* Add SDL rumble
* Fix rumble
* whitespace fixins real (#2)
* whitespacing real.. please!
* nativecffi rumble thing fix lol
* Remove trailing whitespace.
* Use SDL's argument names and order.
* Standardize formatting.
* Make `SDLGamepad` fully static again, for simplicity.
Also, consistently use `find()` instead of array access, to avoid accidentally creating entries.
Also also, consistently use guard clauses instead of indenting.
* Make another guard clause.
* Update CFFI function signature.
* Use `clamp()` instead of `if` statements.
* Include required header for `std::clamp()`.
* Revert "Use `clamp()` instead of `if` statements."
`std::clamp()` was not available until C++17, and we'd like to continue supporting older versions.
This reverts commit 715a270f79.
* Revert "Include required header for `std::clamp()`."
This reverts commit f47aebf640.
* Tidy up.
* Document `Gamepad.rumble()`'s arguments.
* Don't limit rumble duration.
SDL apparently supports the full Uint32 range, so there's no reason for Lime to restrict it.
* Fix whitespace.
* Add rumble support in HTML5 (experimental).
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Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
Co-authored-by: player-03 <player3.14@gmail.com>
Device orientation is the orientation of the phone/tablet.
Display orientation is the orientation of what is rendered on the display.
By default, they should usually be the same. If orientation is locked, device orientation will update, but display orientation usually won't.
This fixes some unexpected changes in text rendering for OpenFL which rely on a private function in Lime. Previously we defaulted at 72 dpi, which apparently is expected to layout the text properly. Most displays are 96 dpi or higher today, so we should probably look into this. For RenderGlyph, which was previously broken over several versions, we will now use a dpi of 96 for now. In the next version of lime, we absolutely should alter the function signature to allow for renderGlyph to accept a dpi argument.
The app's Timers should still continue when a window is hidden. Especially since an app could have multiple windows, with some being shown and some being hidden. If only one were hidden, the other shown windows would clearly behave in a broken manner because the one hidden window would cause all app timers, even those associated with other windows, to be paused.
Introduces new WINDOW_SHOW AND WINDOW_HIDE events from C++ to Haxe, and new onShow and onHide events on Haxe Window.
Followup to 0918ee2381
when compiling, i get this error:
FATAL ERROR : Invalid signature for function lime@hl_mouse_event_manager_register : PP_vOiiddiidd__v required but PP_vOiddiidd__v found in hdll
This should fix it
Windows headers define RemoveDirectory as RemoveDirectoryA.
system/FileWatcher.h needs to be included after any headers that might include windows headers.