parent
848fd1eab4
commit
615c935d11
8 changed files with 39 additions and 13 deletions
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@ -704,6 +704,21 @@ typedef struct SDL_CameraDeviceEvent
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SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */
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} SDL_CameraDeviceEvent;
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/**
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* Renderer event structure (event.render.*)
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*
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* \since This struct is available since SDL 3.1.7.
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*/
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typedef struct SDL_RenderEvent
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{
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SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */
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Uint32 reserved;
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Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */
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SDL_WindowID windowID; /**< The window containing the renderer in question. */
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} SDL_RenderEvent;
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/**
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* Touch finger event structure (event.tfinger.*)
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*
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@ -980,6 +995,7 @@ typedef union SDL_Event
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SDL_PenMotionEvent pmotion; /**< Pen motion event data */
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SDL_PenButtonEvent pbutton; /**< Pen button event data */
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SDL_PenAxisEvent paxis; /**< Pen axis event data */
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SDL_RenderEvent render; /**< Render event data */
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SDL_DropEvent drop; /**< Drag and drop event data */
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SDL_ClipboardEvent clipboard; /**< Clipboard event data */
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@ -450,10 +450,15 @@ static void SDL_LogEvent(const SDL_Event *event)
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break;
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SDL_EVENT_CASE(SDL_EVENT_CLIPBOARD_UPDATE)
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break;
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SDL_EVENT_CASE(SDL_EVENT_RENDER_TARGETS_RESET)
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break;
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SDL_EVENT_CASE(SDL_EVENT_RENDER_DEVICE_RESET)
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break;
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#define SDL_RENDEREVENT_CASE(x) \
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case x: \
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SDL_strlcpy(name, #x, sizeof(name)); \
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(void)SDL_snprintf(details, sizeof(details), " (timestamp=%u event=%s windowid=%u)", \
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(uint)event->display.timestamp, name, (uint)event->render.windowID); \
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break
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SDL_RENDEREVENT_CASE(SDL_EVENT_RENDER_TARGETS_RESET);
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SDL_RENDEREVENT_CASE(SDL_EVENT_RENDER_DEVICE_RESET);
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#define SDL_DISPLAYEVENT_CASE(x) \
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case x: \
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@ -1559,8 +1559,9 @@ static bool D3D_Reset(SDL_Renderer *renderer)
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// Let the application know that render targets were reset
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{
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SDL_Event event;
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SDL_zero(event);
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event.type = SDL_EVENT_RENDER_TARGETS_RESET;
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event.common.timestamp = 0;
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event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer));
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SDL_PushEvent(&event);
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}
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@ -1084,8 +1084,9 @@ static bool D3D11_HandleDeviceLost(SDL_Renderer *renderer)
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// Let the application know that the device has been reset or lost
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SDL_Event event;
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SDL_zero(event);
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event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST;
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event.common.timestamp = 0;
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event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer));
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SDL_PushEvent(&event);
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return recovered;
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@ -1459,8 +1459,9 @@ static bool D3D12_HandleDeviceLost(SDL_Renderer *renderer)
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// Let the application know that the device has been reset or lost
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SDL_Event event;
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SDL_zero(event);
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event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST;
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event.common.timestamp = 0;
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event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer));
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SDL_PushEvent(&event);
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return recovered;
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@ -2519,8 +2519,9 @@ static bool VULKAN_HandleDeviceLost(SDL_Renderer *renderer)
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// Let the application know that the device has been reset or lost
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SDL_Event event;
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SDL_zero(event);
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event.type = recovered ? SDL_EVENT_RENDER_DEVICE_RESET : SDL_EVENT_RENDER_DEVICE_LOST;
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event.common.timestamp = 0;
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event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer));
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SDL_PushEvent(&event);
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return recovered;
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@ -1899,13 +1899,13 @@ void SDLTest_PrintEvent(const SDL_Event *event)
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break;
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case SDL_EVENT_RENDER_TARGETS_RESET:
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SDL_Log("SDL EVENT: render targets reset");
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SDL_Log("SDL EVENT: render targets reset in window %" SDL_PRIu32, event->render.windowID);
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break;
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case SDL_EVENT_RENDER_DEVICE_RESET:
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SDL_Log("SDL EVENT: render device reset");
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SDL_Log("SDL EVENT: render device reset in window %" SDL_PRIu32, event->render.windowID);
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break;
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case SDL_EVENT_RENDER_DEVICE_LOST:
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SDL_Log("SDL EVENT: render device lost");
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SDL_Log("SDL EVENT: render device lost in window %" SDL_PRIu32, event->render.windowID);
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break;
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case SDL_EVENT_TERMINATING:
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@ -36,15 +36,16 @@
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static void android_egl_context_restore(SDL_Window *window)
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{
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if (window) {
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SDL_Event event;
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SDL_WindowData *data = window->internal;
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SDL_GL_MakeCurrent(window, NULL);
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if (!SDL_GL_MakeCurrent(window, (SDL_GLContext)data->egl_context)) {
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// The context is no longer valid, create a new one
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data->egl_context = (EGLContext)SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, (SDL_GLContext)data->egl_context);
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SDL_Event event;
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SDL_zero(event);
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event.type = SDL_EVENT_RENDER_DEVICE_RESET;
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event.common.timestamp = 0;
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event.render.windowID = SDL_GetWindowID(SDL_GetRenderWindow(renderer));
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SDL_PushEvent(&event);
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}
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data->backup_done = false;
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