src/video/x11/SDL_x11events.c


Log

Author Commit Date CI Message
Sam Lantinga 67bdbcca 2016-09-29T16:05:29 Implemented SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH on X11
Ryan C. Gordon 02f49fdb 2016-03-04T18:47:19 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.
Ryan C. Gordon 0e2badc1 2016-02-12T00:27:21 x11: Patched to compile with DEBUG_XEVENTS on C89 compilers.
Ryan C. Gordon ed620333 2016-01-07T19:58:00 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.
Ryan C. Gordon dc532c70 2016-01-05T02:27:50 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.
Ryan C. Gordon f9b73793 2016-01-05T02:26:45 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.
Ryan C. Gordon 8e855f2f 2016-01-05T01:42:00 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.
Ryan C. Gordon 6df5e1e5 2016-01-04T16:25:27 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp. Fixes Bugzilla #3056.
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
Ryan C. Gordon 257b7af2 2015-12-28T13:07:44 Sync up the caps/numlock state properly without sending key events. Partially fixes Bugzilla #2736 and #3125.
Sam Lantinga 2b0140a9 2015-10-27T11:17:32 Add a new SDL_KEYMAPCHANGED SDL event to abstract notification of keyboard layout or input language changes.
Ryan C. Gordon 81457603 2015-08-15T00:36:39 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).
Ryan C. Gordon f2f8e6f5 2015-08-13T21:40:32 X11: only send mouse button up events if not a mousewheel "button" (Brackets in the wrong place, my bad!)
Ryan C. Gordon 874bf865 2015-08-13T17:40:28 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.
Ryan C. Gordon 0c19501e 2015-07-11T00:59:56 x11: Patched to compile on systems without the Xutf8LookupString() function.
Ryan C. Gordon 20ec1377 2015-06-30T14:41:17 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.
Ryan C. Gordon acdb494f 2015-06-30T14:39:39 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.
Sam Lantinga f1b7a843 2015-06-25T07:17:08 Fixed compiling if SDL_VIDEO_DRIVER_X11_HAS_XKBKEYCODETOKEYSYM is not defined
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().
Ryan C. Gordon aa4952fd 2015-04-21T10:10:59 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.