1.0</string>
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<key>CFBundleVersion</key>
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<string>1.0</string>
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<key>LSMinimumSystemVersion</key>
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<string>10.6</string>
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</dict>
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</plist>
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