src/video/windows/SDL_windowsvideo.c


Log

Author Commit Date CI Message
Ryan C. Gordon e061a92d 2018-08-02T16:03:47 Some drag'and'drop improvements. First: disable d'n'd events by default; most apps don't need these at all, and if an app doesn't explicitly handle these, each drop on the window will cause a memory leak if the events are enabled. This follows the guidelines we have for SDL_TEXTINPUT events already. Second: when events are enabled or disabled, signal the video layer, as it might be able to inform the OS, causing UI changes or optimizations (for example, dropping a file icon on a Cocoa app that isn't accepting drops will cause macOS to show a rejection animation instead of the drop operation just vanishing into the ether, X11 might show a different cursor when dragging onto an accepting window, etc). Third: fill in the drop event details in the test library and enable the events in testwm.c for making sure this all works as expected.
sezero 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.
Sam Lantinga 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
Sam Lantinga 7c60bec4 2018-01-03T10:58:58 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
Sam Lantinga e3cc5b2c 2018-01-03T10:03:25 Updated copyright for 2018
Sam Lantinga 50efbda7 2017-08-28T00:43:14 Fixed mingw Windows build, since SDL_vulkan_internal.h includes windows.h
Sam Lantinga ce2b1644 2017-08-28T00:11:38 Be clear that disabling Vulkan surface support disables the entire SDL Vulkan integration
Ryan C. Gordon 25e3a1ec 2017-08-27T22:15:57 vulkan: Initial Vulkan support! This work was done by Jacob Lifshay and Mark Callow; I'm just merging it into revision control.
Sam Lantinga de91b124 2017-08-14T06:28:21 Fixed bug 3745 - specify SDLCALL as the calling convention for API callbacks Patches contributed by Ozkan Sezer
Sam Lantinga 96305832 2017-08-11T10:21:19 Fixed bug 3702 - Clear error messages of SDL_LoadObject for optional libraries Simon Hug Some code in SDL loads libraries with SDL_LoadObject to get more information or use newer APIs. SDL_LoadObject may fail, set an error message and SDL will continue with some fallback code. Since SDL will overwrite the error or exit the function with a return value that indicates success, the error form SDL_LoadObject for the optional stuff might as well be cleared right away.
Sam Lantinga 45b774e3 2017-01-01T18:33:28 Updated copyright for 2017
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Ryan C. Gordon 3bdaf4c6 2016-01-05T02:46:10 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.
Ryan C. Gordon c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Alfred Reynolds 61c74150 2015-07-29T17:18:56 Add SDL_GetDisplayDPI routine and implement for Windows.
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 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().
Sam Lantinga 2c4a6ea0 2015-05-26T06:27:46 Updated the copyright year to 2015
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 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.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 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
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 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.
David Ludwig 70438be2 2014-12-03T10:55:23 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!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 24c86b55 2014-09-11T19:24:42 [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
Ryan C. Gordon b29740b8 2014-06-25T17:06:12 Merged Ryan's SDL-gui-backend branch. Adds three APIs, and implements them on X11, Cocoa, and Windows: - SDL_CaptureMouse() - SDL_GetGlobalMouseState() - SDL_SetWindowHitTest()
Sam Lantinga cff9eac6 2014-06-22T09:48:46 Fixed bug 2579 - SDL fails to compile on Windows when only EGL+OpenGL ES defined callow.mark Compiling with SDL_VIDEO_RENDER_OGL=0, SDL_VIDEO_OPENGL=0, SDL_VIDEO_OPENGL_WGL=0, SDL_VIDEO_RENDER_OGL_ES2=1, SDL_VIDEO_OPENGL_ES2=1 and SDL_VIDEO_OPENGL_EGL=1 set in SDL_config_windows.h fails. A patch is attached. See bug #2570 for reasons you might want to compile this way.
Sam Lantinga 3e3b34ad 2014-06-04T10:52:34 Added a hint to disable windows message processing in SDL_PumpEvents() SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "0" );
Sam Lantinga 0d1f0fed 2014-06-04T10:50:32 Added a hint to disable window frame and title bar interaction when the cursor is hidden
Sam Lantinga 75c57f8d 2014-06-02T08:58:07 Don't use D3D9Ex by default, since it can change behavior for games which rely on D3D9 classic.
Sam Lantinga 18c31dec 2014-05-31T11:53:19 Fixed Direct3DCreate9Ex prototype
Sam Lantinga 0c6b99d5 2014-05-31T11:48:52 Fixed cast
Sam Lantinga 49c53fd2 2014-05-31T11:37:12 Use D3D9Ex when available This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
Ryan C. Gordon 89ad7934 2014-05-29T13:39:02 First shot (not even compiled) at Windows hit-testing support.
Ryan C. Gordon 2a7aa9bd 2014-05-06T00:13:07 Fix build on Windows targets without dxgi.h, like MingW32.
Sam Lantinga 45dc89c2 2014-04-23T13:48:01 Fixed detecting output on second adapter CR: Sam Lantinga
Sam Lantinga d2ea7cfe 2014-04-18T12:43:10 Fixed logic error loading DXGI
Sam Lantinga 03afd0de 2014-04-18T12:43:04 SDL_DXGIGetOutputInfo() checks input parameters and returns a boolean value whether or not it succeeded.
David Ludwig 3dcb451f 2014-04-09T21:29:19 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.
Ryan C. Gordon db568d69 2014-03-09T11:52:52 Patched to compile with MingW64 on case-sensitive systems (thanks, Martin!). Fixes Bugzilla #2440.
Sam Lantinga 86655b64 2014-03-01T11:40:41 Fixed compiler warning
Sam Lantinga c52c9105 2014-02-13T11:05:30 Added SDL_DXGIGetOutputInfo which returns the adapter and output indices that are used to create DX10 and DX11 devices and swap chains on a particular display. CR: SamL
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Ryan C. Gordon 7e1289af 2013-11-24T23:56:17 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.
Sam Lantinga 6435a82d 2013-10-14T09:12:30 Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone.
Sam Lantinga 9f390e79 2013-09-28T14:06:59 Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
Sam Lantinga f79fc33a 2013-08-29T08:29:21 Christoph Mallon: Remove pointless if (x) before SDL_free(x)
Gabriel Jacobo dad42067 2013-08-12T11:13:50 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.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 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.
Sam Lantinga 1df1e696 2013-07-14T11:28:44 Added the platform specific messagebox function to the video function list