src/video/windows


Log

Author Commit Date CI Message
Sam Lantinga 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.
Sam Lantinga 27d4f099 2016-10-07T23:40:44 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
Sam Lantinga dac38928 2016-10-07T16:19:50 Fixed bug 2832 - Inverted arrow-key navigation in MessageBox Jan Hellwig On Windows, you are able to navigate between the buttons on a MessageBox that was created using SDL_ShowMessageBox using the arrow keys. However, if you press the left arrow key, the selection jumps to the button on the right of the currently selected one (and vice versa). This can be fixed by reversing the order in which the buttons are added to the dialog. The attached patch files fixes this problem. However the first press of an arrow key leads to the selection of the leftmost or rightmost button on the MessageBox, not to the selection of the button left/right of the one that is selected by default.
Alex Szpakowski 8500de8f 2016-10-01T19:16:46 Fix tabs -> spaces
Alex Szpakowski f0539aa2 2016-10-01T19:12:58 Fix bug 3436 - SDL_RaiseWindow not working on windows
Sam Lantinga f4b26cd8 2016-10-01T13:16:31 Removed carriage returns from previous patch
Sam Lantinga 7b0ccd32 2016-10-01T13:14:51 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.
Sam Lantinga 0b576962 2016-10-01T12:17:42 Reset dead keys when the SDL window loses focus, so dead keys pressed in SDL applications don't affect text input into other applications.
Sam Lantinga 1e6e5954 2016-10-01T11:54:02 Fixed bug 3332 - Win32: reset deadkeys in StartTextInput/StopTextInput Eric Wasylishen The bug here is that a dead keys pressed before calling SDL_StartTextInput() carries over into future text input, so the next key pressed will have the deadkey applied to it. This in undesirable, imho, and doesn't occur on OS X (haven't check Linux or elsewhere). It's causing a problem for Quakespasm on German keyboard layouts, where we use the ^ deadkey to toggle the console (which enables/disables text input), and ^ characters are showing up in the TEXTINPUT events.
Ryan C. Gordon e64c5186 2016-09-29T23:42:18 windows: Removed hardcoded "1" for mouse clickthrough hint.
Ryan C. Gordon f2fcd324 2016-09-29T23:12:58 windows: fix borderless windows at desktop resolution (thanks, Evgeny!). Fixes Bugzilla #3404.
Ryan C. Gordon 4f4c4b62 2016-09-29T22:52:41 Added SDL_SetWindowResizable(). (thanks, Ethan!)
Sam Lantinga d285af2a 2016-09-29T14:48:33 Added Windows support for SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
Sam Lantinga 8ddb4328 2016-09-29T03:59:04 When clicking on a window to give it focus, don't pass the mouse click to the application.
Alex Szpakowski ea2f5e59 2016-05-23T15:29:25 Windows: Fix other window positions/sizes being changed when exiting exclusive fullscreen (bug #3315, thanks Simon Hug!)
Philipp Wiesemann d4140ca4 2016-05-20T22:15:58 Windows: Fixed missing error message if SDL_GetDisplayDPI() failed.
Ethan Lee c3e48e71 2016-04-12T10:45:56 Force WM_PAINT events on window resize
Sam Lantinga a29a925d 2016-03-11T08:33:47 Pick up new display mode information after a mode change (Windows only right now).
Ryan C. Gordon eeb89999 2016-01-05T05:22:35 Patched to compile.
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 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 c3114975 2016-01-04T23:52:40 Added SDL_GetDisplayUsableBounds().
Sam Lantinga 42065e78 2016-01-02T10:10:34 Updated copyright to 2016
David Ludwig 854cf7ac 2015-12-30T12:44:13 Fixed Bug 3215 - Win32: 'fullscreen' app doesn't always extend to top of screen
Ryan C. Gordon fd6b435c 2015-12-28T13:08:19 Windows: resync num/caps lock when window is gaining focus.
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.
Ryan C. Gordon 2befe01d 2015-12-27T18:56:46 Removed a tabstop.
Ryan C. Gordon 6a2e8a7a 2015-12-27T18:48:14 Win: make sure SDL keyboard state reflects system capslock state at startup.
Alex Szpakowski 40269809 2015-12-18T00:49:27 Cleaned up some code formatting.
Philipp Wiesemann 57f2f3ba 2015-12-06T17:51:11 Windows: Added missing NULL check after SDL_stack_alloc(). SDL_stack_alloc() might wrap SDL_malloc() which can return NULL.
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.
Sam Lantinga 5b174113 2015-10-06T21:40:50 Converted tabs to spaces for SDL style
Sam Lantinga 9bd640e1 2015-10-06T21:16:21 Fixed sending a size event while setting up a window (fix for DOTA 2 on Source 2)
Sam Lantinga 7bc72eaf 2015-10-01T11:21:06 Fixed forcing the window size when creating a non-resizable window on Windows.
Sam Lantinga 08ce12c4 2015-09-14T11:15:25 Fixed divide by zero if the application has run out of GDI handles and is trying to show an error dialog
andrewb a702c338 2015-08-03T11:37:03 Add SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 to SDL so that Reborn can keep running through Alt+F4.
Sam Lantinga e93f90ae 2015-07-30T10:01:04 Trivial integer truncation warning fixes.
Alfred Reynolds 5aaf81c8 2015-07-29T17:19:13 Fix up monitor enumeration for Windows 8.1 case.
Alfred Reynolds 61c74150 2015-07-29T17:18:56 Add SDL_GetDisplayDPI routine and implement for Windows.
Ryan C. Gordon e346f142 2015-07-17T21:03:58 SDL_WarpMouseGlobal() should return non-void. There are platforms it isn't implemented on (and currently can't be implemented on!), and there's currently no way for an app to know this. This shouldn't break ABI on apps that moved to a revision between 2.0.3 and 2.0.4.
Sam Lantinga 3a08b463 2015-06-25T11:49:48 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.
Alfred Reynolds e4e4e1b8 2015-06-24T10:56:37 SDL - do the scancode to keyboard code lookup for the grave key, so that we can show users the correct keyface for the key, rather than forcing it to "`". Note that if a game is using SDLK_* for its KB mapping then after this change on some keyboards the top left key will no longer be mapped correctly with the old data. CR: SamL
Philipp Wiesemann 8cea1b98 2015-06-21T19:37:37 Windows: Fixed crash if initialization of EGL failed but was tried again later.
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.