Sam Lantinga
e5d575b933
Expose the EGL display and window for Vivante SDL windows
2016-01-16 21:58:49 -08:00
Philipp Wiesemann
8d035b1aee
Android: Added mouse initialization to reset state.
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If the app is launched again then the shared object may be reused (on Android).
2016-01-12 22:23:00 +01:00
Philipp Wiesemann
1560351905
Android: Added mapping of mouse forward button and mouse back button.
2016-01-11 20:02:48 +01:00
Alex Szpakowski
87ea39be84
Removed dead code (caught by Clang's static analyzer).
2016-01-09 17:41:09 -04:00
Ryan C. Gordon
ed62033366
x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
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(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)
Fixes Bugzilla #3067 .
2016-01-07 19:58:00 -05:00
Ryan C. Gordon
416d046663
Mac: Implemented SDL_GetDisplayDPI (thanks, Kirill!).
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Fixes Bugzilla #3223 .
2016-01-07 14:02:37 -05:00
Ryan C. Gordon
49e47688b4
Patched to compile on iOS.
2016-01-05 05:38:55 -05:00
Ryan C. Gordon
eeb899999f
Patched to compile.
2016-01-05 05:22:35 -05:00
Ryan C. Gordon
7605ccf68a
Use SDL's stdinc functions instead of C runtime calls.
2016-01-05 02:29:16 -05:00
Ryan C. Gordon
dc532c70e8
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
aa4952fdef
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
d4aedf9951
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
e497e46515
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
3bdaf4c611
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
5696e88e6b
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
f9af0c0376
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
8e855f2fbc
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
f2defe5e11
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
f9b7379341
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
c3114975db
Added SDL_GetDisplayUsableBounds().
2016-01-04 23:52:40 -05:00
Ryan C. Gordon
8875a4014f
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
14e007772a
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
9a7527988a
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
81209acbd8
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
f9d478b6c3
x11: _NET_WM_PID needs a long, not a pid_t, I think.
2016-01-05 02:40:14 -05:00
Ryan C. Gordon
0c0ce2096c
Updated comment: this is the correct way to do fullscreen on X11 now.
2015-04-21 10:19:20 -04:00
Ryan C. Gordon
e0e04542d0
Added a few FIXMEs.
2015-04-21 09:46:48 -04:00
Ryan C. Gordon
15bc7aea64
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
7678b1db88
Patch to compile on C89 compilers.
2016-01-04 16:36:42 -05:00
Ryan C. Gordon
6df5e1e535
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
fa8c83c1c1
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
68a3272852
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
42065e785d
Updated copyright to 2016
2016-01-02 10:10:34 -08:00
David Ludwig
44c0b2da87
WinRT: minor code-comment cleanups
2015-12-31 01:54:11 -05:00
David Ludwig
854cf7ac40
Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
2015-12-30 12:44:13 -05:00
Philipp Wiesemann
c41feca5de
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
18c7d6df21
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
326b357804
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
51c1d69d13
Mac: Whoops, lost legit Caps lock keypress events. Fixed.
2015-12-28 13:30:58 -05:00
Ryan C. Gordon
fd6b435c6a
Windows: resync num/caps lock when window is gaining focus.
2015-12-28 13:08:19 -05:00
Ryan C. Gordon
257b7af247
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
d3b323f89d
Mac: Fix keyboard state if capslock was toggled while app wasn't in foreground.
2015-12-27 23:39:43 -05:00
Ryan C. Gordon
2befe01d39
Removed a tabstop.
2015-12-27 18:56:46 -05:00
Ryan C. Gordon
6a2e8a7a90
Win: make sure SDL keyboard state reflects system capslock state at startup.
2015-12-27 18:48:14 -05:00
Ryan C. Gordon
faed05850e
Mac: make sure SDL keyboard state reflects system capslock state at startup.
2015-12-27 16:46:12 -05:00
David Ludwig
8281cc72ba
WinRT: Fixed bug 3210, "alt-tab doesn't work correctly with full-screened, UWP (Win10 Store) apps"
2015-12-22 00:58:47 -05:00
Alex Szpakowski
4026980917
Cleaned up some code formatting.
2015-12-18 00:49:27 -04:00
Alex Szpakowski
a2235d7b29
Cocoa: Use NSTextInputClient instead of NSTextInput for text input handling. The latter was deprecated in OS X 10.6.
2015-12-10 22:17:22 -04:00
Alex Szpakowski
0c463d770b
SDL_GL_GetAttribute: If a GL context isn't active, only return failure when the specified attribute needs an active GL context to be queried.
2015-12-10 20:25:34 -04:00
David Ludwig
976bc9a919
WinRT: build fix for Windows Phone 8.0
2015-12-06 18:48:46 -05:00