This makes the X error handler used for GL context creation handle *all* errors
and provide the user with specific error messages when SDL_GL_CreateContext
fails.
CR: icculus@icculus.org
Alex Szpakowski
Patch to fix the y component of the position of fullscreen windows in OS X.
In Mac OS X with the latest Mercurial code, when a window is in exclusive-fullscreen the y component of its position is offset by the same amount that is normally taken up by the menubar, resulting in a black bar at the top of the screen.
The recent changes to the internal ConvertNSRect function make it treat the bottom of the menubar as 0 for the y component of window positions, even when the window is fullscreen and 'above' the menubar.
I have attached a patch which fixes the issue by only making the window position relative to the menubar in windowed modes.
Eric Wasylishen
Steps to reproduce:
- Run testwm2 app in the SDLTest Xcode project
- Press Control+R to enable relative mouse mode. The mouse cursor should disappear.
- Press Control+Enter to enter fullscreen.
- Expected: a black screen with no cursor visible. Observed: a black screen, but the mouse cursor is visible in the middle of the screen. It doesn't move when I move the mouse.
Reproduced with latest sdl2 hg (changeset f6010ead184f) on OS X 10.9.2. Can't reproduce the problem on OS X 10.6.8 or 10.7.5.
I'm speculating that this really an Apple bug.. but anyway, the attached workaround seems to fix it for me, and I think it's fairly safe.
A more obvious idea, sticking a call SDL_SetCursor(NULL) at the end of Cocoa_SetWindowFullscreen, didn't work.
Eric Wasylishen
The problem seems to be the spaces handling code in -setFullscreenSpace: (SDL_cocoawindow.m) is incorrectly reporting that the SDL_WINDOW_FULLSCREEN -> windowed transition has already happened.
i.e. I saw this case was getting hit when trying to leave SDL_WINDOW_FULLSCREEN:
"else if (state == isFullscreenSpace) {
return YES; /* already there. */
}"
With the attached patch, both Control+Enter (SDL_WINDOW_FULLSCREEN toggle) and Option+Enter (SDL_WINDOW_FULLSCREEN_DESKTOP toggle) work in an sdl test app (I tried testwm2). Tested on OS X 10.9.2.
snake5creator
When starting application with the usual "double click on file" method on Windows, only holding the last click, an unnecessary MOUSEBUTTONDOWN event is sent before the initial MOUSEMOTION event, and mouse button state is stuck in the sense that it takes a subsequent button release, followed by another press for the system to resume sending events (beginning with the next button release / MOUSEBUTTONUP event).
Input event log with held double-click startup: http://i.imgur.com/nypGKR2.png
Without: http://i.imgur.com/yaIqAvV.png
From Melesie
I noticed that when user switches from fullscreen mode to windowed mode and exits application while in windowed mode, Windows performs an additional change of display settings, even though desktop resolution is the same as current one. This causes short black screen to show up. The only way I know of avoiding this is to explicitly switch to default display settings found in registry. MSDN documentation for ChangeDisplaySettingsEx states:
Passing NULL for the lpDevMode parameter and 0 for the dwFlags parameter is the easiest way to return to the default mode after a dynamic mode change.
This should be a "long" which on a 64-bit system is likely to be > 32-bits,
causing XGetICValues() to write past the end of the variable (and stack).
Fixes Bugzilla #2513.
Some more recent compilers emit SSE aligned store instructions for the loop,
causing crashes if the destination buffer isn't aligned on a 32-bit boundary.
This would also crash on platforms like ARM that require aligned stores.
This fixes a crash inside SDL_FillRect that happens with the official x64 mingw
build.
The Windows Phone 8.1 'MessageDialog' API only seems to support two buttons,
despite the documentation for such mentioning support for three. Trying to use
three or more buttons leads to an exception being thrown. As such, any attempt
to use more than two buttons via SDL_ShowMessageBox (on Windows Phone 8.1) will
lead to no message box getting shown, and the call returning an error.
The Win32 MessageBox and dialog APIs are not available in WinRT apps, to note.
More extensive message dialog support might be available at some point, if and
when XAML support is more fully fleshed-out. I'm not certain of this, though.
When a Windows Phone 8.0 app was rotated to anything but Portrait mode, touch
input coordinates, as well as virtual mouse coordinates, were usually getting
reported as coming from the wrong part of the screen.
If a Windows Phone 8.1 device was rotated to anything but Portrait mode,
the Direct3D 11 renderer's output wouldn't get aligned correctly with the
screen.
This is a step towards supporting "Universal" Windows apps, when building for
Windows Phone. SDL can now build against the Windows Phone 8.1 SDK, and apps
linked to it can run, however further work and testing is required as some
previously Phone-only code appears to no longer be applicable for
Windows Phone 8.1. The Windows 8.1 code paths does seem to be preferable, but
should probably be tested and updated on a finer-grained basis.
If in doubt, use the Windows Phone 8.0 projects for now, as located in
VisualC-WinRT/WinPhone80_VS2012/
TODO:
- look at any Windows Phone specific code paths in SDL, and see if Phone 8.1
should use the Windows Phone code path(s), or the Windows 8.x or 8.1 paths
The Win32 APIs, VerifyVersionInfoW and VerSetConditionMask, are not currently
available for use in WinRT apps. This change primarily #if[n]defs-out some
calls to them.
This allows the joystick hotplug to function without the main event loop
(specifically: without SDL_INIT_VIDEO), and moves explicit polling for
joysticks where it belongs at the low-level: in SDL_SYS_JoystickDetect().
This lets apps call SDL_JoystickUpdate() to get hotplug events and keep
SDL_NumJoysticks() correct, as expected. As SDL_PumpEvents() (and
SDL_PollEvents, etc) calls SDL_JoystickUpdate(), existing apps will function
as before.
Thanks to "raskie" on the forums for pointing this out!
This fixes a bug where we'd offset positions by the height of the dock, if it
was along the bottom of the screen.
Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2509
Thanks to Alex Szpakowski for bug & patch.