Daniel Gibson
Ok, I followed the simple approach of just making SDL_PIXELFORMAT_RGBA32 an alias of SDL_PIXELFORMAT_RGBA8888/SDL_PIXELFORMAT_ABGR8888, depending on endianess. And I did the same for SDL_PIXELFORMAT_ARGB32, .._BGRA, .._ABGR.
SDL_GetPixelFormatName() will of course return SDL_PIXELFORMAT_RGBA8888 (or SDL_PIXELFORMAT_ABGR8888) instead of SDL_PIXELFORMAT_RGBA32, but as long as that's mentioned in the docs it shouldn't be a problem.
Tim McDaniel
Using checkkeys test app:
* Press and hold Caps Lock key.
* checkkeys reports a CapsLock key pressed event and a CapsLock key released event.
* Release Caps Lock key.
* checkkeys reports no further events.
This patch fixes OSX Caps Lock up/down event detection by installing a HID callback.
John Wordsworth
While attempting to integrate CEF (Browser) into an SDL application, we noticed that there were problems on OS X where approximately 50% of the input events were essentially being lost - even when we were using off-screen rendering in CEF and passing through input events manually.
It appears that this problem has been around for a while (see: http://www.magpcss.org/ceforum/viewtopic.php?f=6&t=11141).
Please consider the following patch that fixes this issue. Instead of processing events directly after calling [NSApp nextEventMatchingMask:...] we now pass these events down to NSApp, for processing by an overloaded sendEvent: method. Chromium also forwards events to NSApp in the same way, which means we don't miss events, even if they were originally dequeued by CEF.
This allows us to set an explicit stack size (overriding the system default
and the global hint an app might have set), and remove all the macro salsa
for dealing with _beginthreadex and such, as internal threads always set those
to NULL anyhow.
I've taken some guesses on reasonable (and tiny!) stack sizes for our
internal threads, but some of these might turn out to be too small in
practice and need an increase. Most of them are simple functions, though.
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.
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.
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.
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
The Y coordinate is flipped in Cocoa, so if you change the height, the window
will move and maybe clip against the screen edge if you don't adjust its Y
coordinate to match.
Possibly fixes Bugzilla #3066.