Commit Graph

38 Commits

Author SHA1 Message Date
Sam Lantinga
177f19aff0 Fixed bug 3410 - SDL_WINDOW_HIDDEN flag is inaccurate.
Jason Wyatt

After hiding the window, SDL_WINDOW_HIDDEN/SDL_WINDOW_SHOWN flags on a window are correctly updated. However on the next SDL_PumpEvents, they are set incorrectly.

This appears to be because X11_GetNetWMState does not check whether the _NET_WM_STATE property exists (it shouldn't on unmapped windows, see https://specifications.freedesktop.org/wm-spec/wm-spec-1.3.html#idm140130317598336). This results in an empty list of atoms for the state, which would imply that the window is not hidden.

(Seen on Fedora 24, Gnome)

--

Dan Ginsburg

More details on my proposed patch: I am on Kubuntu 16.04.2.  I ran into this same bug, but with Jason's patch I found that actualType != None was true so the SDL_WINDOW_HIDDEN would still not be set.  My fix instead is to explicitly check for whether the window is unmapped rather than relying on the returned values in XGetWindowProperty.
2017-07-20 10:52:43 -07:00
Ryan C. Gordon
c80c3419aa x11: pass a long to XChangeProperty, not an int.
The Xlib documentation demands that 32-bit values here be passed in a long,
even when long itself isn't a 32-bit value. Otherwise libx11 might read
memory incorrectly.

Fixes Bugzilla #3692.
2017-07-04 20:44:07 -04:00
Philipp Wiesemann
4b47fa38c3 Removed duplicate includes. 2017-06-04 23:15:47 +02:00
Drew Bliss
66555f6115 SDL - attempt to fix https://github.com/ValveSoftware/Dota-2/issues/1199 of mouse not locking in Dota. This fix is proposed by Ryan Gordon (increase timeout in X11_SetWindowGrab from 250ms to 5000ms). I'm going to integrate to source2 and ship it to dota customers. If it works, SamL will upsteam it to SDL. 2017-04-06 13:27:48 -07:00
Philipp Wiesemann
266816b4aa Removed newlines from error messages. 2017-03-26 21:00:19 +02:00
Sam Lantinga
a52d48c5ab Fixed bugs 2570, 3145, improved OpenGL ES context support on Windows and X11
Mark Callow

The attached patch does the following for the X11 and Windows platforms, the only ones where SDL attempts to use context_create_es_profile:

- Adds SDL_HINT_OPENGL_ES_DRIVER by which the application can
  say to use the OpenGL ES driver & EGL rather than the Open GL
  driver. (For bug #2570)
- Adds code to {WIN,X11}_GL_InitExtensions to determine the maximum
  OpenGL ES version supported by the OpenGL driver (for bug #3145)
- Modifies the test that determines whether to use the OpenGL
  driver or the real OpenGL ES driver to take into account the
  hint, the requested and supported ES version and whether ES 1.X
  is being requested. (For bug #2570 & bug #3145)
- Enables the testgles2 test for __WINDOWS__ and __LINUX__ and adds
  the test to the VisualC projects.

With the fix in place I have run testdraw2, testgl and testgles2 without any issues and have run my own apps that use OpenGL, OpenGL ES 3 and OpenGL ES 1.1.
2017-01-10 08:54:33 -08:00
Sam Lantinga
45b774e3f7 Updated copyright for 2017 2017-01-01 18:33:28 -08:00
Ryan C. Gordon
7c31636666 x11: Don't loop forever if the X server refuses a pointer grab. 2016-12-26 23:02:14 -05:00
Sam Lantinga
0d24495b15 Removed unused constants
Except for SDL_bmp.c where they are historically interesting and I've left them in.
2016-11-15 01:24:58 -08:00
Sam Lantinga
57d01d7d67 Patch from Sylvain to fix clang warnings 2016-11-13 22:57:41 -08:00
Sam Lantinga
27d4f09929 Implemented SDL_GetHintBoolean() to make it easier to check boolean hints 2016-10-07 23:40:44 -07:00
Ryan C. Gordon
4f4c4b629f Added SDL_SetWindowResizable(). (thanks, Ethan!) 2016-09-29 22:52:41 -04:00
Ryan C. Gordon
f647dfe874 x11: Fix a few more XMoveWindow() calls to adjust for border size.
Also, fix my inability to do basic math ('+' should have been '-').
2016-03-04 19:41:16 -05:00
Ryan C. Gordon
02f49fdb53 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.
2016-03-04 18:47:19 -05:00
Ryan C. Gordon
2436ca200d x11: better fix for the previous commit's fullscreen vs maximized issue. 2016-02-20 01:03:39 -05:00
Ryan C. Gordon
a4627c5eda x11: Don't mess with fullscreen vs maximized window state on unmapped windows. 2016-02-20 00:44:42 -05:00
Ryan C. Gordon
45407d0eac 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.
2016-02-15 21:49:09 -05:00
Ryan C. Gordon
dc532c70e8 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.
2016-01-05 02:27:50 -05:00
Ryan C. Gordon
d4aedf9951 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.
2015-04-21 09:45:58 -04:00
Ryan C. Gordon
e497e46515 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.
2016-01-05 02:28:56 -05:00
Ryan C. Gordon
3bdaf4c611 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.
2016-01-05 02:46:10 -05:00
Ryan C. Gordon
5696e88e6b 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.
2016-01-05 02:29:06 -05:00
Ryan C. Gordon
f9af0c0376 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.
2016-01-05 02:27:26 -05:00
Ryan C. Gordon
f2defe5e11 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.
2016-01-05 01:30:40 -05:00
Ryan C. Gordon
14e007772a 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.
2015-04-21 10:14:17 -04:00
Ryan C. Gordon
9a7527988a 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.
2015-04-21 01:22:32 -04:00
Ryan C. Gordon
f9d478b6c3 x11: _NET_WM_PID needs a long, not a pid_t, I think. 2016-01-05 02:40:14 -05:00
Ryan C. Gordon
0c0ce2096c Updated comment: this is the correct way to do fullscreen on X11 now. 2015-04-21 10:19:20 -04:00
Ryan C. Gordon
e0e04542d0 Added a few FIXMEs. 2015-04-21 09:46:48 -04:00
Ryan C. Gordon
7678b1db88 Patch to compile on C89 compilers. 2016-01-04 16:36:42 -05:00
Ryan C. Gordon
6df5e1e535 x11: Support _NET_WM_USER_TIME and give _NET_ACTIVE_WINDOW a valid timestamp.
Fixes Bugzilla #3056.
2016-01-04 16:25:27 -05:00
Sam Lantinga
42065e785d Updated copyright to 2016 2016-01-02 10:10:34 -08:00
Sam Lantinga
38edc1779a Add SDL_HINT_VIDEO_X11_NET_WM_PING to allow disabling
_NET_WM_PING protocol handling in CreateWindow if
desired.
2015-10-27 11:18:04 -07:00
Ryan C. Gordon
da6f2221e3 X11: isConfigureNotify() isn't used at the moment, comment it out. 2015-08-13 17:37:09 -04:00
Ryan C. Gordon
8a1fd98261 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.
2015-08-13 14:56:16 -04:00
Sam Lantinga
b5c43a88b4 Fixed style 2015-07-03 09:18:14 -07:00
Sam Lantinga
35c4468f9d 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.
2015-07-03 09:17:24 -07:00
Philipp Wiesemann
0e45984fa0 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().
2015-06-21 17:33:46 +02:00