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Renamed SDL events for clarity
Fixes https://github.com/libsdl-org/SDL/issues/6877
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parent
74697bc351
commit
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101 changed files with 1375 additions and 862 deletions
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@ -33,7 +33,7 @@
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/* as a courtesy to iOS apps, we don't try to draw when in the background, as
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that will crash the app. However, these apps _should_ have used
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SDL_AddEventWatch to catch SDL_APP_WILLENTERBACKGROUND events and stopped
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SDL_AddEventWatch to catch SDL_EVENT_WILL_ENTER_BACKGROUND events and stopped
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drawing themselves. Other platforms still draw, as the compositor can use it,
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and more importantly: drawing to render targets isn't lost. But I still think
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this should probably be removed at some point in the future. --ryan. */
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@ -672,7 +672,7 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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{
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SDL_Renderer *renderer = (SDL_Renderer *)userdata;
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if (event->type >= SDL_WINDOWEVENT_FIRST && event->type <= SDL_WINDOWEVENT_LAST) {
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if (event->type >= SDL_EVENT_WINDOW_FIRST && event->type <= SDL_EVENT_WINDOW_LAST) {
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SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
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if (window == renderer->window) {
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if (renderer->WindowEvent) {
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@ -683,8 +683,8 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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* window display changes as well! If the new display has a new DPI,
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* we need to update the viewport for the new window/drawable ratio.
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*/
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if (event->type == SDL_WINDOWEVENT_SIZE_CHANGED ||
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event->type == SDL_WINDOWEVENT_DISPLAY_CHANGED) {
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if (event->type == SDL_EVENT_WINDOW_SIZE_CHANGED ||
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event->type == SDL_EVENT_WINDOW_DISPLAY_CHANGED) {
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/* Make sure we're operating on the default render target */
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SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
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if (saved_target) {
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@ -737,22 +737,22 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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if (saved_target) {
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SDL_SetRenderTarget(renderer, saved_target);
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}
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} else if (event->type == SDL_WINDOWEVENT_HIDDEN) {
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} else if (event->type == SDL_EVENT_WINDOW_HIDDEN) {
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renderer->hidden = SDL_TRUE;
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} else if (event->type == SDL_WINDOWEVENT_SHOWN) {
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} else if (event->type == SDL_EVENT_WINDOW_SHOWN) {
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if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
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renderer->hidden = SDL_FALSE;
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}
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} else if (event->type == SDL_WINDOWEVENT_MINIMIZED) {
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} else if (event->type == SDL_EVENT_WINDOW_MINIMIZED) {
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renderer->hidden = SDL_TRUE;
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} else if (event->type == SDL_WINDOWEVENT_RESTORED ||
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event->type == SDL_WINDOWEVENT_MAXIMIZED) {
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} else if (event->type == SDL_EVENT_WINDOW_RESTORED ||
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event->type == SDL_EVENT_WINDOW_MAXIMIZED) {
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if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
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renderer->hidden = SDL_FALSE;
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}
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}
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}
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} else if (event->type == SDL_MOUSEMOTION) {
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} else if (event->type == SDL_EVENT_MOUSE_MOTION) {
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SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
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if (window == renderer->window) {
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int logical_w, logical_h;
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@ -772,8 +772,8 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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}
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}
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}
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} else if (event->type == SDL_MOUSEBUTTONDOWN ||
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event->type == SDL_MOUSEBUTTONUP) {
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} else if (event->type == SDL_EVENT_MOUSE_BUTTONDOWN ||
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event->type == SDL_EVENT_MOUSE_BUTTONUP) {
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SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
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if (window == renderer->window) {
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int logical_w, logical_h;
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@ -787,7 +787,7 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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event->button.y /= (scale.y * renderer->dpi_scale.y);
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}
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}
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} else if (event->type == SDL_MOUSEWHEEL) {
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} else if (event->type == SDL_EVENT_MOUSE_WHEEL) {
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SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
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if (window == renderer->window) {
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int logical_w, logical_h;
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@ -801,9 +801,9 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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event->wheel.mouseY /= (scale.y * renderer->dpi_scale.y);
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}
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}
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} else if (event->type == SDL_FINGERDOWN ||
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event->type == SDL_FINGERUP ||
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event->type == SDL_FINGERMOTION) {
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} else if (event->type == SDL_EVENT_FINGER_DOWN ||
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event->type == SDL_EVENT_FINGER_UP ||
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event->type == SDL_EVENT_FINGER_MOTION) {
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int logical_w, logical_h;
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float physical_w, physical_h;
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SDL_DRect viewport;
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