Philipp Wiesemann
a9edc5137e
Wayland: Fixed missing error message if creating a custom cursor failed.
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SDL_GetError() returned no error message because it was written to stderr only.
2016-03-28 21:03:04 +02:00
Alex Szpakowski
08488e6d34
Mac: avoid calling CGSetLocalEventsSuppressionInterval, it was deprecated in OS X 10.6.
2016-03-20 15:35:34 -03:00
Philipp Wiesemann
35da130828
Wayland: Fixed crash if memory mapping failed while creating a custom cursor.
2016-03-16 22:09:39 +01:00
Philipp Wiesemann
fa77df4e91
Wayland: Fixed storing a theme cursor which is never used in video data.
2016-03-16 22:09:23 +01:00
Sam Lantinga
a29a925d7e
Pick up new display mode information after a mode change (Windows only right now).
2016-03-11 08:33:47 -08:00
Philipp Wiesemann
19f18558ac
Emscripten: Deactivated custom cursor support because it created system cursors.
2016-03-11 22:10:35 +01:00
Philipp Wiesemann
676041aa16
Wayland: Fixed drawing created cursors without transparency.
2016-03-11 22:10:15 +01:00
Philipp Wiesemann
167dd4a1fa
Wayland: Fixed showing created cursors incorrectly before the first redraw.
2016-03-11 22:09:50 +01:00
Philipp Wiesemann
0c923fda0b
WinRT: Removed dead code and fixed memory leak if allocation for driver failed.
2016-03-10 21:00:44 +01:00
Ryan C. Gordon
f647dfe874
x11: Fix a few more XMoveWindow() calls to adjust for border size.
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Also, fix my inability to do basic math ('+' should have been '-').
2016-03-04 19:41:16 -05:00
Ryan C. Gordon
02f49fdb53
x11: Deal with window borders better.
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- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).
- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.
- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
2016-03-04 18:47:19 -05:00
Philipp Wiesemann
05b6ca3c35
Raspberry: Fixed crash if memory allocation for cursor failed.
2016-03-03 20:12:51 +01:00
Philipp Wiesemann
be34036ed7
Wayland: Fixed fault in event handling which might have caused a crash someday.
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Found by Cppcheck.
2016-03-02 20:25:23 +01:00
Philipp Wiesemann
ab8be04310
Wayland: Fixed crash if allocating memory for cursor failed.
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Also added missing error message if first allocation failed.
2016-03-02 20:25:09 +01:00
Jonas ?dahl
3a22321d55
wayland: Add wl_proxy_marshal_constructor_versioned sym
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wl_proxy_marshal_constructor_versioned was introduce in wayland-client 1.10.
2016-02-17 15:14:20 +08:00
Brandon Schaefer
90ef601d8c
Mir: Do not use opengl to find the valid pixel format if we dont use opengl
2016-02-25 10:06:33 -08:00
Philipp Wiesemann
966aa3721b
Mir: Replaced memcpy() with SDL_memcpy().
2016-02-24 21:07:19 +01:00
Philipp Wiesemann
b4b36122a4
Mir: Fixed comment at conditional compilation macro.
2016-02-24 21:06:46 +01:00
Philipp Wiesemann
92209c260d
Mir: Fixed crash if allocating memory for cursor failed.
2016-02-22 19:00:22 +01:00
bschaefer
3607d3b756
Fix API/ABI breakage in Mir 0.13/0.14.
2016-02-21 15:19:35 -08:00
Ryan C. Gordon
2436ca200d
x11: better fix for the previous commit's fullscreen vs maximized issue.
2016-02-20 01:03:39 -05:00
Ryan C. Gordon
a4627c5eda
x11: Don't mess with fullscreen vs maximized window state on unmapped windows.
2016-02-20 00:44:42 -05:00
Ryan C. Gordon
df4be2f200
x11/wayland/mir: Make the dynamic loading macro salsa a little less messy.
2016-02-18 23:27:58 -05:00
Ryan C. Gordon
0e2badc144
x11: Patched to compile with DEBUG_XEVENTS on C89 compilers.
2016-02-12 00:27:21 -05:00
Ryan C. Gordon
45407d0eac
x11: Removed an assert.
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This assert triggers when run under XMonad. It's safe to pass a zero here
anyhow, as this will still work "well enough" and the original
problem--GNOME printing a warning message--is still fixed because GNOME's
window manager gives us a chance to grab a non-zero user-time value before
this code is run.
2016-02-15 21:49:09 -05:00
Philipp Wiesemann
7da168db0a
Fixed spaces in license comments.
2016-02-10 19:31:23 +01:00
Ryan C. Gordon
5ed63ae317
x11: Updated imKStoUCS.* to latest from x.org.
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This was a version from XFree86 before now. :) Although not much has
changed.
2016-02-08 01:08:21 -05:00
Alex Szpakowski
8e7cd6b5da
iOS: Implemented clipboard support.
2016-02-03 20:32:55 -04:00
Alex Szpakowski
325921789a
x11: Fix AltGr generating an invalid keycode (bug #3244 ). Thanks Thomas!
2016-01-31 09:39:42 -04:00
Sam Lantinga
67f9fd2bc4
Fixed creating fullscreen windows on Steam Link
2016-01-22 13:12:16 -08:00
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