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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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.. | ||
SDL_test_assert.c | ||
SDL_test_common.c | ||
SDL_test_compare.c | ||
SDL_test_crc32.c | ||
SDL_test_font.c | ||
SDL_test_fuzzer.c | ||
SDL_test_harness.c | ||
SDL_test_imageBlit.c | ||
SDL_test_imageBlitBlend.c | ||
SDL_test_imageFace.c | ||
SDL_test_imagePrimitives.c | ||
SDL_test_imagePrimitivesBlend.c | ||
SDL_test_log.c | ||
SDL_test_md5.c | ||
SDL_test_memory.c | ||
SDL_test_random.c |