GetIconInfo
(https://msdn.microsoft.com/en-us/library/windows/desktop/ms648070(v=vs.85).aspx)
creates bitmaps that must be deleted after the call to
CreateIconIndirect, which copies the bitmaps to the icon it creates.
bmpIcon created by Bitmap.GetHicon is now destroyed after being used.
The return value of SetCursor was used to retrieve the last cursor, as
it could have been set by another library (Some UI libraries change the
cursor using the .net Cursor) this could of leaked the cursor we created
and now lost track of. We now delete the handle we had set, not the one
returned by SetCursor.
The mask part of an XIEventMask struct is actually not a pointer to an
integer containing the mask, but rather to an array of bytes each
holding 8 bits of the mask, with the first byte holding bit 0-7.
Therefore the old code would only work on little endian arches.
Adds eglQuerySurfacePointerANGLE and a number of ANGLE related
constants.
Add eglGetPlatformDisplayEXT, eglCreatePlatformWindowSurfaceEXT and
eglCreatePlatformPixmapSurfaceEXT from EGL_EXT_platform_base.
Adds properties to KeyboardState, MouseState, JoystickState and GamePadState
(GamePadButtons), to see if any key or button is down. This should be faster
than iterating over all the public IsDown properties as we can make use of the
internal bit fields.
GamePadButtons uses IsButtonPressed rather than IsButtonDown like the others as
it more closely matches it's current interface (no down methods).
If the legacy keyboard device receives a key down event with IsRepeat set it
will only raise it's own key down event if it's KeyRepeat field is set to true.
This is as documented, regression casused by refactoring. Fixes issue #201.
Also change the GameWindowState example to show setting of KeyRepeat to true
and false and how that changes the event counts for the legacy and new keyboard
devices.
When running under NUnit GetEntryAssembly returns null. In this case we instead
search through the AppDomain for an assembly that matches the AppDomain name.
Fixes warnings [#61] by disabling unused field warnings for two structures in
HidProtocol. These fields aren't currently used by OpenTK but the stuctures are
used in native marshalling so must match the documented structures perfectly.
Issue reported at http://www.opentk.com/node/3805
We must not throw exceptions from a finalizer, as this leads to the
runtime forcibly taking down the application.
WinFactory.Dispose() could crash with a NRE when the joystick driver has
not been initialized. Fixed by checking for null before disposing the
input driver.
HIDInput.Dispose() would remove elements from a DeviceCollection during
iteration. This results in an exception.
We are now using a plain for-loop instead.
`DeviceCollection.GetEnumerator()` now returns a struct IEnumerable<T>
directly to avoid boxing.
Additionally, we can now use `DeviceCollection[int]` as a shortcut to
`FromIndex(int)`.
Joystick elements (axes, buttons, hats) are now reported in the same
order as SDL2. This fixes potential mismatches in the GamePad
configuration database.
Additionally, elements are now counted correctly (duplicate elements no
longer count towards the total.)
Starting with SDL 2.0.4, its xinput bindings are working correctly.
Previous versions would return an invalid zero guid and use incorrect
mapping - this has now been fixed.
A joystick device with more axes/buttons/hats than supported will now
register a warning message instead of throwing an exception.
Fixes an issue with the VMware touch driver, which registers 25 distinct
axes.
Due to the way we segregate axes from buttons, the easiest approach is
to retrieve the current button state via HidP_GetUsages().
Axes, buttons and hats are now allocated sequentially based on their
order of appearance in the device capability reports.
Marked arrays with [In] and [Out] as required. Fixes issues with
axis/button capabilities returning empty results.
Added bindings for link collection node transversal.