If the compositor is entering fullscreen and hasn't removed any constraints itself, it's already too late at this point. Remove the unnecessary call.
Restoring the limits when exiting fullscreen is still required, though, as they may have been removed when entering fullscreen via an SDL request.
Caches the SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY hint at init time and registers a callback, which is fired when the hint is changed during runtime and toggles the opaque region for existing surfaces.
The preferred method for setting the damage region on compositor protocol versions 4 and above is to use wl_surface.damage_buffer. Use this when available and only fall back to wl_surface.damage on older versions.
Bumps the highest supported version of wl_compositor to version 4.
Adds deduplication logic to ConfigureWindowGeometry() to avoid setting redundant backbuffer, viewport and surface opaque region dimensions. State is now only set when the window and/or backbuffer dimensions change.
This repurposes the viewport rect to always hold the actual size of the window, which can differ from the SDL size if things are being scaled. The SDL_Rect was removed in favor of two ints, as the x/y members of the struct were never used, so they just wasted space.
Since the internal variables always have the true window size, the width/height getter functions are no longer required and can be removed.
Several games (including Source and GoldSrc games, and Bioshock
Infinite) attempt to "fake" relative mouse mode by repeatedly warping
the cursor to the centre of the screen. Since mouse warping is not
supported under Wayland, the viewport ends up "stuck" in a rectangular
area.
Detect this case (mouse warp while the cursor is not visible), and
enable relative mouse mode, which tracks the cursor position
independently, and so can Warp successfully.
This is behind the SDL_HINT_VIDEO_WAYLAND_EMULATE_MOUSE_WARP hint, which
is enabled by default, unless the application enables relative mouse
mode itself using SDL_SetRelativeMouseMode(SDL_TRUE).
Note that there is a behavoural difference, in that relative mouse mode
typically doesn't take mouse accelleration into account, but the
repeated-warping technique does, so mouse movement can seem very slow
with this (unless the game has its own mouse accelleration option, such
as in Portal 2).
Make sure the SDL java and C code match when updating SDL in a game.
Right now we're assuming that we only have to make sure release versions match. We can extend the version string with an interface version if we need more fine grained sanity checking.
Fixes https://github.com/libsdl-org/SDL/issues/1540
This is the only case where the mapping differs between right and left Joy-Cons in mini-gamepad mode. The left Joy-Con will have the left paddles and the right Joy-Con will have the right paddles. This facilitates co-op gameplay with individual actions while still using the normal mini-gamepad mode.
The paddles are used for this because conceptually they are more awkward to hit than the normal controls and they are in roughly the correct hand position.
* Added support for vertical mode for Joy-Con controllers
* Added the hint SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS for switching to this mode
* Added support for SL/SR buttons in combined/vertical mode and L/ZL/R/ZR buttons in mini-gamepad mode