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https://github.com/Relintai/sdl2_frt.git
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Added an event SDL_RENDER_DEVICE_RESET, which is triggered on Direct3D 11 when the device has been lost and all textures need to be recreated.
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@ -135,7 +135,8 @@ typedef enum
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SDL_DROPFILE = 0x1000, /**< The system requests a file open */
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SDL_DROPFILE = 0x1000, /**< The system requests a file open */
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/* Render events */
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/* Render events */
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SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
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SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */
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SDL_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */
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/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
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/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
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* and should be allocated with SDL_RegisterEvents()
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* and should be allocated with SDL_RegisterEvents()
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@ -1593,9 +1593,8 @@ D3D11_HandleDeviceLost(SDL_Renderer * renderer)
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/* Let the application know that the device has been reset */
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/* Let the application know that the device has been reset */
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{
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{
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/* TODO/FIXME: consider adding a new SDL event to indicate that the entire rendering device has been reset, not just render targets! */
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SDL_Event event;
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_RENDER_DEVICE_RESET;
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SDL_PushEvent(&event);
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SDL_PushEvent(&event);
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}
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}
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@ -1198,6 +1198,13 @@ SDLTest_PrintEvent(SDL_Event * event)
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event->tfinger.dx, event->tfinger.dy, event->tfinger.pressure);
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event->tfinger.dx, event->tfinger.dy, event->tfinger.pressure);
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break;
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break;
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case SDL_RENDER_DEVICE_RESET:
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SDL_Log("SDL EVENT: render device reset");
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break;
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case SDL_RENDER_TARGETS_RESET:
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SDL_Log("SDL EVENT: render targets reset");
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break;
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case SDL_QUIT:
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case SDL_QUIT:
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SDL_Log("SDL EVENT: Quit requested");
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SDL_Log("SDL EVENT: Quit requested");
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break;
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break;
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