- Only focus a new window when one closes if the window that was closed was an SDL window
- If the application already has a key window set that is not an SDL window, don't replace it when the application is activated
- Only register the URL event handler when SDLAppDelegate is going to be set as the applications app delegate. This is to
be consistent with previous behavior that would only register the handler in -[SDLAppDelegate applicationDidFinishLaunching:]
and allows the running app to opt out of the behavior by setting its own app delegate.
- The URL event handler is now removed if it was set on SDLAppDelegate dealloc
There is no guarantee on what order the Wayland interfaces will come in, but the
callbacks were assuming that wl_data_device_manager would could before wl_seat.
This would cause certain desktops to not have any data_device to work with,
meaning certain features like the clipboard would silently no-op.
On windows, when toggling the state of RelativeMode rapidly, there is a
high chance that SDL_WINDOWEVENT_ENTER / SDL_WINDOWEVENT_LEAVE events
will stop firing indefinitely.
This aims to resolve that shortcoming by ensuring mouse focus state is
correctly updated via WM_MOUSELEAVE events arriving via the windows
event hook.
KWin has supported the shared and formalised zxdg_decoration since
Plasma 5.16 which came out mid 2019.
Whilst it made sense to support them both for a while, it should not be
needed for future SDL releases.
Because Wayland only supports FULLSCREEN_DESKTOP, fullscreen_mode never gets
assigned at all, meaning driverdata is always NULL! Depending on what the
compositor does this can lead to dramatically different results. GNOME was fine
without this, but Plasma would trip an event that unintentionally unset the
fullscreen mode and caused the game to fire a configure event _every frame_,
and of course the configure would send the fullscreen_mode output which was
still empty. The fix is to just use the SDL_VideoDisplay directly, which will
always have a valid wl_output.
This will enable more flexibility in configuration
I am using this for snapshot built with GLES1 enabled
Relate-to: https://github.com/adoptware/pinball/issues/22
Signed-off-by: Philippe Coval <rzr@users.sf.net>
Change-Id: I4387663605475ddd669694a7828f101881e424b8
Rename locally-defined Interface ID symbols to avoid conflict with
locally linked dxgi library. Prefixed with `SDL_` to match with
other references in render_d3d11 or wasapi.
If app requested <= 16 color depth and there is a 24-bit config available,
favor that. This fixes things that quietly expect to get truecolor output
but don't request it (...like SDL's render api...) and things that are
probably requesting 16-bit color as a fallback but expecting reasonable
systems to give them full depth.
Specifically, this fixes Life is Strange on Wayland, which uses the latter
approach, and anything using SDL_Render on Wayland, which uses the former.
Fixes#4056.
Fixes#4132.
- Move an immutable condition out of a for loop.
- Add a break statement to that loop when we find what we're looking for.
- Add an assert to make sure we don't overflow a buffer.
- Wrap a single-statement if block in braces.
- Adjust some whitespace.
Note that this is purely to make it possible to enter text that requires
composition - for example, before this commit Kanji input didn't work at all.
The big problem this still has is that we need the window position, and this is
still not implemented. Once we have this information we can do the equivalent
of XTranslateCoordinates to put the rectangle where we want it.