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02f49fdb
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2016-03-04T18:47:19
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x11: Deal with window borders better.
- Cache the _NET_FRAME_EXTENTS data locally, so we don't have to query
the X server for them (instead, we update our cached data when PropertyNotify
events alert us to a change).
- Use our cached extents for X11_GetWindowBordersSize(), so it's a fast call.
- Window position was meant to refer to the client area, not the window
decorations, so adjust appropriately when getting/setting the position.
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0e2badc1
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2016-02-12T00:27:21
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x11: Patched to compile with DEBUG_XEVENTS on C89 compilers.
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ed620333
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2016-01-07T19:58:00
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x11: make last mouse coords sane upon window entry (thanks, Cengiz!).
(and thanks to Cengiz for many of the previous Unreal-related
patches! They were generically credited to Epic Games, but a large
amount of that work was his contribution.)
Fixes Bugzilla #3067.
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dc532c70
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2016-01-05T02:27:50
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Added SDL_WINDOWEVENT_TAKE_FOCUS.
This is for corner cases where a multi-window app is activated and wants to
make a decision about where focus should go.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
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f9b73793
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2016-01-05T02:26:45
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Added SDL_DROPTEXT event, for dragging and dropping string data.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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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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6df5e1e5
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2016-01-04T16:25:27
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x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
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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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257b7af2
|
2015-12-28T13:07:44
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Sync up the caps/numlock state properly without sending key events.
Partially fixes Bugzilla #2736 and #3125.
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2b0140a9
|
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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81457603
|
2015-08-15T00:36:39
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X11: Handle keyboard layout changing during app's run on Ubuntu 12.04 (etc).
Fixes Bugzilla #3050 (in addition to Jason Wyatt's patch, prior to this).
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f2f8e6f5
|
2015-08-13T21:40:32
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X11: only send mouse button up events if not a mousewheel "button"
(Brackets in the wrong place, my bad!)
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874bf865
|
2015-08-13T17:40:28
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X11: Simplified mousewheel event handling.
Under load, this would race and report an incorrect mouse button event instead
of a wheel event.
Fixes Bugzilla #2987.
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0c19501e
|
2015-07-11T00:59:56
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x11: Patched to compile on systems without the Xutf8LookupString() function.
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20ec1377
|
2015-06-30T14:41:17
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X11: Call XRefreshKeyboardMapping() when we get various MappingNotify events.
According to the Xlib docs, you need to do this or Xlib's internal state gets
out of sync.
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acdb494f
|
2015-06-30T14:39:39
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X11: Don't ignore keyboard mapping changes.
MappingNotify events don't have a window associated with them, so SDL was
dropping these before the point where we would have handled them.
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f1b7a843
|
2015-06-25T07:17:08
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Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined
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0e45984f
|
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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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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