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f647dfe8
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2016-03-04T19:41:16
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x11: Fix a few more XMoveWindow() calls to adjust for border size.
Also, fix my inability to do basic math ('+' should have been '-').
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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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2436ca20
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2016-02-20T01:03:39
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x11: better fix for the previous commit's fullscreen vs maximized issue.
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a4627c5e
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2016-02-20T00:44:42
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x11: Don't mess with fullscreen vs maximized window state on unmapped windows.
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45407d0e
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2016-02-15T21:49:09
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x11: Removed an assert.
This assert triggers when run under XMonad. It's safe to pass a zero here
anyhow, as this will still work "well enough" and the original
problem--GNOME printing a warning message--is still fixed because GNOME's
window manager gives us a chance to grab a non-zero user-time value before
this code is run.
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3bdaf4c6
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2016-01-05T02:46:10
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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.
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f9d478b6
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2016-01-05T02:40:14
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x11: _NET_WM_PID needs a long, not a pid_t, I think.
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5696e88e
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2016-01-05T02:29:06
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Added SDL_GetWindowBordersSize().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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e497e465
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2016-01-05T02:28:56
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Added SDL_SetWindowInputFocus().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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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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f9af0c03
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2016-01-05T02:27:26
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x11: Put a matching window_group wmhint on every window created.
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
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f2defe5e
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2016-01-05T01:30:40
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Added special window type flags.
Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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7678b1db
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2016-01-04T16:36:42
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Patch to compile on C89 compilers.
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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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38edc177
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2015-10-27T11:18:04
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Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
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da6f2221
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2015-08-13T17:37:09
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X11: isConfigureNotify() isn't used at the moment, comment it out.
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8a1fd982
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2015-08-13T14:56:16
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X11: don't block on a ConfigureNotify event during SDL_SetWindowBordered().
Unity's window manager is (legitimately, since it moves the client window's
position) sending one, and SDL was incorrectly trying to mask it out. Other
window managers (KWin, apparently) don't move the window and would hang here
indefinitely.
Fixes Bugzilla #3052.
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b5c43a88
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2015-07-03T09:18:14
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Fixed style
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35c4468f
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2015-07-03T09:17:24
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commit a7d7af2a419b453188ffe87386455fc26c1306fa
Author: Benoit Pierre <benoit.pierre@gmail.com>
Date: Fri Jul 3 02:17:10 2015 +0200
fix 14dd48ae5bc43b61b2a0dd0b3177d22edec707ef regression
The window manager detection code in X11_HasWindowManager does not work
with Awesome (http://awesome.naquadah.org/). Remove it, and reuse the
result of the more correct checks in X11_CheckWindowManager.
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0e45984f
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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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0c0ce209
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2015-04-21T10:19:20
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Updated comment: this is the correct way to do fullscreen on X11 now.
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14e00777
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2015-04-21T10:14:17
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x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
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e0e04542
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2015-04-21T09:46:48
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Added a few FIXMEs.
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d4aedf99
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2015-04-21T09:45:58
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Added SDL_SetWindowModalFor().
This is currently only implemented for X11.
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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9a752798
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2015-04-21T01:22:32
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x11: Workaround window managers that mark fullscreen windows as maximized.
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
|