118 Commits

Author SHA1 Message Date
Sam Lantinga
3e3b34adc9 Added a hint to disable windows message processing in SDL_PumpEvents()
SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
2014-06-04 10:52:34 -07:00
Sam Lantinga
0d1f0fed71 Added a hint to disable window frame and title bar interaction when the cursor is hidden 2014-06-04 10:50:32 -07:00
Sam Lantinga
65133ebc1b Wait for the fullscreen transition to complete before allowing the application to continue.
This fixes Alt-Enter in the Steam streaming client, which sets the window size and position immediately after switching out of fullscreen mode.
2014-06-04 09:39:08 -07:00
Sam Lantinga
16360b1979 Fixed escape cancelling fullscreen mode now that the SDL window is the first res
ponder.
2014-06-04 01:56:14 -07:00
J?rgen P. Tjern?
c1e11f699e X11: Provide specific X error when SDL_GL_CreateContext fails.
This makes the X error handler used for GL context creation handle *all* errors
and provide the user with specific error messages when SDL_GL_CreateContext
fails.

CR: icculus@icculus.org
2014-06-03 21:13:00 -07:00
Sam Lantinga
ece2a9bf06 Hopefully really fixed the Android build 2014-06-02 09:20:09 -07:00
Sam Lantinga
5186be4a12 Fixed Android build 2014-06-02 09:12:51 -07:00
Sam Lantinga
a8fcbc466a Fixed bug 2534 - Mac: black bar at top of screen in SDL_WINDOW_FULLSCREEN mode
Alex Szpakowski

Patch to fix the y component of the position of fullscreen windows in OS X.

In Mac OS X with the latest Mercurial code, when a window is in exclusive-fullscreen the y component of its position is offset by the same amount that is normally taken up by the menubar, resulting in a black bar at the top of the screen.

The recent changes to the internal ConvertNSRect function make it treat the bottom of the menubar as 0 for the y component of window positions, even when the window is fullscreen and 'above' the menubar.

I have attached a patch which fixes the issue by only making the window position relative to the menubar in windowed modes.
2014-06-02 09:09:40 -07:00
Sam Lantinga
6b90d7f58a Fixed bug 2550 - [OS X 10.9] Enabling SDL_WINDOW_FULLSCREEN after relative mouse mode leaves cursor visible
Eric Wasylishen

Steps to reproduce:

- Run testwm2 app in the SDLTest Xcode project
- Press Control+R to enable relative mouse mode. The mouse cursor should disappear.
- Press Control+Enter to enter fullscreen.
- Expected: a black screen with no cursor visible. Observed: a black screen, but the mouse cursor is visible in the middle of the screen. It doesn't move when I move the mouse.

Reproduced with latest sdl2 hg (changeset f6010ead184f) on OS X 10.9.2. Can't reproduce the problem on OS X 10.6.8 or 10.7.5.

I'm speculating that this really an Apple bug.. but anyway, the attached workaround seems to fix it for me, and I think it's fairly safe.

A more obvious idea, sticking a call SDL_SetCursor(NULL) at the end of Cocoa_SetWindowFullscreen, didn't work.
2014-06-02 09:06:38 -07:00
Sam Lantinga
32665131f6 Added a way to get the native Android window and EGL context 2014-06-02 09:01:26 -07:00
Sam Lantinga
3905b910f3 Fixed bug 2479 - [OS X] SDL_SetWindowFullscreen fails to switch to windowed
Eric Wasylishen

The problem seems to be the spaces handling code in -setFullscreenSpace: (SDL_cocoawindow.m) is incorrectly reporting that the SDL_WINDOW_FULLSCREEN -> windowed transition has already happened.

i.e. I saw this case was getting hit when trying to leave SDL_WINDOW_FULLSCREEN:

"else if (state == isFullscreenSpace) {
    return YES;  /* already there. */
}"

With the attached patch, both Control+Enter (SDL_WINDOW_FULLSCREEN toggle) and Option+Enter (SDL_WINDOW_FULLSCREEN_DESKTOP toggle) work in an sdl test app (I tried testwm2). Tested on OS X 10.9.2.
2014-06-02 09:01:10 -07:00
Sam Lantinga
75c57f8db7 Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic. 2014-06-02 08:58:07 -07:00
Sam Lantinga
9d00f75a27 Fixed bug 2520 - Held double-click app startup creates a stuck MOUSEBUTTONDOWN event
snake5creator

When starting application with the usual "double click on file" method on Windows, only holding the last click, an unnecessary MOUSEBUTTONDOWN event is sent before the initial MOUSEMOTION event, and mouse button state is stuck in the sense that it takes a subsequent button release, followed by another press for the system to resume sending events (beginning with the next button release / MOUSEBUTTONUP event).

Input event log with held double-click startup: http://i.imgur.com/nypGKR2.png

Without: http://i.imgur.com/yaIqAvV.png
2014-05-31 14:03:04 -07:00
Sam Lantinga
70df9cd0cd Fullscreen to windowed mode switch
From Melesie

I noticed that when user switches from fullscreen mode to windowed mode and exits application while in windowed mode, Windows performs an additional change of display settings, even though desktop resolution is the same as current one. This causes short black screen to show up. The only way I know of avoiding this is to explicitly switch to default display settings found in registry. MSDN documentation for ChangeDisplaySettingsEx states:

Passing NULL for the lpDevMode parameter and 0 for the dwFlags parameter is the easiest way to return to the default mode after a dynamic mode change.
2014-05-31 12:21:55 -07:00
Sam Lantinga
18c31dec54 Fixed Direct3DCreate9Ex prototype 2014-05-31 11:53:19 -07:00
Sam Lantinga
0c6b99d576 Fixed cast 2014-05-31 11:48:52 -07:00
Sam Lantinga
49c53fd280 Use D3D9Ex when available
This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
2014-05-31 11:37:12 -07:00
Ryan C. Gordon
bb7a27fadd Fixed up SDL_CaptureMouse() on Windows to work like I expected.
This would have been a one-line patch to the documentation (specifying that
 captures only work as long as the left mouse button is pressed), but I didn't
 like that, so I got a little crazy about this instead.
2014-05-30 01:51:13 -04:00
Ryan C. Gordon
bcc2cc8722 Fixed hit-testing on Windows.
Needed to convert from screen to client coords.
2014-05-30 01:49:26 -04:00
Ryan C. Gordon
89ad793407 First shot (not even compiled) at Windows hit-testing support. 2014-05-29 13:39:02 -04:00
Ryan C. Gordon
98c03f391d Changed drag area API to a hit-testing API.
There were several good arguments for this: it's how Windows works with
 WM_NCHITTEST, SDL doesn't need to manage a list of rects, it allows more
 control over the regions (how do you use rects to cleanly surround a circular
 button?), the callback can be more optimized than a iterating a list of
 rects, and you don't have to send an updated list of rects whenever the
 window resizes or layout changes.
2014-05-28 01:22:47 -04:00
Ryan C. Gordon
7a4ddcd8c6 Don't hardcode an 8 here. 2014-05-27 15:47:25 -04:00
Ryan C. Gordon
20ac4bae89 Some updates for the X11 drag areas work. 2014-05-27 15:40:03 -04:00
Damian Kaczmarek
2744c0195a Initial work on X11 implementation of SDL_SetWindowDragAreas(). 2014-05-27 14:41:16 -04:00
Ryan C. Gordon
3cbc83ef11 First shot at SDL_SetWindowDragAreas().
Only Cocoa implemented right now.
2014-05-27 01:27:42 -04:00
Ryan C. Gordon
dd5277d65c Fixed stack overflow in X11_CreateWindow() (thanks, rapha and Brad!).
This should be a "long" which on a 64-bit system is likely to be > 32-bits,
 causing XGetICValues() to write past the end of the variable (and stack).

Fixes Bugzilla #2513.
2014-05-24 21:06:40 -04:00
Ryan C. Gordon
ded970f70f Flip this around to do the simpler condition first. 2014-05-24 18:23:56 -04:00
Ryan C. Gordon
668025c239 Implement SDL_CaptureMouse() for Mac OS X. 2014-05-24 18:23:39 -04:00
Ryan C. Gordon
b7d2c0e9d6 Implemented SDL_CaptureMouse(). 2014-05-24 01:30:37 -04:00
Ryan C. Gordon
846a3e0776 Added some FIXMEs. 2014-05-24 01:27:19 -04:00
Ryan C. Gordon
f0e0f4ca15 Fixed whitespace. 2014-05-24 01:25:27 -04:00
Sam Lantinga
e14e0ef947 Fixed crash if the OpenGL library hasn't been loaded yet 1970-01-01 04:04:21 +00:00
Philipp Wiesemann
9bc47465ca Changed C++ style comments. 2014-05-18 21:11:30 +02:00
David Ludwig
49cef77e31 WinRT: fixed the max-button count for WinPhone 8.1 message boxes
Doh.

The max button count on WinPhone 8.1 was set to three, not two.  Any more than
two leads to a crash.
2014-05-10 23:39:54 -04:00
David Ludwig
ea99e0c03e Added limited message-box support for Windows Phone 8.1
The Windows Phone 8.1 'MessageDialog' API only seems to support two buttons,
despite the documentation for such mentioning support for three.  Trying to use
three or more buttons leads to an exception being thrown.  As such, any attempt
to use more than two buttons via SDL_ShowMessageBox (on Windows Phone 8.1) will
lead to no message box getting shown, and the call returning an error.

The Win32 MessageBox and dialog APIs are not available in WinRT apps, to note.

More extensive message dialog support might be available at some point, if and
when XAML support is more fully fleshed-out.  I'm not certain of this, though.
2014-05-10 23:28:53 -04:00
Gabriel Jacobo
de0d349e68 Fixes #2512, handle configuration change messages sent by Wayland. Patch by Bryan Cain. 2014-05-10 16:50:05 -03:00
Gabriel Jacobo
536dd01307 Fixes #2519, clear error if using the default library path for EGL succeeds. 2014-05-10 16:13:22 -03:00
David Ludwig
164e5b89d5 WinRT: display-information code cleanups 2014-05-09 21:28:52 -04:00
David Ludwig
d4f1d2257e Fixed bug: touch input on WinPhone 8.0 was wrong, in some cases
When a Windows Phone 8.0 app was rotated to anything but Portrait mode, touch
input coordinates, as well as virtual mouse coordinates, were usually getting
reported as coming from the wrong part of the screen.
2014-05-09 20:32:06 -04:00
David Ludwig
0a879d63bd Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated
If a Windows Phone 8.1 device was rotated to anything but Portrait mode,
the Direct3D 11 renderer's output wouldn't get aligned correctly with the
screen.
2014-05-09 20:16:21 -04:00
Brandon Schaefer
b614809203 eglGetProcAddress fails the same way on MIR as ANDROID does on arm. Thanks Sylvain Becker for the patch! 2014-05-06 15:08:43 -07:00
Ryan C. Gordon
2a7aa9bde8 Fix build on Windows targets without dxgi.h, like MingW32. 2014-05-06 00:13:07 -04:00
Brandon Schaefer
7528f94ca5 Remove code that found its way back into the diff 2014-05-02 12:39:26 -07:00
Brandon Schaefer
44a0f1d9cd Fix software rendering in the mir backend. The window assumed hardware buffer, which caused testdrawchessboard to fail to mmap a buffer. 2014-05-02 12:33:19 -07:00
David Ludwig
c5c1a2c65a WinRT: preliminary support for building against the Windows Phone 8.1 SDK
This is a step towards supporting "Universal" Windows apps, when building for
Windows Phone.  SDL can now build against the Windows Phone 8.1 SDK, and apps
linked to it can run, however further work and testing is required as some
previously Phone-only code appears to no longer be applicable for
Windows Phone 8.1.  The Windows 8.1 code paths does seem to be preferable, but
should probably be tested and updated on a finer-grained basis.

If in doubt, use the Windows Phone 8.0 projects for now, as located in
VisualC-WinRT/WinPhone80_VS2012/

TODO:
- look at any Windows Phone specific code paths in SDL, and see if Phone 8.1
should use the Windows Phone code path(s), or the Windows 8.x or 8.1 paths
2014-04-30 21:07:30 -04:00
Sam Lantinga
d2fb8a2a91 Better compiler for Windows XP systems 2014-04-26 11:23:55 -07:00
J?rgen P. Tjern?
8b28009105 Mac: Correct the y-axis position after 870c7d21004b
This fixes a bug where we'd offset positions by the height of the dock, if it
was along the bottom of the screen.

Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2509
Thanks to Alex Szpakowski for bug & patch.
2014-04-24 21:05:51 -07:00
Sam Lantinga
45dc89c2c2 Fixed detecting output on second adapter
CR: Sam Lantinga
2014-04-23 13:48:01 -07:00
Sam Lantinga
3e3570dff7 Don't crash in WIN_GL_InitExtensions() if the OpenGL library couldn't be loaded 2014-04-23 13:47:57 -07:00
Sam Lantinga
a5ce57bc3d Fixed compiler warning 2014-04-23 13:47:52 -07:00