Fixed creating a window with both software and hardware renderer attached

This commit is contained in:
Sam Lantinga 2025-02-06 15:22:10 -08:00
parent 3c6e6645fa
commit 48c00bfe6c
6 changed files with 39 additions and 5 deletions

View file

@ -191,8 +191,8 @@ bool SDL_SendWindowEvent(SDL_Window *window, SDL_EventType windowevent, int data
event.window.data2 = data2;
event.window.windowID = window->id;
SDL_Renderer *renderer = (SDL_Renderer *)SDL_GetPointerProperty(window->props, SDL_PROP_WINDOW_RENDERER_POINTER, NULL);
if (renderer) {
for (int i = 0; i < window->num_renderers; ++i) {
SDL_Renderer *renderer = window->renderers[i];
SDL_RendererEventWatch(renderer, &event);
}

View file

@ -45,6 +45,9 @@ this should probably be removed at some point in the future. --ryan. */
#define DONT_DRAW_WHILE_HIDDEN 0
#endif
#define SDL_PROP_WINDOW_RENDERER_POINTER "SDL.internal.window.renderer"
#define SDL_PROP_TEXTURE_PARENT_POINTER "SDL.internal.texture.parent"
#define CHECK_RENDERER_MAGIC_BUT_NOT_DESTROYED_FLAG(renderer, result) \
if (!SDL_ObjectValid(renderer, SDL_OBJECT_TYPE_RENDERER)) { \
SDL_InvalidParamError("renderer"); \
@ -1100,6 +1103,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
if (window) {
SDL_SetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_RENDERER_POINTER, renderer);
SDL_AddWindowRenderer(window, renderer);
}
SDL_SetRenderViewport(renderer, NULL);
@ -5207,6 +5211,7 @@ void SDL_DestroyRendererWithoutFreeing(SDL_Renderer *renderer)
if (SDL_GetPointerProperty(props, SDL_PROP_WINDOW_RENDERER_POINTER, NULL) == renderer) {
SDL_ClearProperty(props, SDL_PROP_WINDOW_RENDERER_POINTER);
}
SDL_RemoveWindowRenderer(renderer->window, renderer);
}
SDL_DiscardAllCommands(renderer);

View file

@ -32,9 +32,6 @@
extern "C" {
#endif
#define SDL_PROP_WINDOW_RENDERER_POINTER "SDL.internal.window.renderer"
#define SDL_PROP_TEXTURE_PARENT_POINTER "SDL.internal.texture.parent"
typedef enum SDL_TextureAddressMode
{
SDL_TEXTURE_ADDRESS_AUTO,

View file

@ -124,6 +124,9 @@ struct SDL_Window
SDL_PropertiesID props;
int num_renderers;
SDL_Renderer **renderers;
SDL_WindowData *internal;
SDL_Window *prev;

View file

@ -4132,6 +4132,31 @@ SDL_Window *SDL_GetToplevelForKeyboardFocus(void)
return focus;
}
bool SDL_AddWindowRenderer(SDL_Window *window, SDL_Renderer *renderer)
{
SDL_Renderer **renderers = (SDL_Renderer **)SDL_realloc(window->renderers, (window->num_renderers + 1) * sizeof(*renderers));
if (!renderers) {
return false;
}
window->renderers = renderers;
window->renderers[window->num_renderers++] = renderer;
return true;
}
void SDL_RemoveWindowRenderer(SDL_Window *window, SDL_Renderer *renderer)
{
for (int i = 0; i < window->num_renderers; ++i) {
if (window->renderers[i] == renderer) {
if (i < (window->num_renderers - 1)) {
SDL_memmove(&window->renderers[i], &window->renderers[i + 1], (window->num_renderers - i - 1) * sizeof(window->renderers[i]));
}
--window->num_renderers;
break;
}
}
}
void SDL_DestroyWindow(SDL_Window *window)
{
CHECK_WINDOW_MAGIC(window,);
@ -4238,6 +4263,7 @@ void SDL_DestroyWindow(SDL_Window *window)
_this->windows = window->next;
}
SDL_free(window->renderers);
SDL_free(window);
#ifdef SDL_VIDEO_DRIVER_UIKIT

View file

@ -63,4 +63,7 @@ extern bool SDL_SetWindowTextureVSync(struct SDL_VideoDevice *_this, SDL_Window
const char *SDL_GetCSSCursorName(SDL_SystemCursor id, const char **fallback_name);
#endif
extern bool SDL_AddWindowRenderer(SDL_Window *window, SDL_Renderer *renderer);
extern void SDL_RemoveWindowRenderer(SDL_Window *window, SDL_Renderer *renderer);
#endif // SDL_video_c_h_