|
8e1005f8
|
2021-01-23T22:47:06
|
|
[KMS/DRM] Bugfix for #5489: Non-FULLSCREEN windows incorrecty use videomode changing to look fullscreen.
|
|
e787282b
|
2021-01-23T15:40:22
|
|
Implement Wayland_SetWindowResizable
|
|
c16cfc0e
|
2021-01-23T11:22:35
|
|
waylandtouch: Don't export interface structs
These are explicitly written in C code rather than generated at build
time, so they weren't affected by changing how we invoke
wayland-scanner.
Signed-off-by: Simon McVittie <smcv@collabora.com>
|
|
c857b5e0
|
2021-01-23T11:21:01
|
|
Minor cleanup
|
|
360e04dd
|
2021-01-23T13:15:02
|
|
Added Stadia controller source file to Visual Studio and Xcode projects
|
|
1981d23f
|
2021-01-23T11:06:35
|
|
Fixed bug 5466 - Add haptic support for Stadia Controller
Dimitriy Ryazantcev
Consider adding support for Stadia Controller haptics.
Here is example code how to deal with it:
https://github.com/chromium/chromium/blob/99314be8152e688bafbbf9a615536bdbb289ea87/device/gamepad/hid_haptic_gamepad.cc#L45
|
|
0f57864c
|
2021-01-18T19:57:29
|
|
Hint SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS added so we can recognise a Joy-Con as half a Pro Controller, so we can read its analog input and read its sensors just like we do a Pro Controller.
|
|
d0c5097c
|
2021-01-23T03:41:02
|
|
minor autotools build system updates.
|
|
4eb2b9f8
|
2021-01-23T03:03:55
|
|
fix permissions of config.guess and config.sub
|
|
bd553ea8
|
2021-01-20T21:17:20
|
|
Implement support for inhibiting the screensaver on Wayland
We support both the org.freedesktop.ScreenSaver D-Bus API (same as the X11
backend) and the Wayland idle_inhibit_unstable_v1 protocol.
Some Wayland compositors only support one or the other, so we need both to
for broad compatibility.
|
|
f68b36df
|
2021-01-22T11:42:42
|
|
Added support for the EVORETRO GameCube Adapter in PC mode
|
|
9c88eac8
|
2021-01-22T11:40:20
|
|
ControllerList: fix typo
|
|
7ff3832e
|
2021-01-22T19:22:17
|
|
Fix continuous scrolling speed on Wayland
Wayland compositors seem to have standardized on 10 units per "wheel tick" for
continuous scroll events, so we need to convert these axis values to ticks by
dividing by 10 before reporting them in SDL_MOUSEWHEEL events.
|
|
11fce321
|
2021-01-22T20:20:02
|
|
SDL_dinputjoystick.c: fixes to dfDIJoystick2[] array from Wine git.
Fix V/A/FSlider dwOfs values in c_dfDIJoystick2
https://source.winehq.org/git/wine.git/commitdiff/af2f4194263702a946c65d255580176ee50b5914
Add missing ASPECT flags for c_dfDIJoystick2
https://source.winehq.org/git/wine.git/commitdiff/e2e100272ffede3c720da7bbd11b53ac0bcee8eb
Closes bug #5474.
|
|
4a776557
|
2021-01-22T20:10:02
|
|
old os2 analogue joystick code ported from SDL-1.2. disabled by default,
build-tested only.
|
|
8c921d82
|
2021-01-22T19:40:26
|
|
Implement keyboard grab support for Windows
This is implemented via a low-level keyboard hook. Unfortunately, this is
rather invasive, but it's how Microsoft recommends that it be done [0].
We want to do as little as possible in the hook, so we only intercept a few
crucial modifier keys there, while leaving other keys to the normal event
processing flow.
We will only install this hook if SDL_HINT_GRAB_KEYBOARD=1, which is not
the default. This will reduce any compatibility concerns to just the SDL
applications that explicitly ask for this behavior.
We also remove the hook when the grab is terminated to ensure that we're
not unnecessarily staying involved in key event processing when it's not
required anymore.
[0]: https://docs.microsoft.com/en-us/windows/win32/dxtecharts/disabling-shortcut-keys-in-games
|
|
e91f83c1
|
2021-01-22T20:03:50
|
|
hidapi.h: adjust so that it gives a smaller diff against mainstream
|
|
d4794028
|
2021-01-22T08:45:38
|
|
Fixed build
|
|
fd65aaa9
|
2021-01-23T17:30:50
|
|
move outdated winmm and psp joystick codes to struct _SDL_JoystickDriver
build-tested only. (bug #5472.)
|
|
9e45372a
|
2021-01-21T22:47:37
|
|
Fixed build on Android and iOS
|
|
19236b46
|
2021-01-21T21:49:13
|
|
Implement support for minimizing windows on Wayland
This required a bit of extra code to deal with the transition from minimized
back to fullscreen
|
|
8f102589
|
2021-01-23T17:28:10
|
|
os2audio: changed backend name from MMOS2 to DART (like SDL-1.2)
|
|
cf84ec44
|
2021-01-20T23:19:24
|
|
Improve reliability of cursor hiding on GNOME Wayland
Hiding the cursor doesn't appear to work reliably on GNOME when another window
steals mouse focus right as we call SDL_ShowCursor(SDL_DISABLE). This can happen
when the keyboard shortcut inhibition permission prompt appears in response to a
call to SDL_SetRelativeMouseMode() with SDL_HINT_GRAB_KEYBOARD=1. The result is
that the default cursor is stuck locked in position and visible on screen
indefinitely.
By redrawing the cursor on pointer focus enter, the cursor now disappears upon
the first mouse motion event. It's not perfect but it's way better than the
current behavior.
|
|
96cfb812
|
2021-01-23T09:50:43
|
|
Fixed bug 5467 - SDL sys timer Mac OS update proposal
David Carlier
Change of api from 2016 which reduce code complexity a bit.
|
|
23764588
|
2021-01-23T17:24:28
|
|
renamed SDL_JOYSTICK_USBHID_MACHINE_JOYSTICK_H to SDL_HAVE_MACHINE_JOYSTICK_H
|
|
02e61a88
|
2021-01-23T17:18:09
|
|
added SDL_JOYSTICK_OS2 to SDL_config.h.in and SDL_config.h.cmake
|
|
6e97170e
|
2021-01-08T21:16:06
|
|
Use PS4 rumble hint as the default for the PS5 rumble hint
Existing SDL applications may not know about the need to set a specific
hint to enable rumble on PS5 controllers, even though they may already
set the equivalent SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE hint for PS4
controller rumble support.
Rather than requiring those developers update their apps, let's use the
SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE value as an indication of the behavior
they are expected for all PlayStation controllers.
|
|
07f83cd5
|
2021-01-19T19:50:10
|
|
hidapi/libusb/hid.c: fix race condition on device close (bug #5484)
From hidapi mainstream git: https://github.com/libusb/hidapi/issues/142
https://github.com/libusb/hidapi/commit/d2c3a9862eefe2d3f4db0f00c0238277bfb4e44b
Read callback may fire itself on its own even after its been requested
to stop and exactly before the calling code waits for its completion in
indefinite loop. Explicitly preventing re-fireing the submission loop
fixes the issue.
|
|
ee93f0ed
|
2021-01-19T15:35:43
|
|
[KMS/DRM] Revert unaproved fix for bug #5465.
|
|
6393d14d
|
2021-01-19T15:50:28
|
|
SDL_virtualjoystick.c: remove wrong #endif comment.
|
|
327ea974
|
2021-01-19T15:50:02
|
|
hidapi/libusb/hid.c: whitespace tidy-up.
|
|
28255837
|
2021-01-19T14:55:20
|
|
fix AC_CHECK_HEADER for libusb.h
|
|
4fbb9f31
|
2021-01-19T11:01:00
|
|
Fix declarations after statement
|
|
0e7d435f
|
2021-01-19T10:40:42
|
|
Add basic testgles2_sdf program to demonstrate sign distance field with opengles2
|
|
e1d932f8
|
2021-01-17T21:33:51
|
|
[KMS/DRM] Fix for bug #5468: corruption on dynamic cursor changing caused by wrong buffer size.
|
|
99facb1d
|
2021-01-17T21:17:01
|
|
[KMS/DRM] Fix for bug #5470: ratio correction for fullscreen windows with no matching resolution. Correct bracket position in else statements so they follow the coding style.
|
|
c265e73f
|
2021-01-17T10:05:11
|
|
Fixed bug 5473 - Add WSCONS support for NetBSD
wahil1976
This patch adds WSCONS support for NetBSD.
|
|
f3835702
|
2021-01-17T05:00:50
|
|
fix build with --disable-directx
|
|
bf53651d
|
2021-01-21T22:32:17
|
|
Make sure we only do GameCube adapter initialization if we were able to load libusb
|
|
3527b494
|
2021-01-21T22:30:34
|
|
Fixed initializing the Nyko and EVORETRO GameCube adaptors
This requires root on most Linux distributions, as we have to directly send USB messages to the devices to enable input reports.
|
|
b6ae9a7c
|
2021-01-21T21:20:10
|
|
renamed my_gradd.h to SDL_gradd.h
|
|
178ae70a
|
2021-01-20T12:18:10
|
|
Don't add paddle mappings for the Xbox One Elite Series 1 controller, since they can't be unmapped and read directly on that controller.
|
|
d789ba83
|
2021-01-19T18:20:07
|
|
Implement keyboard grab support for Wayland
Use zwp_keyboard_shortcuts_inhibit_manager_v1 to allow SDL applications
to capture system keyboard shortcuts like Alt+Tab when keyboard grab is
enabled via SDL_HINT_GRAB_KEYBOARD.
|
|
2ea393bd
|
2021-01-15T14:36:21
|
|
Fixed the screenshot button mapping on third party Bluetooth Nintendo Switch Pro controllers
|
|
03665004
|
2021-01-15T15:00:17
|
|
[KMS/DRM] Small fix to KMSDRM_Waitpageflip(). More comments on how it works.
|
|
bdb3e6b8
|
2021-01-15T12:40:00
|
|
SDL_hidapi_switch.c: fix build with older compilers
|
|
69bd7ebb
|
2021-01-15T00:02:33
|
|
Fixed build
|
|
e3dbae50
|
2021-01-14T23:49:41
|
|
Get the serial number for the Nintendo Switch Pro controller
|
|
5fc743c4
|
2021-01-14T23:49:37
|
|
Phantom Nintendo Switch Pro Controller initialization problem
|
|
92742306
|
2021-01-14T23:49:33
|
|
Fixed rumble reset failing for Switch Pro controllers in USB mode
|
|
d0b87fed
|
2021-01-14T23:49:27
|
|
Added HIDAPI rumble debug info
|
|
e2f46ed8
|
2021-01-14T23:49:20
|
|
Always lock the HIDAPI device when closing, in case rumble is pending
|
|
907b8eeb
|
2021-01-14T23:49:16
|
|
Make sure the HIDAPI device is locked when closing it, in case there is rumble pending that didn't complete
|
|
b3848c51
|
2021-01-14T15:15:57
|
|
Fixed bug 5445 - Incorrect Switch Pro Controller face buttons when SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS disabled
jibb
I'm testing with DualShock 4, DualSense, Switch Pro Controller, and PowerA Switch Controller.
I'm using the standard mapping file from here:
https://raw.github.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
With SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS turned off (set to "0") I expect the button positions to be the same on all devices, based on Xbox controller button naming (eg SDL_GameControllerGetButton(g, SDL_CONTROLLER_BUTTON_Y) gives me whether the North face button is pressed).
However, the Switch Pro Controller layout is wrong (matching labels rather than positions, so X and Y are swapped and A and B are swapped). And with the PowerA controller the East and West buttons are correct, but the North and South buttons are swapped instead.
Mathias Kaerlev
Also seeing this on 2.0.14. This is most likely a regression, since we weren't seeing this on an earlier SDL version.
I suspect it might be caused by this commit:
https://github.com/spurious/SDL-mirror/commit/a569b211881c6d4c73f3f1019e9f66e754ca546b#diff-da9344d94c66b8c702a45e7649f412039f08bba83bd82de33f5c80ea9c8c39d5
It seems like both the HIDAPI driver and SDL_gamecontroller.c will try to swap the buttons if the hint is set to 0, causing the button remap to cancel out.
|
|
bdc6e4ff
|
2021-01-14T15:03:11
|
|
Fixed bug 5195 - Replugging in "mixed" controller types crashes on macOS
RustyM
This is related to Bug 5034, but crashes under a somewhat different condition.
In the latest tip (changeset 13914) or with the SDL 2.0.12 source + David?s 5034 patch, unplugging and then replugging in certain controller types on macOS will crash. A mix of new controllers like Switch Pro, PS4 and Xbox One all work without issue. But if a controller without a rumble function, like many SNES retro USB gamepads, is mixed with a PS4 or Switch Pro controller it will crash.
File: joystick/darwin/SDL_sysjoystick.c
Function: static recDevice *FreeDevice(recDevice *removeDevice)
On line 159: while (device->pNext != removeDevice) {
Causes: Thread 1: EXC_BAD_ACCESS (code=1, address=0x188)
This can be reproduced in testgamecontroller" by starting the test program with both a ?retro? controller plugged in and a ?modern rumble? controller (Switch Pro/PS4). This may crash on launch, but it depends on which controller ends up as device 0. If it doesn?t crash, unplug the ?modern rumble? controller and plug it back in.
Some of the "retro" controllers I?ve seen this crash with:
- iBuffalo SNES Controller
- 8Bitdo SN30 Gamepad (in MacOS mode)
- Retrolink NES Controller
- HuiJia SNES Controller Adaptor
The issue appears macOS specific. Seen on 10.12.6 and 10.14.6. Not seen on Windows 10.
The while loop in FreeDevice() assumes that every device is not NULL.
recDevice *device = gpDeviceList;
while (device->pNext != removeDevice) {
device = device->pNext;
}
device->pNext = pDeviceNext;
So maybe we should check for NULL here? Or instead prevent adding NULL devices to the list in the first place? Checking device for NULL before entering the loop appears to work.
recDevice *device = gpDeviceList;
if (!device) {
while (device->pNext != removeDevice) {
device = device->pNext;
}
}
device->pNext = pDeviceNext;
|
|
d54b125a
|
2021-01-14T14:53:34
|
|
Fixed bug 5287 - Support building for UWP with CMake
Jan Niklas Hasse
Actually the SDL2-static target works, if I set SDL_SENSOR to OFF. Awesome!
See this patch: https://github.com/microsoft/vcpkg/blob/master/ports/sdl2/0003-sdl2-fix-uwp-build.patch
|
|
351abc58
|
2021-01-14T14:50:15
|
|
Fixed bug 5463 - generated Wayland interfaces are included in the library's ABI
Simon McVittie
In versions since 1.15, the `code` mode is a deprecated alias for
`public-code`, which emits symbols with default visibility, overriding
SDL's -fvisibility=hidden option.
Use the `private-code` mode instead. This emits symbols with hidden
visibility, so they do not affect the ABI of libSDL.
See also: https://bugreports.qt.io/browse/QTBUG-73099,
https://lists.freedesktop.org/archives/wayland-devel/2018-February/037097.html
|
|
6a342954
|
2021-01-14T14:42:53
|
|
Fixed bug 5451 - Can't create EGLSurface in Wayland from SDLWindow (no EGLNativeWindow pointer)
sashikknox
In some cases, need create EGLWindow with SDLWindow. In X11 i can get pointer to NativeWindow from **struct SDL_SysWMinfo wmInfo**
```C++
struct SDL_SysWMinfo wmInfo;
SDL_GetWindowWMInfo(ptSDLWindow, &wmInfo)
#if defined(__unix__) && defined(SDL_VIDEO_DRIVER_X11)
nativeWindow=(EGLNativeWindowType)wmInfo.info.x11.window;
nativeDisplay=(EGLNativeDisplayType)wmInfo.info.x11.display;
#endif
```
than i can create EGLSurface
```
eglCreateWindowSurface(nativeDisplay, EGL_CONFIG, nativeWindow, SURFACE_ATTRIBUTES);
```
in Wayland i can do it with same way, just need pointer to **EGLWindow**, we already have pointer to **wl_display** from **SDL_sysWMInfo**, need add to **wl** struct in SDL_SysWMInfo another pointer to **struct wl_egl_window *egl_window;**. And in wayland backend, in function **Wayland_GetWindowWMInfo** return pointer to **egl_window** from **SDL_WindowData**
Now i use patched statically built SDL2 in port of Quake 2 GLES2 for SailfishOS (it use QtWayland):
link to SDL2 commit and changed string for patch:
- https://github.com/savegame/lp-public/commit/6858a618cd179b766fe3cab36055f07cb03ad0ea
- https://github.com/savegame/lp-public/blob/b1e29e87b9d15780e47f04918b329ac15554fc69/SDL2/src/video/wayland/SDL_waylandwindow.c#L463
link to use in Quake2 port:
1. here i get pointer to EGLNativeWindowType: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L319
2. then use it for create EGLSurface: https://github.com/savegame/lp-public/blob/6d94fedb1b720da24999ae6286a1809cd3d55ff5/Engine/Sources/Compatibility/OpenGLES/EGLWrapper.c#L391
|
|
b2aaab3d
|
2021-01-14T14:34:24
|
|
Fixed bug 5462 - debug trap update/fix of assembly for Apple devices
David Carlier
updating preprocessor constant and proposing 32 bits variant.
|
|
82aafa9a
|
2021-01-14T14:32:11
|
|
Fixed bug 5461 - Add rewritten WSCONS driver for OpenBSD
wahil1976
This patch adds a written-from-scratch WSCONS driver for OpenBSD. It does not have hardcoded keymaps, and it features mouse support when wsmux is available.
For this to work, it needs access to the /dev/wskbd* devices which are not available to non-root users by default. Access to those can be granted by changing /etc/fbtab to give the logging user the ownership of those devices.
|
|
1adadc77
|
2021-01-14T10:18:40
|
|
[KMS/DRM] Adjust come return values. Improve comments.
|
|
57661e42
|
2021-01-13T20:17:50
|
|
[KMS/DRM] Remove unused header.
|
|
ead3c406
|
2021-01-13T20:11:01
|
|
[KMS/DRM] Refactor, improve and re-comment async pageflips code.
|
|
fbd7c718
|
2021-01-13T11:02:07
|
|
Don't blink the Xbox 360 LED when setting the player slot, it's probably already been set by a driver
|
|
d757ec7f
|
2021-01-13T11:02:01
|
|
Only select the gamepad interfaces on the Xbox 360 wireless adapter
|
|
c94283d4
|
2021-01-13T11:01:54
|
|
testgamecontroller: log which controller the event came from
|
|
aac74db6
|
2021-01-13T15:54:26
|
|
[KMS/DRM] Enable async pageflips.
|
|
9384e595
|
2021-01-12T20:15:37
|
|
[KMS/DRM] Add warning comentary to avoid future experiments with scaling.
|
|
b99543b6
|
2021-01-11T20:40:11
|
|
opengl: More work on making line drawing match software renderer.
|
|
84427549
|
2021-01-12T00:22:58
|
|
[KMS/DRM] Refactor KMSDR_CreateSurface to group all non-Vulkan stuff in a block.
|
|
87eb734c
|
2021-01-11T23:59:40
|
|
[KMS/DRM] Don't ask SDL to scale image when in Vulkan mode.
|
|
85e8adf7
|
2021-01-11T22:28:27
|
|
[KMS/DRM] Unused code cleaning.
|
|
5105ecf8
|
2021-01-11T21:02:07
|
|
[KMS/DRM] Move surface size info to window driverdata, for coherency.
|
|
2067a7db
|
2021-01-11T20:29:09
|
|
[KMS/DRM] Fix fullscreen to windowed transition. Fix aspect ratio correction without using planes.
|
|
958e5d5b
|
2021-01-11T10:01:24
|
|
SDL_UpdateNVTexture: fixed pitch/bpp for GLES2 (bug #5430)
|
|
e9887045
|
2021-01-11T15:36:40
|
|
Gyro and Accel sensor support for Switch Pro Controller.
Note that axes are changed to match the axes we're using with PlayStation controllers, since users will appreciate consistent behaviour across devices.
|
|
68815b6c
|
2021-01-10T22:21:12
|
|
Fixed bug 5465 - Invalid memcpy inside SDL_GestureDelTouch (Thanks dmikushin and Yuki Okumura)
|
|
b94718e0
|
2021-01-09T21:22:21
|
|
SDL_UpdateNVTexture: for D3D11, same notation as SDL_UpdateTexture (bug #5430)
|
|
850d9c8c
|
2021-01-09T02:25:13
|
|
[KMS/DRM] Cleanup remainings from plane/scaling usage.
|
|
8636bc06
|
2021-01-09T00:11:20
|
|
acinclude/libtool.m4: Apply macos11 patch from libtool bug #44605
https://debbugs.gnu.org/cgi/bugreport.cgi?bug=44605
https://github.com/macports/macports-ports/blob/master/devel/libtool/files/dynamic_lookup-11.patch
( Also see https://debbugs.gnu.org/cgi/bugreport.cgi?bug=44684 )
This also implicitly covers the macos10.10+ support patch from libtool
mainstream which has been in since libtool-v2.4.3, i.e.:
http://git.savannah.gnu.org/gitweb/?p=libtool.git;a=commit;h=e145288b059e14ab7e58fc6a304e82d9dad282a6
|
|
2aeb3177
|
2021-01-08T22:00:28
|
|
[KMS/DRM] Fix vkQuake3 in OpenGL mode.
|
|
8746788f
|
2021-01-08T11:08:23
|
|
KMSDRM_LEGACY is no longer legacy
|
|
29888bd6
|
2021-01-08T21:56:00
|
|
fixed permissions of xcode project file
|
|
8d396342
|
2021-01-08T21:50:02
|
|
regenerated configure
|
|
50ea3b77
|
2021-01-08T10:09:37
|
|
Fixed bug 5080 - SDL_netbsdaudio: Always use the device's preferred frequency
Nia Alarie
The NetBSD kernel's audio resampling code is much simpler and lower quality than libsamplerate.
Presumably, if SDL always performs I/O on the audio device in its native frequency, we can avoid resampling audio in the kernel and let SDL do it with libsamplerate instead.
|
|
b2449473
|
2021-01-08T18:57:12
|
|
[KMS/DRM] Go back to the LEGACY interface only because using planes breaks compatibility with HW, so no advantage on using ATOMIC.
|
|
2f72535c
|
2021-01-08T09:54:55
|
|
Fixed joysticks generating SDL mouse events
|
|
a5dba7d3
|
2021-01-08T09:54:52
|
|
Fixed Xbox One Series X share button incorrectly triggering on newer firmware
|
|
940e1b8d
|
2021-01-08T16:33:50
|
|
[KMS/DRM] Small readability changes.
|
|
e5bf1850
|
2021-01-08T15:39:05
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[KMS/DRM] Fix cpmpilation warnings. Thanks to Ozkan Sezer for pointing this out!
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cef1bd06
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2021-01-08T13:14:42
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[KMS/DRM] Prevent creating another default cursor everytime a window is created. Other fixes and cleanups.
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70325397
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2021-01-07T19:33:12
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Disabled Bluetooth if BLE is not supported
BluetoothManager is supported for Android API 18+. On older versions, skip
Bluetooth instead of crashing.
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e778881a
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2021-01-07T11:49:28
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Fixed bug 5449 - SDL_DROPFILE update mouse location of drop in Cocoa
Dominik Reichardt
Exult (http://exult.info) has an editor app that uses GTK+2. Up to now we were using X's drag'n'drop to allow dropping of assets from the editor onto Exult.
There is now an experimental branch that makes use of SDL_DROPFILE. That works under X, dropping in Exult's SDL2 window puts the asset right at the spot you dropped at.
On macOS with native Exult and Quartz GTK+2 this doesn't work, the location of the drop is where the mouse was last tracked before you left the window (usually one of the edges, unless you tabbed out).
All we tried out pointed to the fact that the location update needs to be done by the dropfile event in SDL2, not by our own (which always only worked after the Exult window getting focus).
This patch adds this to SDL_cocoawindow.m and it works perfectly, passing the correct coordinates to our code (SDL_GetMouseState()).
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c8a64ad9
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2021-01-07T10:23:55
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Fixed building when SDL_LIBUSB_DYNAMIC is defined
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d079130c
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2021-01-07T18:44:34
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[KMS/DRM] Don't use primary plane for scaling because that's unsupported on most LEGACY-only HW.
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e23666f6
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2021-01-07T17:40:00
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update config.guess and config.sub from mainstream.
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e168d113
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2021-01-07T14:40:24
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[KMS/DRM] Correct drmModeSetCursor() dimensions.
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335d78ff
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2021-01-07T11:30:33
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[KMS/DRM] Add the missing files for Vulkan support to the KMSDRM_LEGACY backend, had forgotted to do -hg add-.
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661bacfe
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2021-01-07T00:47:21
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[KMS/DRM] Add Vulkan suport to the KMSDRM_LEGACY backend.Minor text spacing tweaks for better readability. Comment out unused function.
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dfb0afe3
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2021-01-07T00:41:32
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fix build after commit 5730b2005da1
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