Ryan C. Gordon
01a557d29b
Patched to compile on iOS.
2016-01-05 05:38:55 -05:00
Ryan C. Gordon
de04391e1d
Android: Fixed up drop events for new interface.
2016-01-05 05:31:33 -05:00
Ryan C. Gordon
5416373cf0
Patched to compile.
2016-01-05 05:22:35 -05:00
Ryan C. Gordon
0170123536
Use SDL's stdinc functions instead of C runtime calls.
2016-01-05 02:29:16 -05:00
Ryan C. Gordon
35626f1605
Added SDL_WINDOWEVENT_TAKE_FOCUS.
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This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2016-01-05 02:27:50 -05:00
Ryan C. Gordon
9c9fe9d825
Added SDL_WINDOWEVENT_HIT_TEST.
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This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 10:10:59 -04:00
Ryan C. Gordon
6e05fc7475
Added SDL_SetWindowModalFor().
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This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
ba5c3a4e15
Added SDL_SetWindowInputFocus().
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This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
72069d9f3d
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
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This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
18612a605a
Added SDL_GetWindowBordersSize().
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This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
31f529b0b4
x11: Put a matching window_group wmhint on every window created.
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This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
2016-01-05 02:27:26 -05:00
Ryan C. Gordon
e83e190025
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
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This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
2016-01-05 01:42:00 -05:00
Ryan C. Gordon
a60edd4038
Added special window type flags.
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Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon
4711bc9d8b
Added SDL_DROPTEXT event, for dragging and dropping string data.
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This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
2016-01-05 02:26:45 -05:00
Ryan C. Gordon
34581fedd1
Added SDL_GetDisplayUsableBounds().
2016-01-04 23:52:40 -05:00
Ryan C. Gordon
5ee3b32f7c
x11: Optimize SDL_GetGlobalMouseState() a little.
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Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
2015-04-22 16:50:48 -04:00
Ryan C. Gordon
07be793e41
x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
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This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 10:14:17 -04:00
Ryan C. Gordon
f81963db35
x11: Workaround window managers that mark fullscreen windows as maximized.
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This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
2015-04-21 01:22:32 -04:00
Ryan C. Gordon
6b5949871d
x11: Let apps specify that video init should fail if XRandR is unavailable.
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Notably: it sets the error string to inform you that your custom SDL is built
without xrandr support, which apparently has been a support issue for
Unreal Engine 4 developers.
2016-01-04 23:44:27 -05:00
Ryan C. Gordon
f912e0fc17
x11: _NET_WM_PID needs a long, not a pid_t, I think.
2016-01-05 02:40:14 -05:00
Ryan C. Gordon
b684c6500f
Updated comment: this is the correct way to do fullscreen on X11 now.
2015-04-21 10:19:20 -04:00
Ryan C. Gordon
5ec76facb4
Added a few FIXMEs.
2015-04-21 09:46:48 -04:00
Ryan C. Gordon
0e34ad3df4
Mac: allows apps to use OpenGL on a slower, integrated GPU.
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This is often useful for SDL apps that aren't meant to be games: the
integrated GPU starts up faster, uses less power, and is often more than
fast enough.
Note that even with this change, the app will still default to the more
powerful, discrete GPU if one is available; an app that prefers the integrated
GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly
set in its Info.plist and Mac OS X 10.7 or later.
https://developer.apple.com/library/mac/qa/qa1734/_index.html
2016-01-04 22:00:04 -05:00
Ryan C. Gordon
2e08746fbd
Patch to compile on C89 compilers.
2016-01-04 16:36:42 -05:00
Ryan C. Gordon
d4b8f1a24d
x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
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Fixes Bugzilla #3056 .
2016-01-04 16:25:27 -05:00
Ryan C. Gordon
0e7135739a
Remove almost all instances of "volatile" keyword.
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As Tiffany pointed out in Bugzilla, volatile is not useful for thread safety:
https://software.intel.com/en-us/blogs/2007/11/30/volatile-almost-useless-for-multi-threaded-programming/
Some of these volatiles didn't need to be, some were otherwise protected by
spinlocks or mutexes, and some got moved over to SDL_atomic_t data, etc.
Fixes Bugzilla #3220 .
2016-01-03 06:50:50 -05:00
Sam Lantinga
8e517b0a99
Backed out commit 4de94185790e, this causes Visual Studio build failure on buildbot
2016-01-02 11:17:06 -08:00
Sam Lantinga
41012240cc
Fixed sed error on Mac OS X and updated copyright on a few last files
2016-01-02 10:38:51 -08:00
Sam Lantinga
04718bc407
Fixed bug 3092 - Statically link sdl2 with /MT for msvc
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Martin Gerhardy
According to https://msdn.microsoft.com/de-de/library/2kzt1wy3%28v=vs.120%29.aspx when one is using /MT for msvc compilations the libcmt.lib is already linked to the binary. This lib includes the symbol that is now guarded (see attached patch) by the #ifndef _MT.
2016-01-02 10:25:53 -08:00
Sam Lantinga
255c182471
Updated copyright to 2016
2016-01-02 10:10:34 -08:00
David Ludwig
0343811914
WinRT: minor code-comment cleanups
2015-12-31 01:54:11 -05:00
David Ludwig
db6f6e4e62
WinRT: fixed bug whereby a Win8.x app's SDL_Window wasn't getting de-marked as maximized (on window restore)
2015-12-31 01:50:30 -05:00
David Ludwig
3eaeafd393
Fixed Bug 3217 - WinRT: after alt-tab'ing back into fullscreen app, mouse cursor is sometimes wrong
2015-12-31 01:40:50 -05:00
David Ludwig
dd7cabedb2
Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
2015-12-30 12:44:13 -05:00
Philipp Wiesemann
4e70b80345
Fixed a crash if creating accelerated renderer after accessing window surface.
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Partially fixes Bugzilla #3196 .
2015-12-29 19:13:56 +01:00
Ryan C. Gordon
1305933d4f
NetBSD: fixed issues with cpuinfo and pthread_setname_np (thanks, Thomas!).
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Fixes Bugzilla #3176 .
2015-12-29 02:32:47 -05:00
Ryan C. Gordon
302efeaf87
NetBSD: improved joystick support (thanks, Thomas!).
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This patch skips non-joystick HID devices and gives joysticks on NetBSD
a human readable name.
Fixes Bugzilla #3178 .
2015-12-29 02:29:56 -05:00
Ryan C. Gordon
08dcfcefeb
XRandR: fixed primary output detection logic (thanks, "winterknight"!).
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Fixes Bugzilla #3185 .
2015-12-29 02:16:14 -05:00
Ryan C. Gordon
c1ac8569aa
Mac: don't ignore mouse clicks on the top pixel of a window (thanks, Joshua!).
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Fixes Bugzilla #3190 .
2015-12-29 01:09:58 -05:00
Ryan C. Gordon
8d2c6005b7
OpenGL+GLES renderers: Fixed incorrect clip rectangle coords (thanks, Marcel!).
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Fixes Bugzilla #2700 .
2015-12-28 15:15:58 -05:00
Alex Szpakowski
0b612a6f26
Mac: expose joystick buttons that report themselves as having 'Start' and 'Select' HID usages.
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I don't know if any joysticks report those usages for any buttons in practice, but other prominent Mac gaming software exposes them, so we might as well too.
2015-12-28 15:44:09 -04:00
Ryan C. Gordon
2f894af94f
Mac: Whoops, lost legit Caps lock keypress events. Fixed.
2015-12-28 13:30:58 -05:00
Ryan C. Gordon
e85c37f3f1
Windows: resync num/caps lock when window is gaining focus.
2015-12-28 13:08:19 -05:00
Ryan C. Gordon
0becd46878
Sync up the caps/numlock state properly without sending key events.
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Partially fixes Bugzilla #2736 and #3125 .
2015-12-28 13:07:44 -05:00
Ryan C. Gordon
a669e57104
Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground.
2015-12-27 23:39:43 -05:00
David Ludwig
f5d5730bbf
WinRT: made bug 3202/3213's fix apply for WinRT apps
2015-12-27 22:26:27 -05:00
Ryan C. Gordon
890f4d47f7
Removed a tabstop.
2015-12-27 18:56:46 -05:00
Ryan C. Gordon
db05891a0e
Win: make sure SDL keyboard state reflects system capslock state at startup.
2015-12-27 18:48:14 -05:00
David Ludwig
e1804d186e
Fixed bug 3202 - Fix renderer visibility on a window maximized directly from the minimized state
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Many thanks to id.zeta for details on the bug, and for the fix!
2015-12-27 17:55:45 -05:00
Ryan C. Gordon
710da74cbf
Mac: make sure SDL keyboard state reflects system capslock state at startup.
2015-12-27 16:46:12 -05:00