Eric Wasylishen
Here's a patch to make the 'testrelative' demo program more useful: it just makes the orange rectangle wrap around. Previously, the orange cursor would just disappear off screen if you move the mouse a lot in one direction, so it was hard to tell if relative mouse mode was still working.
- Don't create a temporary context first; this was probably due to Windows
needing one to get the address of wglCreateContextAttribsARB(), but that's
a unique quirk of WGL, and doesn't apply to glX. The glX spec explicitly says
you have to get a function pointer that works with any context from
glXGetProcAddress(), including when no context exists.
- Properly check for the GLX_ARB_create_context instead of just looking for a
non-NULL glXCreateContextAttribsARB()...some implementations, like Mesa,
never return NULL for function lookups (Mesa returns pointers into a jump
table that is filled out when the GL is initialized; since you can look up
functions before you have a valid context, it can't definitely say a function
isn't valid at that point).
Normally there's a 200 millisecond delay on all focus events in case there
was a vidmode change, now we note the last vidmode change and only impose this
delay if a change happened extremely recently.
Thanks to Epic Games for reporting this issue.
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.