When there is already a BApplication, SDL cannot start its own. In a
previous version, it instead started a separate looper. This results in
some extra complexity as there is now yet another thread to manage (in
addition to the main thread, the application thread, and the window
threads).
Instead, create a BHandler and attach it to the existing BApplication,
which allows it to receive messages in the already existing application
thread.
At best, this is a no-op.
At worst, it might:
- Clobber a signal handler someone registered after us
- Overwrite the signal mask or flags
- Cause unregistration to fail (sigaction() isn't guaranteed to return the exact pointer passed to signal())
If this application is being run under Wine but Steam doesn't know that, Steam won't set STEAM_COMPAT_PROTON. So we'll use wine_get_version() to detect that we're running under Wine instead.
(cherry picked from commit e2e8f86076)
This makes sure that anything that hooks window creation to set up window proc hooks will call DefWindowProc instead of infinitely recursing when we set up our window proc afterwards.
Fixes https://github.com/libsdl-org/SDL/issues/10529
(cherry picked from commit 6c4f2bd83d)
Implements extraction and launching of a 'launchOnExit' URI parameter from protocol activation in SDL_WinRTApp. The URI is stored and launched on app exit, suspension, or window close, enabling return-to-caller scenarios for protocol-activated apps.
The Wayland backend lacks pointer warp functionality, so special-case the relative warp mode hint to deliver accelerated relative motion deltas, which is ultimately what the client wants by enabling this hint.
I found if I try to make texture bigger than screen and use it as a frame buffer, it gets cuts of content. To ensure that render will be valid, I making sure scissors were initialised properly.
P.S. This works on hardware, however, emulator PPSSPP seems has a bug in this case, so I going to report that and making the simple demo.
Since it's no known way to use genuine viewport with PSP SDK, I implemented the workaround using manually added/subtracted offsets to vertices passing to the render API. To assign viewport and cliprect in valid way, I copied part of code from the Vita's module and adjusted it to work on PSP.
This architecture is deprecated and is now failing with:
Windows SDK 10.0.22621.0 : 'C:\Program Files (x86)\Windows Kits\10\include\10.0.22621.0\um' not found or was incomplete
Fixes https://github.com/libsdl-org/SDL/issues/13949
(cherry picked from commit cc3274b6f1)
VMware relies on the cursor being set to NULL to optimize relative mouse motion for games.
We should also revisit whether current RDP works better with a NULL cursor or a transparent cursor.
Fixes https://github.com/libsdl-org/SDL/issues/13700
(cherry picked from commit dac6af4ba6)