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First: disable d'n'd events by default; most apps don't need these at all, and if an app doesn't explicitly handle these, each drop on the window will cause a memory leak if the events are enabled. This follows the guidelines we have for SDL_TEXTINPUT events already. Second: when events are enabled or disabled, signal the video layer, as it might be able to inform the OS, causing UI changes or optimizations (for example, dropping a file icon on a Cocoa app that isn't accepting drops will cause macOS to show a rejection animation instead of the drop operation just vanishing into the ether, X11 might show a different cursor when dragging onto an accepting window, etc). Third: fill in the drop event details in the test library and enable the events in testwm.c for making sure this all works as expected. |
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.. | ||
blank_cursor.h | ||
default_cursor.h | ||
scancodes_darwin.h | ||
scancodes_linux.h | ||
scancodes_windows.h | ||
scancodes_xfree86.h | ||
SDL_clipboardevents.c | ||
SDL_clipboardevents_c.h | ||
SDL_dropevents.c | ||
SDL_dropevents_c.h | ||
SDL_events.c | ||
SDL_events_c.h | ||
SDL_gesture.c | ||
SDL_gesture_c.h | ||
SDL_keyboard.c | ||
SDL_keyboard_c.h | ||
SDL_mouse.c | ||
SDL_mouse_c.h | ||
SDL_quit.c | ||
SDL_sysevents.h | ||
SDL_touch.c | ||
SDL_touch_c.h | ||
SDL_windowevents.c | ||
SDL_windowevents_c.h |