|
41e1a236
|
2021-07-27T16:50:06
|
|
Correct the maximized size and position for borderless resizable windows
This fixes bug https://github.com/libsdl-org/SDL/issues/4043
|
|
3b85e3fd
|
2021-07-24T15:47:11
|
|
Fixed internal Windows key state when using Windows+Space or Windows+G shortcuts
This fixes bugs:
https://github.com/libsdl-org/SDL/issues/4369
https://github.com/libsdl-org/SDL/issues/4500
|
|
c2e8a791
|
2021-06-12T16:20:47
|
|
SDL_windowsevents: add support for multiple mice
|
|
85b51e6c
|
2021-06-05T11:46:47
|
|
Fall back to polling normally if not operating the win32 message loop
In this condition, we cannot safely wait/wake on events.
|
|
0dd7024d
|
2021-03-12T21:58:20
|
|
Modifies WaitEvent and WaitEventTimeout to actually wait instead of polling
When possible use native os functions to make a blocking call waiting for
an incoming event. Previous behavior was to continuously poll the event
queue with a small delay between each poll.
The blocking call uses a new optional video driver event,
WaitEventTimeout, if available. It is called only if an window
already shown is available. If present the window is designated
using the variable wakeup_window to receive a wakeup event if
needed.
The WaitEventTimeout function accept a timeout parameter. If
positive the call will wait for an event or return if the timeout
expired without any event. If the timeout is zero it will
implement a polling behavior. If the timeout is negative the
function will block indefinetely waiting for an event.
To let the main thread sees events sent form a different thread
a "wake-up" signal is sent to the main thread if the main thread
is in a blocking state. The wake-up event is sent to the designated
wakeup_window if present.
The wake-up event is sent only if the PushEvent call is coming
from a different thread. Before sending the wake-up event
the ID of the thread making the blocking call is saved using the
variable blocking_thread_id and it is compared to the current
thread's id to decide if the wake-up event should be sent.
Two new optional video device methods are introduced:
WaitEventTimeout
SendWakeupEvent
in addition the mutex
wakeup_lock
which is defined and initialized but only for the drivers supporting the
methods above.
If the methods are not present the system behaves as previously
performing a periodic polling of the events queue.
The blocking call is disabled if a joystick or sensor is detected
and falls back to previous behavior.
|
|
157c3f80
|
2021-05-21T09:45:08
|
|
[SDL] Minimize number of system calls when handling WM_INPUT raw input messages.
Details:
Currently doing 4 system calls per WM_INPUT message, which can cause the thread handling the message loop to be swapped out several times:
* GetProp - to get window data from the window handle
* GetRawInputData - to retrieve the raw input data
* 2 calls to GetMessageExtraInfo - to ignore synthetic mouse events generated for touchscreens
In this change:
* Replaced GetProp by iterating the list of windows maintained by SDL (with a fallback to GetProp). Note that this will affect all messages and not just WM_INPUT
* only calling GetMessageExtraInfo if a touchscreen has been detected
Fix for https://jira.valve.org/browse/CSGO-4855
@saml
|
|
89b62093
|
2021-04-01T14:17:53
|
|
Fix race condition that can lead to ENTER/LEAVE window events never firing
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.
|
|
a78bce9e
|
2021-01-28T20:02:01
|
|
Properly handle keys already down when the hook is installed
For keys that are already down when we install the keyboard hook, we need to
allow the WM_KEYUP/WM_SYSKEYUP message to be processed normally. This ensures
that other applications see the key up, which prevents the key from being stuck
down from the perspective of other apps when our grab is released.
|
|
2793c9cf
|
2021-01-25T18:40:26
|
|
Fix grabbing Alt+Tab and Alt+Esc on Windows 7
|
|
141f4416
|
2021-01-24T03:55:04
|
|
fix build failure due to -Werror=declaration-after-statement (bug #5500)
|
|
8c921d82
|
2021-01-22T19:40:26
|
|
Implement keyboard grab support for Windows
This is implemented via a low-level keyboard hook. Unfortunately, this is
rather invasive, but it's how Microsoft recommends that it be done [0].
We want to do as little as possible in the hook, so we only intercept a few
crucial modifier keys there, while leaving other keys to the normal event
processing flow.
We will only install this hook if SDL_HINT_GRAB_KEYBOARD=1, which is not
the default. This will reduce any compatibility concerns to just the SDL
applications that explicitly ask for this behavior.
We also remove the hook when the grab is terminated to ensure that we're
not unnecessarily staying involved in key event processing when it's not
required anymore.
[0]: https://docs.microsoft.com/en-us/windows/win32/dxtecharts/disabling-shortcut-keys-in-games
|
|
01a2f276
|
2021-01-04T01:23:50
|
|
consistently use TEXT() macro with LoadLibrary() and GetModuleHandle()
cf. bug #5435.
|
|
9130f7c3
|
2021-01-02T10:25:38
|
|
Updated copyright for 2021
|
|
cb361896
|
2020-12-09T07:16:22
|
|
Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon
We should really stick this in SDL_internal.h or something so it's always available.
|
|
b9cbea35
|
2020-10-13T21:08:20
|
|
video: Refresh Windows display list on WM_DISPLAYCHANGE
- Displays may have been added, removed or changed and all cached monitor
handles are invalidated as a result.
- Display events are handled in three steps:
1. Mark all currently know displays as invalid
2. Enumerate all displays, adding new ones and marking known displays as valid
3. Remove all displays still invalid after enumeration
- Display connect/disconnect events are sent when displays are added or removed
after initial setup
|
|
771732ed
|
2020-08-27T17:54:52
|
|
windows: Fix numpad arrow key scancodes with numlock off
We should only perform the VK_LEFT, VK_UP, etc. mapping if none of the other
special mappings apply. This allows the scancode normalization for the number
pad to take place as intended.
|
|
72379ba5
|
2020-08-25T21:22:00
|
|
windows: Fix handling of swapped mouse buttons
GetAsyncKeyState() and GetRawInputData() report the state of the physical
buttons without applying the user's primary/secondary mouse button swap
preference. Swap the buttons returned from these functions, so we expose a
consistent view of the buttons to SDL callers. This new behavior also matches
the behavior of macOS and X11 backends.
See the Remarks section of the GetAsyncKeyState() function on MSDN.
|
|
44f50c64
|
2020-06-09T21:47:41
|
|
Fixed bug 5171 - PollEvent impacts performance in 2.0.12
On some systems, GetClipCursor() impacts performance when called frequently, so only call it every once in a while to make sure we haven't lost our capture.
|
|
488b94cb
|
2020-04-07T09:18:19
|
|
Don't interpret raw input messages with no mouse position
This happens occasionally on touch devices when raw input is enabled
|
|
0721931f
|
2020-04-06T19:21:56
|
|
Avoid sending regular mouse messages for touch input
|
|
6fe6946a
|
2020-02-11T21:19:05
|
|
Fixed relative mode mouse events stopping if you click on the title bar
|
|
f867cebb
|
2020-02-11T08:36:13
|
|
Fixed bug 4709 - incorrect (not) handling of windows on-screen cursor keys
Alex Denisov
When using Win10 on-screen keyboard (tooltip.exe), the left and right cursor keys in it do not produce SDLK_LEFT and SDLK_RIGHT events.
Windows messages generated by the on-screen keyboard, for some reason, have their scancodes set to zeroes. Here is the log from Spy++:
WM_KEYDOWN nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:0 fUp:0
WM_KEYUP nVirtKey:VK_LEFT cRepeat:1 ScanCode:00 fExtended:0 fAltDown:0 fRepeat:1 fUp:1
Regular physical keyboard produces VK_LEFT (ScanCode:4B) and VK_RIGHT (ScanCode:4D) which are interpreted correctly.
With on-screen keyboard, the switch statement in VKeytoScancode() does not check for VK_LEFT and VK_RIGHT, returning SDL_SCANCODE_UNKNOWN, which in turn does not get mapped to anything (because the scan codes are zeroes).
|
|
a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
|
758badff
|
2019-10-23T08:58:52
|
|
Fixed bug 4841 - Misplaced parenthesis WIN_WindowProc / WM_ACTIVATE / ClipCursor
(Thanks!)
|
|
8a394209
|
2019-09-05T20:47:20
|
|
SDL_windowsevents.c: remove isVistaOrNewer (not used since 8cb1dc50bb28)
|
|
cc64b369
|
2019-08-30T15:32:15
|
|
Allow mouse messages from Wacom pens, e.g. right click pen buttons, etc.
|
|
afb9ff95
|
2019-08-30T08:03:19
|
|
Fixed bug where the Steam overlay would generate an event and stop input processing for the frame.
|
|
13c4d5e7
|
2019-08-26T17:43:01
|
|
Fixed Windows relative mouse coordinates when capturing the mouse over RDP
|
|
d5ec735a
|
2019-08-01T18:22:12
|
|
Add a windowID field to SDL_TouchFingerEvent (bug #4331).
This is unimplemented on some platforms and will cause compile errors when building those platform backends for now.
|
|
c37c6cbb
|
2019-07-31T23:37:02
|
|
use WIN_IsWindowsVistaOrGreater() from core/windows for isVistaOrNewer
|
|
e7c2cf10
|
2019-07-15T09:36:53
|
|
Fixed bug 4704 - SDL_HINT_ANDROID_SEPERATE_MOUSE_AND_TOUCH on Windows?
superfury
I notice that, somehow, when locking the mouse into place(using SDL_SetRelativeMouseMode), somehow at least the movement information gets through to both mouse movement and touch movement events?
My app handles both, so when moving a touched finger accross the app(using RDP from an Android device) I see the mouse moving inside the app when it shouldn't(meaning that the touch movement is ignored properly by the app(press-location dependant) but the mouse movement is still performed due to the mouse movement events)?
|
|
7e09718d
|
2019-07-07T11:23:16
|
|
Ignore synthetic mouse events generated for touchscreens
Windows generates fake raw mouse events for touchscreens for compatibility
with legacy apps that predate touch support in Windows. We already handle
touch events explicitly, so drop the synthetic events to avoid duplicates.
|
|
399df540
|
2019-06-11T01:14:24
|
|
windows: Drop WM_ACTIVATE when window is hidden, but only if being activated.
Fixes Bugzilla #4571.
|
|
f2c8d8e9
|
2019-06-08T10:47:43
|
|
Fixed bug 4443 - Incorrect scan code reported for numpad 5
bplu4t2f
When num lock is on, the scancode reported for numpad 5 is SDL_SCANCODE_KP_5, which is correct. However, when num lock is off, windows reports the VK_CLEAR virtual key code, which is incorrectly translated into SDL_SCANCODE_CLEAR inside of the VKeytoScancode(WPARAM vkey) function.
|
|
b45abbb2
|
2019-04-02T17:57:27
|
|
Bug 4576: fix warning and compile
|
|
1a4c3b57
|
2019-04-02T16:58:11
|
|
Bug 4576: remove touch/mouse duplication for Windows
|
|
5e13087b
|
2019-01-04T22:01:14
|
|
Updated copyright for 2019
|
|
5029d50e
|
2018-11-10T16:15:48
|
|
Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
|
|
4659e738
|
2018-11-01T12:31:45
|
|
merge fallout: Patched to compile, fixed some compiler warnings, etc.
|
|
62494a2e
|
2018-10-31T15:03:41
|
|
Merge SDL-ryan-batching-renderer branch to default.
|
|
b262b0eb
|
2018-10-22T20:50:32
|
|
Small stack allocations fall back to malloc if they're unexpectedly large.
|
|
55b24b93
|
2018-09-26T11:17:43
|
|
Fixed bug 4265 - SDL window falls to the bottom of the screen when dragged down and stuck there
Alexei
On WM_WINDOWPOSCHANGED event, WIN_UpdateClipCursor() is called. SDL_WINDOW_INPUT_FOCUS is set even when the mouse pointer is not inside the SDL window and therefore ClipCursor(&rect) is called. When dragging the window and rect.bottom=800 (i.e. the bottom edge of the screen) the SDL window is clipped to the bottom of the screen and it is not possible to move it back to the center of the screen.
|
|
a1ca8441
|
2018-08-26T20:37:23
|
|
Update the cursor clipping each frame, in case it was stolen by another application.
|
|
15b3794f
|
2018-08-26T10:34:23
|
|
Only reset the clip rect if it's currently the rect we previously clipped.
This prevents us from clearing the clip rect globally when another application has set it.
There's also an experimental change to regularly update the clip rect for a window defensively, in case someone else has reset it. It works well, but I don't know if it's cheap enough to call as frequently as it would be called now, and might have other undesirable side effects.
Also fixed whitespace and SDL coding style
|
|
a4d0571e
|
2018-05-07T20:10:12
|
|
Reverted change for bug 4152 - restrict the win10 mouse bug workaround to win10 v1709 only
Daniel Gibson
Sorry, but it seems like Microsoft didn't fix the issue properly.
I just updated my Win10 machine, it now is Version 1803, Build 17134.1
I tested with SDL2 2.0.7 (my workaround was released with 2.0.8) and still got
lots of events that directly undid the prior "real" events - just like before.
(See simple testcase in attachement)
By default it sets SDL_HINT_MOUSE_RELATIVE_MODE_WARP - which triggered (and on my machine still triggers) the buggy behavior. You can start it with -raw, then it'll not set that hint and the events will be as expected.
The easiest way to see the difference is looking at the window title, which shows accumulated X and Y values: If you just move your mouse to the right, in -raw mode the number just increases. In non-raw mode (using mouse warping) it stays around 0.
I also had a WinAPI-only testcase: https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68
It just calls SetCursorPos(320,240); on each WM_MOUSEMOVE event, and it also
logs all those events to a mouseevents.log textfile.
This log indeed looks a bit different since the latest Win10 update: It seems like all those events with x=320 y=240 do arrive - but only after I stopped moving the mouse - even though the cursor seems to be moved back every frame (or so).
So moving the mouse to the right gives X coordinates like
330, 325, 333, 340, 330, ...
and then when stopping movement I get lots of events with X coordinate 320
|
|
606c5a58
|
2018-05-05T10:27:53
|
|
Fixed bug 4152 - Windows 10 v1803 update seems to have fixed the jumping mouse bug (see bug #3931.)
|
|
4d78a995
|
2018-03-26T12:38:29
|
|
Fixed bug where an SDL window that was activated while hidden could never be shown.
Test code:
{
SDL_Window *win = SDL_CreateWindow( "Dummy", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 128, 128, SDL_WINDOW_HIDDEN );
SDL_SysWMinfo info;
SDL_VERSION( &info.version );
SDL_GetWindowWMInfo( win, &info );
SetActiveWindow( info.info.win.window );
{
DWORD then = SDL_GetTicks();
while ( ( SDL_GetTicks() - then ) < 3000 )
{
SDL_Event evt;
SDL_PollEvent( &evt );
}
SDL_ShowWindow( win );
then = SDL_GetTicks();
while ( ( SDL_GetTicks() - then ) < 3000 )
{
SDL_Event evt;
SDL_PollEvent( &evt );
}
}
SDL_DestroyWindow( win );
}
|
|
5abd7d16
|
2018-02-13T22:58:20
|
|
Don't attempt WM_NCCALCSIZE adjustment when in fullscreen window transition
|
|
40b27fd5
|
2018-02-12T17:00:00
|
|
revert the recent typecast assignment changes (see bug #4079)
also change the void* typedefs for the two vulkan function
pointers added in vulkan_internal.h into generic function
pointer typedefs.
|
|
7b50aee9
|
2018-02-08T18:07:14
|
|
Fixed min/max window size handling for borderless resizable windows
|
|
90e72bf4
|
2018-01-30T18:08:34
|
|
Fixed ISO C99 compatibility
SDL now builds with gcc 7.2 with the following command line options:
-Wall -pedantic-errors -Wno-deprecated-declarations -Wno-overlength-strings --std=c99
|
|
e3cc5b2c
|
2018-01-03T10:03:25
|
|
Updated copyright for 2018
|
|
1b16618b
|
2017-12-11T11:47:52
|
|
Fixed Windows gcc build
|
|
ab06f570
|
2017-12-10T09:17:33
|
|
Workaround for bug 3931 - spurious SDL_MOUSEMOTION events with SDL_HINT_MOUSE_RELATIVE_MODE_WARP 1 since Windows 10 Fall Creators update
Elis?e Maurer
The attached minimal program sets the SDL_HINT_MOUSE_RELATIVE_MODE_WARP to 1, enables relative mouse mode then logs all SDL_MOUSEMOTION xrel values as they happen.
When moving the mouse exclusively to the right:
* On a Windows 10 installation before Fall Creators update (for instance, Version 10.0.15063 Build 15063), only positive values are reported, as expected
* On a Windows 10 installation after Fall Creators update (for instance, Version 10.0.16299 Update 16299), a mix of positive and negative values are reported.
3 different people have reproduced this bug and have confirmed it started to happen after the Fall Creators update was installed. It happens with SDL 2.0.7 as well as latest default branch as of today.
It seems like some obscure (maybe unintended) Windows behavior change? Haven't been able to pin it down more yet.
(To force-upgrade a Windows installation to the Fall Creators update, you can use the update assistant at https://www.microsoft.com/en-us/software-download/windows10)
Eric Wasylishen
Broken GetCursorPos / SetCursorPos based games on Win 10 fall creators are not limited to SDL.. I just tested winquake.exe (original 1997 exe) and it now has "jumps" in the mouse input if you try to look around in a circle. It uses GetCursorPos/SetCursorPos by default. Switching WinQuake to use directinput (-dinput flag) seems to get rid of the jumps.
Daniel Gibson
A friend tested on Win10 1607 (which is before the Fall Creators Update) and the the bug doesn't occur there, so the regression that SetCursorPos() doesn't reliably generate mouse events was indeed introduced with that update.
I even reproduced it in a minimal WinAPI-only application (https://gist.github.com/DanielGibson/b5b033c67b9137f0280af9fc53352c68), the weird thing is that if you don't do anything each "frame" (i.e. the mainloop only polls the events and does nothing else), there are a lot of mouse events with the coordinates you passed to SetCursorPos(), but when sleeping for 10ms in each iteration of the mainloop, those events basically don't happen anymore. Which is bad, because in games the each iteration of the mainloop usually takes 16ms..
I have a patch now that I find acceptable.
It checks for the windows version with RtlGetVersion() (https://msdn.microsoft.com/en-us/library/windows/hardware/ff561910.aspx) and only if it's >= Win10 build 16299, enables the workaround.
All code is in video/windows/SDL_windowsevents.c
and the workaround is, that for each WM_MOUSEMOVE event, "if(isWin10FCUorNewer && mouseID != SDL_TOUCH_MOUSEID && mouse->relative_mode_warp)", an addition mouse move event is generated with the coordinates of the center of the screen
(SDL_SendMouseMotion(data->window, mouseID, 0, center_x, center_y);) - which is exactly what would happen if windows generated those reliably itself.
This will cause SDL_PrivateSendMouseMotion() to set mouse->last_x = center_x; and mouse->last_y = center_y; so the next mouse relative mouse event will be calculated correctly.
If Microsoft ever fixes this bug, the IsWin10FCUorNewer() function would have to
be adjusted to also check for a maximum version, so the workaround is then disabled again.
|
|
25df5a5a
|
2017-11-28T18:31:18
|
|
Non-resizable windows need to have their window rect set to the client rect
|
|
54685787
|
2017-09-26T15:07:35
|
|
Fixed bug 3847 - Hit Test x coordinate wrong on secondary monitor
Robert Turner
SDL_windowsevents.c contains code to retrieve the x and y coordinate for a requested hit test. It does this as follows:
POINT winpoint = { (int) LOWORD(lParam), (int) HIWORD(lParam) };
LOWORD(lParam) does not correctly mask off high bits that are set if the point is on a second (or third, etc.) monitor. This effectively offsets the x-coordinate by a large value.
MSDN documentation suggests that LOWORD() and HIWORD() are the wrong macros for the task, instead suggesting we should be doing something like the following:
POINT winpoint = { GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam) };
Testing this change on my Windows 10 machine with 2 monitors gives the correct results.
|
|
3176a7f5
|
2017-09-22T07:11:36
|
|
sdl
- Fixing rendering borderless window. Need to force windows to send a WM_NCCALCSIZE then return 0 for non-client area size.
- Adding WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX to borderless windows, for reasons noted in comments.
- Fix SetupWindowData() setting SDL_WINDOW_BORDERLESS. This was being cleared at window creation, causing hanlding for the first WM_NCCALCSIZE message to fail
|
|
a4cfa936
|
2017-08-14T21:28:04
|
|
Fixed bug 2293 - Precise scrolling events
Martijn Courteaux
I implemented precise scrolling events. I have been through all the folders in /src/video/[platform] to implement where possible. This works on OS X, but I can't speak for others. Build farm will figure that out, I guess. I think this patch should introduce precise scrolling on OS X, Wayland, Mir, Windows, Android, Nacl, Windows RT.
The way I provide precise scrolling events is by adding two float fields to the SDL_MouseWheelScrollEvent datastructure, called "preciseX" and "preciseY". The old integer fields "x" and "y" are still present. The idea is that every platform specific code normalises the scroll amounts and forwards them to the SDL_SendMouseWheel function. It is this function that will now accumulate these (using a static variable, as I have seen how it was implemented in the Windows specific code) and once we hit a unit size, set the traditional integer "x" and "y" fields.
I believe this is pretty solid way of doing it, although I'm not the expert here.
There is also a fix in the patch for a typo recently introduced, that might need to be taken away by the time anybody merges this in. There is also a file in Nacl which I have stripped a horrible amount of trailing whitespaces. (Leave that part out if you want).
|
|
c87e1d52
|
2017-08-13T14:15:52
|
|
Fixed bug 2841 - Hint to set resource id for window icon
Alexey
Seems to be a missing functionality. I want to set an icon from RC file. I cant pass MAKEINTRESOURCE(X) string to SDL_RegisterApp() cause string returned by MAKEINTRESOURCE string is not actually a string and SDL_strlen will crash. Moreover LoadImage seems to be loading wrong icon size. LoadIcon seems to be fine.
|
|
47c2c7d5
|
2017-08-12T12:56:28
|
|
Cleaned up WindowsScanCodeToSDLScanCode() so VKeytoScancode() always takes precedence for the keys it handles and the rest of the logic is easier to read.
|
|
843293be
|
2017-08-09T20:26:16
|
|
Fixed bug 3701 - WM_TOUCH message may cause calls to null if touch functions are not properly loaded
Simon Hug
When WIN_WindowProc processes the WM_TOUCH message, it doesn't check if the touch functions have been properly loaded and may call a NULL pointer. It's probably an extremely rare case, but here's a patch that adds some checks anyway.
|
|
34769abd
|
2017-06-03T09:13:08
|
|
prefer virtual keycodes over scancodes for extended keys
|
|
77240762
|
2017-05-16T17:48:57
|
|
Fixed restoring a window that was maximized then minimized, then restored.
|
|
444c47a1
|
2017-04-29T22:50:35
|
|
windows: Changed six internal functions to be static.
|
|
52e9c42d
|
2017-01-28T14:35:35
|
|
Fixed Windows build
|
|
869b7fe3
|
2017-01-28T11:17:10
|
|
Fixed bug 3550 - No mouse move messages send while over the titlebar and windows edges
Matthew
Its possible to set SDL_CaptureMouse() so you continue receiving mouse input while the mouse is outside your window. This works however There is then a gap where no messages send, which is when the mouse is hovering the title bar and the window edges.
|
|
45b774e3
|
2017-01-01T18:33:28
|
|
Updated copyright for 2017
|
|
d5ddb3cb
|
2016-10-14T08:40:21
|
|
Fixed bug 3453 - First mouse button input after a drag and drop event is ignored
Olav Sorensen
After a drag and drop event, any following mouse button input (down/up) doesn't generate an event. Clicking any mouse button a *second* time generates an event like it should.
Further investigation shows that the new SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH logic also causes this issue in other cases, like the first time you open the program and click the mouse.
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27d4f099
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2016-10-07T23:40:44
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Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
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f4b26cd8
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2016-10-01T13:16:31
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Removed carriage returns from previous patch
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7b0ccd32
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2016-10-01T13:14:51
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Fixed bug 3405 - Wrong default icon size on windows systems
Evgeny Vrublevsky
Original code in the video/windows/SDL_windowsevents.c registers obsolete WNDCLASS (not WNDCLASSEX). As the result only one icon size is used as the small and normal icons. Also original code doesn't specify required size of an icon. As the result when 256x256 icon is available, the program uses it as a default icon, and it looks ugly.
We have to use WNDCLASSEX and load icons with proper sizes which we can get using GetSystemMetrics.
Better idea. We could use the first icon from resources, like the Explorer does. Patch is included. It also correctly loads large and small icons, so it will look nice everywhere.
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0b576962
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2016-10-01T12:17:42
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Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
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e64c5186
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2016-09-29T23:42:18
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windows: Removed hardcoded "1" for mouse clickthrough hint.
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f2fcd324
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2016-09-29T23:12:58
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windows: fix borderless windows at desktop resolution (thanks, Evgeny!).
Fixes Bugzilla #3404.
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d285af2a
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2016-09-29T14:48:33
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Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
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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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c3e48e71
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2016-04-12T10:45:56
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Force WM_PAINT events on window resize
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8e855f2f
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2016-01-05T01:42:00
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Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.
This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
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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
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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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fd6b435c
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2015-12-28T13:08:19
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Windows: resync num/caps lock when window is gaining focus.
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2b0140a9
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2015-10-27T11:17:32
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Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
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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
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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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a702c338
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2015-08-03T11:37:03
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Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4.
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e93f90ae
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2015-07-30T10:01:04
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Trivial integer truncation warning fixes.
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3a08b463
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2015-06-25T11:49:48
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Fixed bug 2834 - Patch to support dead keys on Windows
Elise Maurer
When inputting text, dead-keys are currently not handled correctly on Windows with the latest SDL2 tip as well as the 2.0.3 release.
Using a French AZERTY keyboard, when I type the `^` key followed by `e` key to compose the `` character, I erroneously get two SDL_TEXTINPUT events, one with the `^` character and one with the `e` character.
I've looked at the history for SDL_windowsevents.c and there's been some back-and-forth with several methods for handling text input:
* r8142 removed any handling of WM_CHAR because keyboard input was being handled through WM_KEYDOWN along with ToUnicode since r7645.
* But using ToUnicode actually breaks dead-keys (googling for "ToUnicode dead keys" reports many horror stories of people trying to work around that and failing).
* It seems like r7645 introduced a double-fix: it fixed WM_CHAR to properly handle Unicode, and also (unnecessarily?) added text input handling to WM_KEYDOWN. Later, r8142 removed the WM_CHAR stuff instead of the WM_KEYDOWN stuff.
The attached patch restores handling of text input through WM_CHAR and removes it from WM_KEYDOWN. I've tested it with French, English and Russian layouts and it seems to do its job. Obviously, with such matters, it's still a risky change.
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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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6e67c949
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2015-05-28T12:55:01
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Fixed bug 2054 - SDL_GetError: "Unknown touch device"
Volumetric
The "Unknown touch device" message appears because the initial touch device setup loop uses SDL_GetTouch() as a guard for calling SDL_AddTouch(). SDL_GetTouch() will always report "Unknown touch device" since the device hasn't been added yet. The SDL_GetTouch() call is unnecessary since SDL_AddTouch() calls SDL_GetTouchIndex() to verify that the device hasn't been added yet, and SDL_GetTouchIndex() has the benefit of not reporting an error for a device it can't find.
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41908548
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2015-05-26T20:40:00
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Windows: Alt-F4 hotkey should be checked on keydown, not keyup (thanks, Matt!).
Fixes Bugzilla #2780.
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b11b3493
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2015-05-26T11:08:30
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Windows: don't beep on Alt-* key combos (Thanks, historic_bruno!).
Fixes Bugzilla 2669.
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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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1c6ea0f2
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2015-05-13T22:39:32
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Added a userdata parameter to SDL_SetWindowsMessageHook()
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7de242e7
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2015-05-13T22:39:20
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Added SDL_SetWindowsMessageHook() to facilitate full IME support on Windows
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aa4952fd
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2015-04-21T10:10:59
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Added SDL_WINDOWEVENT_HIT_TEST.
This lets windows know when they are dropping a mouse event because their
hit test reported something other than SDL_HITTEST_NORMAL. It lets them know
exactly where in the event queue this happened.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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b72938c8
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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
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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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060d243f
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2015-03-06T21:34:10
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Windows: Fixed ignoring return value of internal function.
If the function WIN_ConvertUTF32toUTF8() failed (should currently not be
possible) a not terminated string would have been sent as text input event.
This also fixed converting characters more often than needed on key repetition.
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b88ca1b4
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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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