src/video/windows


Log

Author Commit Date CI Message
Sam Lantinga 5c5770ad 2014-02-14T11:39:58 Make sure we don't stay in the windows event loop forever if there are lots of events coming in quickly.
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 e34da680 2014-02-13T11:05:28 Fixed lost mouse button when in relative mouse warp mode and you click on the title bar, entering a modal move/resize loop. Testing: * Set the SDL_HINT_MOUSE_RELATIVE_MODE_WARP hint true, run testsprite2, press Ctrl-R to enter relative mode, alt tab away from the window, then click on the title bar of the window. Didn't get the mouse button release before, and we do now. CR: Yahn + Alfred
Sam Lantinga a396841f 2014-02-10T10:02:18 Fixed bug where a window created fullscreen and hidden would get activated and "shown" but never actually be visible. This is the case with the Steam In-Home Streaming client.
Sam Lantinga 58edac3e 2014-02-02T00:53:27 Fixed bug 2374 - Update copyright for 2014... Is it that time already??
Sam Lantinga d76c2cc1 2014-01-30T12:30:40 Add a new hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT that allows SDL_CreateWindowFrom() to set the pixel format of another SDL_Window (and also will set the SDL_WINDOW_OPENGL flag on the window created with SDL_CreateWindowFrom()). The reasoning behind this change is that source2 in -tools mode has a single OpenGL context that is used with multiple different windows. Some of those windows are created outside the engine (i.e. with Qt) and therefore we need to use SDL_CreateWindowFrom() to get an SDL_Window for those. The requirement for sharing an OpenGL context across multiple different windows is that each window has the same pixel format. To facilitate this, I now set SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT for the main window before calling SDL_CreateWindowFrom(). When I do this, SDL_CreateWindowFrom() will: 1. Set the pixel format of the returned window to the same pixel format as this SDL_Window passed in with the hint 2. The flag SDL_WINDOW_OPENGL will be set on the new window so it can be used for OpenGL rendering. I only currently implemented this for Win32/WGL so implementing it for other platforms (i.e. X11) remains a TODO. CR: SamL Some pseudocode that shows how this is used in Source2: HWND hExternalHwnd; // HWND that was established outside of SDL // Create main window (happens inside platwindow.cpp) SDL_Window *mainWindow = SDL_CreateWindow( , SDL_WINDOW_OPENGL .. ); // Create GL context, happens inside rendersystemgl SDL_GLContext onlyContext = SDL_GL_CreateContext( mainWindow ); // Now I need to create another window from hEternalHwnd for my swap chain that will have the same pixel format as mainWindow, so set the hint SDL_SetHint( SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT, CFmtStr( %p, mainWindow) ); // Create the secondary window. This returned window will have SDL_WINDOW_OPENGL set and share a pixel format with mainWindow from the hint SDL_Window *secondaryWindow = SDL_CreateWindowFrom( hExternalHwnd ); // To render to the main window: SDL_GL_MakeCurrent( mainWindow, onlyContext ); // Do some rendering to main window // To render to the secondary window: SDL_GLMakeCurrent( secondaryWindow, onlyContext ); // Do some rendering to secondary window
Sam Lantinga dbd4a917 2014-01-30T12:27:24 Document Michael's changes adding TranslateMessage() back to the SDL message loop.
Sam Lantinga 5c58bd68 2014-01-30T12:27:00 * Added TranslateMessage call to SDL default message pump - was causing problems in S2 tools mode apps that used Qt. Qt relies on the WM_CHAR message generated by TranslateMessage and keyboard input was showing up in the UI as mixed-case. (Depending on which message pump got a given message - both SDL and Qt pump messages for the entire process.) Sam will review and possibly tweak this change before propagating to public SDL, but I'm checking this version in so I can integrate into S2 and fix the issue there.
Sam Lantinga b44e7470 2013-12-30T12:49:15 Fixed display mode calculations for applications which are not DPI aware. If your application wants to have access to the full resolution even when the system has DPI scaling enabled, call SetProcessDPIAware() before calling SDL_Init() e.g. typedef BOOL (WINAPI *SetProcessDPIAware_t)(void); HMODULE hMod = LoadLibrary("user32.dll"); if ( hMod ) { SetProcessDPIAware_t pSetProcessDPIAware = GetProcAddress( hMod, "SetProcessDPIAware" ); if ( pSetProcessDPIAware ) { pSetProcessDPIAware(); } FreeLibrary( hMod ); }
Sam Lantinga 6f6c76a6 2013-12-27T10:18:18 Make sure our window has mouse focus before processing raw input events. This happens rarely, but not reproducibly, where we get raw input events for the window even though it doesn't have focus.
Philipp Wiesemann 87ad7a1c 2013-12-25T16:57:59 Fixed pointer from integer warning and bug if compiled without EGL.
Sam Lantinga 2521e497 2013-12-23T17:55:06 Setting the mouse in relative mode implies grabbing the mouse. This fixes getting mouse button events in raw input relative mode on X11.
Sam Lantinga 7aef2350 2013-12-23T17:37:22 Added a relative mouse mode that uses mouse warping instead of raw input. To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1" When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
Sam Lantinga 74692835 2013-12-23T12:17:52 Added support for double-clicks, through a new "clicks" field in the mouse button event.
Sam Lantinga 7afb7682 2013-12-05T09:29:04 Added code missed in the resolve
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.