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.
--HG--
extra : amend_source : 645293aaac39f2f9740ead48719b5d285a53ba2c
extra : histedit_source : ab4c8f32ee931de00f9f632dd34d860f65279922
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.
--HG--
extra : amend_source : 730a99950b9cece544b7bebc4e5ae89a76ece0c8
extra : histedit_source : 2ade56ac0691a527638010cf47ed23467e38d21b
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.
--HG--
extra : amend_source : 99ddce333d2a4de7d59adb88d5059b34d731d907
extra : histedit_source : 012e8cb2f7822cd55cbbc124f642ccc530e3f75b%2Cbddf95ecf18ca97e1e3d7840971ef14ca739c9da
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.
--HG--
extra : amend_source : dfbcf454974baeb9dea6aeee929dcecb14924e7c
extra : histedit_source : 9d688d7641ae624a1d0129796a338f4ff2b50896
This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.
--HG--
extra : histedit_source : d63b54541d9f36f2315a1cca24030a69f3617ab9
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.
--HG--
extra : amend_source : d117ff057792aa4827cd846e7786f863a5b55214
extra : histedit_source : e412d6129e61512374a548b1549cbb73de587b5b
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.
--HG--
extra : histedit_source : e9036b7eb9238337f3d98b9c610ff3e1ed027a70
This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
--HG--
extra : histedit_source : e662a1d2d2a9bba6a75c799d9f7228303d654de1
Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.
--HG--
extra : histedit_source : f78011dde9ebf0fa20039df2ac19ee6cb2c4defa
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
--HG--
extra : histedit_source : c6a80f7a21cca9f90f3310127b24e7ff0ec03238
This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
--HG--
extra : amend_source : 121efd21a0162ffdb1673fd5af969bcd53eed4c2
extra : histedit_source : 1ce73eb25b5fdf5ce767f6336601442e92bbd69a
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.
--HG--
extra : histedit_source : e7b25deeb7b4d79dd897f4b31d356d7959d80d60
This will help catch things that'll cause issues on C89 compilers before we
send them on to fail on Buildbot.
--HG--
extra : amend_source : 2a21da040338a9f796b8baf7038cf866ce54b595
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
Martin Gerhardy
According to https://msdn.microsoft.com/de-de/library/2kzt1wy3%28v=vs.120%29.aspx when one is using /MT for msvc compilations the libcmt.lib is already linked to the binary. This lib includes the symbol that is now guarded (see attached patch) by the #ifndef _MT.