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7c60bec4
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2018-01-03T10:58:58
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Fixed bug 4018 - Implement SDL_GetWindowBordersSize() under Windows/Win32/WinAPI
Ismael Ferreras Morezuelas (Swyter)
As a new year gift I have implemented the Windows version of SDL_GetWindowBordersSize(). I needed it for auto-selecting a cozy window size for the game I'm currently working on and noticed that it only worked under X11, so I thought it could be a good excuse to contribute back more stuff. The Mercurial patch is attached as a .diff file. Let me know what you think.
Happy 2018 to all the SDL2 devs and users!
--
PS: Keep in mind that Windows 10 includes the 8px invisible grip borders as part of the frame. There's a way of detecting if Aero/DWM is being used and ask only for the visible rect, but I believe that GetWindowRect() is doing that for a reason and working as intended, so I haven't changed it. (See [2])
References:
[1]: http://www.firststeps.ru/mfc/winapi/r.php?72
[2]: https://stackoverflow.com/a/34143777/674685
[3]: https://stackoverflow.com/a/431548/674685
[4]: https://wiki.libsdl.org/SDL_GetWindowBordersSize
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e3cc5b2c
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2018-01-03T10:03:25
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Updated copyright for 2018
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0d011ec6
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2017-08-28T00:22:23
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Renaming of guard header names to quiet -Wreserved-id-macro
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1b5614b3
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2017-06-16T10:50:29
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Clean up parent window when destroying a window
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45b774e3
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2017-01-01T18:33:28
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Updated copyright for 2017
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4a089ca1
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2016-11-20T21:18:55
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Fixed bug 3486 - Can't get HINSTANCE of my window
realitix
SDL2 allows to create widow and to get information through SDL_SysWMinfo.
But it misses something, with Vulkan, you need the HWND and HINSTANCE of the window for Win32 system.
Sadly, SDL2 provides only HWND but not HINSTANCE.
In some context, it can be difficult to get the HINSTANCE, indeed, I'm using pySDL2 (Python) and I can only access properties that SDL2 gives me.
I have to use a dirty trick like that to get the HINSTANCE: (https://raw.githubusercontent.com/bglgwyng/pyVulkan/master/examples/win32misc.py)
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4f4c4b62
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2016-09-29T22:52:41
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Added SDL_SetWindowResizable(). (thanks, Ethan!)
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8ddb4328
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2016-09-29T03:59:04
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When clicking on a window to give it focus, don't pass the mouse click to the application.
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3bdaf4c6
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2016-01-05T02:46:10
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Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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854cf7ac
|
2015-12-30T12:44:13
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Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
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5b174113
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2015-10-06T21:40:50
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Converted tabs to spaces for SDL style
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9bd640e1
|
2015-10-06T21:16:21
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Fixed sending a size event while setting up a window (fix for DOTA 2 on Source 2)
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0e45984f
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2015-06-21T17:33:46
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Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
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2c4a6ea0
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2015-05-26T06:27:46
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Updated the copyright year to 2015
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b72938c8
|
2015-04-20T12:22:44
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Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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fe6c797c
|
2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
|
2015-02-10T16:28:56
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the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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b48e54aa
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2015-01-26T22:00:29
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Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
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.
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70438be2
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2014-12-03T10:55:23
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WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
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9c398852
|
2014-11-22T22:20:40
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Corrected header file documentation comment.
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24c86b55
|
2014-09-11T19:24:42
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[X11] Reconcile logical keyboard state with physical state on FocusIn
since the window system doesn't do it for us like other platforms.
This prevents sticky keys and missed keys when going in and out
of focus, for example Alt would appear to stick if switching away
from an SDL app with Alt-Tab and had to be pressed again.
CR: Sam
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b29740b8
|
2014-06-25T17:06:12
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Merged Ryan's SDL-gui-backend branch.
Adds three APIs, and implements them on X11, Cocoa, and Windows:
- SDL_CaptureMouse()
- SDL_GetGlobalMouseState()
- SDL_SetWindowHitTest()
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67e55655
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2014-06-23T10:09:15
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Fixed grab interaction with Windows Classic theme
Testing:
* For each theme in Windows 7, Windows 7 Basic, and Windows 7 Classic:
- Ran testsprite2
- Pressed Ctrl-G to grab the mouse
- Alt-tabbed away, verified mouse is no longer grabbed
- Alt-tabbed back, verified that mouse was grabbed
- Alt-tabbed away
- Clicked in the window, verified mouse was grabbed
- Alt-tabbed away
- Grabbed the title bar and dragged the window around successfully, verified that mouse was grabbed when move modal loop completed
- Alt-tabbed away
- Clicked the minimize button on the title bar, the window was successfully minimized
- Clicked on the icon in the task bar, the window was restored and the mouse grabbed again
- Alt-tabbed away
- Clicked the close button on the title bar, the window was successfully closed
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707fd9f0
|
2014-06-04T10:56:30
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|
Fixed bug where changing the window border would change the window size on Windows.
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89ad7934
|
2014-05-29T13:39:02
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First shot (not even compiled) at Windows hit-testing support.
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3dcb451f
|
2014-04-09T21:29:19
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|
Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
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2a6213ad
|
2014-02-24T22:49:30
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|
Make sure we don't clip the cursor while clicking on the window title bar
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|
58edac3e
|
2014-02-02T00:53:27
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|
Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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2521e497
|
2013-12-23T17:55:06
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|
Setting the mouse in relative mode implies grabbing the mouse.
This fixes getting mouse button events in raw input relative mode on X11.
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f848adff
|
2013-11-29T10:06:08
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|
Improve Android pause/resume behavior.
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|
9fa4da13
|
2013-11-28T02:31:32
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|
Fixed windows build with conflict resolve
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|
2bb344d6
|
2013-11-27T10:29:27
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|
Don't crash when no WM is present.
CR: Sam Lantinga.
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7e1289af
|
2013-11-24T23:56:17
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|
Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
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61959aa6
|
2013-11-22T13:24:53
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|
OpenGL ES support for Windows
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|
e19f15dd
|
2013-11-10T14:10:00
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|
Fixed bug 2067 - Window size limit calculation issue when exiting fullscreen on Windows
Also fixed minimize and maximize state detection for Windows.
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9f390e79
|
2013-09-28T14:06:59
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Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
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b6be1435
|
2013-09-28T14:06:20
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Moved D3D_LoadDLL and SDL_Direct3D9GetAdapterIndex to SDL_windowswindow.c at Jorgen's insistence. That file is wrapped in a more appropriate define check so it will work if somebody builds a binary without D3D support.
Added a reference to SDL_Direct3D9GetAdapterIndex to SDL_test_common.c so SDL will fail to compile if the new symbol isn't included properly.
CR: Jorgen
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dad42067
|
2013-08-12T11:13:50
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Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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1ad936eb
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2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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