I kind of thought it'd be nice to have it in the center, but this is an issue
for applications that still assume global mouse and window positions are
accessible. For example, this fixes cursor offset issues in UE5.
It's possible that an external component (probably a GL/VK context) committed, so we need to cover our bases and detach in both HideWindow and ShowWindow.
Fixes a crash in UE5 editor's pop-ups.
Partially fixes the mouse cursor in UE5 editor. Imperfect because UE5 uses window position and global mouse state to get position, but of course we don't have global mouse and this is just to get the right display index so this still fails overall. We really need to make global mouse support a feature query...
So if Gnome/KDE/etc have a keyboard shortcut or titlebar decoration to
make any window go fullscreen (with the _NET_WM_FULLSCREEN flag on the
_NET_WM_STATE property), we update the SDL window flag.
Fixes#5390.
This makes sure the window doesn't have outdated values if you try to access
them (or call something that does, like SDL_SetWindowMinimumSize).
Fixes#5233.
On Wine, when a window is programmatically minimized in response
to losing focus, we receive a WM_ACTIVATE for the deactivation,
but GetForegroundWindow still indicates that our window is focused.
This causes an incorrect SDL_WINDOWEVENT_FOCUS_GAINED.
This is probably a Wine bug, but it may take a while to fix and
then for the fix to make its way to users.
libGL.so may register callbacks that can be invoked upon XCloseDisplay().
If XCloseDisplay() is called after libGL.so is unloaded, the callback pointer
will point at freed memory and invoking it will crash.
The texture framebuffer check optimized out in f37e4a9 was causing libGL.so to
never be unloaded as a side-effect. Skipping it exposed this bug by allowing
libGL.so to actually unload.
We were returning the report size from HIDAPI_DriverPS5_RumbleJoystick() rather
than 0 upon success, causing SDL_JoystickRumble() (and callers) to think that
rumbling failed.
This didn't cause major problems until 1868c5b, when it started preventing
rumble state from being persisted in the joystick core, even though it was
successfully sent to the hardware.
This led to all sorts of strangeness, including broken rumble duration and
attempts to stop rumble being discarded.