SDL
SDL copied to clipboard
iOS 15 on iPhone 12 can't show MessageBox if using CADisplayLink (callback for on_frame)
Is works on all my devices - but not on new iPhone12 with latest update iOS 15.0.2 I just create minimal test example based on testsprite2.c here link https://github.com/leanid/SDL/blob/message-box-ios-15-bug/test/testsprite2.c Once again. If we use SDL_iPhoneSetAnimationCallback on iOS 15 and on iPhone 12 - application will hanging after use SDL_ShowMessageBox
Pull request with minimal sample: https://github.com/libsdl-org/SDL/pull/4866
Pinged a contact at Apple to see if they have any insight into the problem. I'll report back if they say anything about it.
I wasn't able to reproduce this using your test program and iOS 15.4.1, however the message box dispatching needs to happen on the main thread, which wasn't guaranteed before https://github.com/libsdl-org/SDL/commit/5613a5603245f600b36fe327c11c67f0e1ef2cc3. Can you try it now and reopen the bug if you're still seeing issues?
@slouken I try my best and record short video with this bug. It is still exist after 5613a56 - So here link to video with my explanation what is going on:
https://youtu.be/SPNeOBof4FQ
If I can try something - just ask me.
void LoopWrapper() {loop();}
- If you interested here how LoopWrapper looks like.
iOS 15.4.1
iPhone 12
How to reopen this issue? (may be I do not have rights?)
Thank you for the video demonstrating the issue. I'm running the same test on an iPhone SE, and it's working fine. I'm also not seeing the window rotate when the message box comes up. I'm guessing that's related. Are you creating the window resizable? Could it be related to the notch area somehow?
Also, what is SDL_iPhoneRunOnMainLoop()? Are you actually using that in the video?
Hi, @slouken I modify slightly code in video. Here is full code from video (only one file changed SDL/test/testsprite2.c)
- SDL_iPhoneRunOnMainLoop() - removed
- I don't touch window creation. As I see it should be here: if (!SDLTest_CommonInit(state)) {
- I repeat again this is same 100% code (same file) from my video.
/*
Copyright (C) 1997-2022 Sam Lantinga <[email protected]>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Simple program: Move N sprites around on the screen as fast as possible */
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include "SDL_test.h"
#include "SDL_test_common.h"
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDLTest_CommonState *state;
static int num_sprites;
static SDL_Texture **sprites;
static SDL_bool cycle_color;
static SDL_bool cycle_alpha;
static int cycle_direction = 1;
static int current_alpha = 0;
static int current_color = 0;
static SDL_Rect *positions;
static SDL_Rect *velocities;
static int sprite_w, sprite_h;
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
static Uint32 next_fps_check, frames;
static const Uint32 fps_check_delay = 5000;
static int use_rendergeometry = 0;
/* Number of iterations to move sprites - used for visual tests. */
/* -1: infinite random moves (default); >=0: enables N deterministic moves */
static int iterations = -1;
int done;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDL_free(sprites);
SDL_free(positions);
SDL_free(velocities);
SDLTest_CommonQuit(state);
exit(rc);
}
int
LoadSprite(const char *file)
{
int i;
SDL_Surface *temp;
/* Load the sprite image */
temp = SDL_LoadBMP(file);
if (temp == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
return (-1);
}
sprite_w = temp->w;
sprite_h = temp->h;
/* Set transparent pixel as the pixel at (0,0) */
if (temp->format->palette) {
SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels);
} else {
switch (temp->format->BitsPerPixel) {
case 15:
SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF);
break;
case 16:
SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels);
break;
case 24:
SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
break;
case 32:
SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels);
break;
}
}
/* Create textures from the image */
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
sprites[i] = SDL_CreateTextureFromSurface(renderer, temp);
if (!sprites[i]) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return (-1);
}
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
SDL_DestroyTexture(sprites[i]);
return (-1);
}
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return (0);
}
void
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
{
int i;
SDL_Rect viewport, temp;
SDL_Rect *position, *velocity;
/* Query the sizes */
SDL_RenderGetViewport(renderer, &viewport);
/* Cycle the color and alpha, if desired */
if (cycle_color) {
current_color += cycle_direction;
if (current_color < 0) {
current_color = 0;
cycle_direction = -cycle_direction;
}
if (current_color > 255) {
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
(Uint8) current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
if (current_alpha < 0) {
current_alpha = 0;
cycle_direction = -cycle_direction;
}
if (current_alpha > 255) {
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
}
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, 0, 0);
SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
temp.x = 1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
if (use_rendergeometry == 0) {
SDL_RenderFillRect(renderer, &temp);
} else {
/* Draw two triangles, filled, uniform */
SDL_Color color;
SDL_Vertex verts[3];
SDL_zeroa(verts);
color.r = 0xFF;
color.g = 0xFF;
color.b = 0xFF;
color.a = 0xFF;
verts[0].position.x = (float)temp.x;
verts[0].position.y = (float)temp.y;
verts[0].color = color;
verts[1].position.x = (float)temp.x + temp.w;
verts[1].position.y = (float)temp.y;
verts[1].color = color;
verts[2].position.x = (float)temp.x + temp.w;
verts[2].position.y = (float)temp.y + temp.h;
verts[2].color = color;
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
verts[1].position.x = (float)temp.x;
verts[1].position.y = (float)temp.y + temp.h;
verts[1].color = color;
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
}
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = viewport.w-sprite_w-1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = 1;
temp.y = viewport.h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = viewport.w-sprite_w-1;
temp.y = viewport.h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
viewport.w-sprite_w-2, viewport.h-sprite_h-2);
SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
sprite_w, viewport.h-sprite_h-2);
/* Conditionally move the sprites, bounce at the wall */
if (iterations == -1 || iterations > 0) {
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
}
/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
if (iterations > 0) {
iterations--;
if (iterations == 0) {
cycle_alpha = SDL_FALSE;
cycle_color = SDL_FALSE;
}
}
}
/* Draw sprites */
if (use_rendergeometry == 0) {
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* Blit the sprite onto the screen */
SDL_RenderCopy(renderer, sprite, NULL, position);
}
} else if (use_rendergeometry == 1) {
/*
* 0--1
* | /|
* |/ |
* 3--2
*
* Draw sprite2 as triangles that can be recombined as rect by software renderer
*/
SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 6);
SDL_Vertex *verts2 = verts;
if (verts) {
SDL_Color color;
SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
SDL_GetTextureAlphaMod(sprite, &color.a);
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* 0 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 1 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 0 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 3 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 1.0f;
verts++;
}
/* Blit sprites as triangles onto the screen */
SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
SDL_free(verts2);
}
} else if (use_rendergeometry == 2) {
/* 0-----1
* |\ A /|
* | \ / |
* |D 2 B|
* | / \ |
* |/ C \|
* 3-----4
*
* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
* Use an 'indices' array
*/
SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 5);
SDL_Vertex *verts2 = verts;
int *indices = (int *) SDL_malloc(num_sprites * sizeof (int) * 4 * 3);
int *indices2 = indices;
if (verts && indices) {
int pos = 0;
SDL_Color color;
SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
SDL_GetTextureAlphaMod(sprite, &color.a);
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* 0 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 1 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = (float)position->x + position->w / 2.0f;
verts->position.y = (float)position->y + position->h / 2.0f;
verts->color = color;
verts->tex_coord.x = 0.5f;
verts->tex_coord.y = 0.5f;
verts++;
/* 3 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 4 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* A */
*indices++ = pos + 0;
*indices++ = pos + 1;
*indices++ = pos + 2;
/* B */
*indices++ = pos + 1;
*indices++ = pos + 2;
*indices++ = pos + 4;
/* C */
*indices++ = pos + 3;
*indices++ = pos + 2;
*indices++ = pos + 4;
/* D */
*indices++ = pos + 3;
*indices++ = pos + 2;
*indices++ = pos + 0;
pos += 5;
}
}
/* Blit sprites as triangles onto the screen */
SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
SDL_free(verts2);
SDL_free(indices2);
}
/* Update the screen! */
SDL_RenderPresent(renderer);
}
void
loop()
{
Uint32 now;
int i;
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
}
static int frame_count = 0;
frame_count++;
const SDL_MessageBoxButtonData buttons[] = {
{ /* .flags, .buttonid, .text */ 0, 0, "no" },
{ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT, 1, "yes" },
{ SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT, 2, "cancel" },
};
const SDL_MessageBoxColorScheme colorScheme = {
{ /* .colors (.r, .g, .b) */
/* [SDL_MESSAGEBOX_COLOR_BACKGROUND] */
{ 255, 0, 0 },
/* [SDL_MESSAGEBOX_COLOR_TEXT] */
{ 0, 255, 0 },
/* [SDL_MESSAGEBOX_COLOR_BUTTON_BORDER] */
{ 255, 255, 0 },
/* [SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND] */
{ 0, 0, 255 },
/* [SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED] */
{ 255, 0, 255 }
}
};
const SDL_MessageBoxData messageboxdata = {
SDL_MESSAGEBOX_INFORMATION, /* .flags */
NULL, /* .window */
"example message box", /* .title */
"select a button", /* .message */
SDL_arraysize(buttons), /* .numbuttons */
buttons, /* .buttons */
&colorScheme /* .colorScheme */
};
if (frame_count > 120)
{
frame_count = 0;
int buttonid;
if (SDL_ShowMessageBox(&messageboxdata, &buttonid) < 0) {
SDL_Log("error displaying message box");
//return 1;
}
if (buttonid == -1) {
SDL_Log("no selection");
} else {
SDL_Log("selection was %s", buttons[buttonid].text);
}
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL)
continue;
MoveSprites(state->renderers[i], sprites[i]);
}
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
frames++;
now = SDL_GetTicks();
if (SDL_TICKS_PASSED(now, next_fps_check)) {
/* Print out some timing information */
const Uint32 then = next_fps_check - fps_check_delay;
const double fps = ((double) frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
next_fps_check = now + fps_check_delay;
frames = 0;
}
}
void LoopWrapper() {
loop();
}
int
main(int argc, char *argv[])
{
int i;
Uint64 seed;
const char *icon = "icon.bmp";
/* Initialize parameters */
num_sprites = NUM_SPRITES;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (consumed == 0) {
consumed = -1;
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
blendMode = SDL_BLENDMODE_NONE;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
blendMode = SDL_BLENDMODE_BLEND;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
blendMode = SDL_BLENDMODE_ADD;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
blendMode = SDL_BLENDMODE_MOD;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
consumed = 2;
}
}
} else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
if (argv[i + 1]) {
iterations = SDL_atoi(argv[i + 1]);
if (iterations < -1) iterations = -1;
consumed = 2;
}
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
cycle_color = SDL_TRUE;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
cycle_alpha = SDL_TRUE;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
/* Draw sprite2 as triangles that can be recombined as rect by software renderer */
use_rendergeometry = 1;
} else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
/* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
* Use an 'indices' array */
use_rendergeometry = 2;
} else {
return -1;
}
}
consumed = 2;
} else if (SDL_isdigit(*argv[i])) {
num_sprites = SDL_atoi(argv[i]);
consumed = 1;
} else if (argv[i][0] != '-') {
icon = argv[i];
consumed = 1;
}
}
if (consumed < 0) {
static const char *options[] = {
"[--blend none|blend|add|mod]",
"[--cyclecolor]",
"[--cyclealpha]",
"[--iterations N]",
"[--use-rendergeometry mode1|mode2]",
"[num_sprites]",
"[icon.bmp]",
NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
if (!sprites) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
if (LoadSprite(icon) < 0) {
quit(2);
}
/* Allocate memory for the sprite info */
positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
if (!positions || !velocities) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}
/* Position sprites and set their velocities using the fuzzer */
if (iterations >= 0) {
/* Deterministic seed - used for visual tests */
seed = (Uint64)iterations;
} else {
/* Pseudo-random seed generated from the time */
seed = (Uint64)time(NULL);
}
SDLTest_FuzzerInit(seed);
for (i = 0; i < num_sprites; ++i) {
positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
positions[i].y = SDLTest_RandomIntegerInRange(0, state->window_h - sprite_h);
positions[i].w = sprite_w;
positions[i].h = sprite_h;
velocities[i].x = 0;
velocities[i].y = 0;
while (!velocities[i].x && !velocities[i].y) {
velocities[i].x = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
}
}
/* Main render loop */
frames = 0;
next_fps_check = SDL_GetTicks() + fps_check_delay;
done = 0;
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
SDL_bool use_callback_loop = SDL_TRUE;
if (use_callback_loop)
{
SDL_version version;
SDL_GetVersion(&version);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "sdl %d.%d.%d",
(int)version.major, (int)version.minor, (int)version.patch);
// Set up the game to run in the window animation callback on iOS
// so that Game Center and so forth works correctly.
int status = SDL_iPhoneSetAnimationCallback(state->windows[0], 1, LoopWrapper, NULL);
//while (status == 0 && !done) {loop();}
} else
{
while (!done) {
loop();
}
quit(0);
}
#endif
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */
Are you able to test this on an iPhone SE? Could it be related to the notch area?
I never have been able to reproduce this issue here. We're focusing on SDL3 development, so I'm removing this from the milestone. Please let us know if you have more information or a fix.
SDL 2.0 is now in maintenance mode, and all inactive issues are being closed. If this issue is impacting you, please feel free to reopen it with additional information.