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.
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.
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.
Notably: it sets the error string to inform you that your custom SDL is built
without xrandr support, which apparently has been a support issue for
Unreal Engine 4 developers.
This is often useful for SDL apps that aren't meant to be games: the
integrated GPU starts up faster, uses less power, and is often more than
fast enough.
Note that even with this change, the app will still default to the more
powerful, discrete GPU if one is available; an app that prefers the integrated
GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly
set in its Info.plist and Mac OS X 10.7 or later.
https://developer.apple.com/library/mac/qa/qa1734/_index.html
DXGI fails to report any displays in at least one of the
"Windows App Certification Kit 10.0"'s tests for Store Apps. This was
causing SDL's video initialization code to fail, when the suspect test
("Direct3D Feature Test") was run, as DXGI was unable to report a
display-output at adapter-index 0, output-index 0.
The workaround that is applied here attempts to detect this case, then
use a hopefully-reasonable alternative means to calculate at least one
display output.
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates