SDL2 does not support changing display resolutions independently of an
SDL window. As a workaround, if the user uses ChangeResolution and then
makes a GameWindow fullscreen, we use old-style SDL fullscreen which
changes the resolution. If the user makes a GameWindow fullscreen
without calling ChangeResolution first, we use the new
fullscreen-desktop mode to match the other OpenTK backends.
If SDL2 is supported, the PlatformFactory will now use it for creating the OpenGL ES context. Previously, it would revert to the native drivers when GraphicsContextFlag.Embedded was specified.
Added IDisposable interface to all classes holding native data that must be freed. OpenTK.Toolkit.Init() now returns an IDisposable instance that can be used to cleanup all native data held by OpenTK. This is useful when re-initializing OpenTK (possibly in a new AppDomain), as is the case in the Example browser.
Wgl is implemented using the regular DllImport + delegate approach, in
order to support extensions. The delegates have not been armed at this
point, so we need to use the DllImport directly.
The whole wgl API should be revisited (we are using only a tiny
portion.)
This is a new platform that can be used then sdl2 is installed on the target system. SDL2 is commercially supported by Valve and provides better support for MacOS compared to our current implementation (Cocoa vs Carbon). It will also help us introduce faster support for new platforms. Existing platforms remain as a fallback and will be automatically used if sdl2 is not installed.
Please note that this is still a work in progress. The new mouse and keyboard API is not supported yet. Due to limitations of sdl2, multiple mice/keyboards are also not supported.