Support SDL_EVENT_DROP_TEXT in Windows
src/video/windows/SDL_windowsvideo.c + .h
Connect to COM WIN_CoInitialize + OLE OleInitialize in WIN_VideoInit
Disconnect from COM WIN_CoUninitialize + OLE OleUninitialize in WIN_VideoQuit
src/video/windows/SDL_windowswindow.c + .h
Create / Destroy IDropTarget or use fallback WM_DROPFILES
depending on OleInitialize success in WIN_VideoInit
Handle text/uri-list, text/plain;charset=utf-8, CF_UNICODE_TEXT, CF_TEXT, CF_HDROP
Call terminating WIN_AcceptDragAndDrop from WIN_DestroyWindow ( CleanupVideoData )
This was done to SDL_DisplayMode for consistency with SDL_Surface and gives it a type so we don't have to do casts in SDL code.
I considered switching to an ID and hashing the driver data, etc. but all of that involved a lot of internal code churn and this solution gives us flexibility in how we handle this in the future.
After consideration, I made this renaming global across the project, for consistency.
Fixes https://github.com/libsdl-org/SDL/issues/10198
SDL_Surface has been simplified and internal details are no longer in the public structure.
The `format` member of SDL_Surface is now an enumerated pixel format value. You can get the full details of the pixel format by calling `SDL_GetPixelFormatDetails(surface->format)`. You can get the palette associated with the surface by calling SDL_GetSurfacePalette(). You can get the clip rectangle by calling SDL_GetSurfaceClipRect().
SDL_PixelFormat has been renamed SDL_PixelFormatDetails and just describes the pixel format, it does not include a palette for indexed pixel types.
SDL_PixelFormatEnum has been renamed SDL_PixelFormat and is used instead of Uint32 for API functions that refer to pixel format by enumerated value.
SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB(), and SDL_GetRGBA() take an optional palette parameter for indexed color lookups.
/tmp/SDL3/src/video/windows/SDL_windowswindow.c: In function 'WIN_SetWindowPositionInternal':
/tmp/SDL3/src/video/windows/SDL_windowswindow.c:216:17: warning: 'h' may be used uninitialized in this function [-Wmaybe-uninitialized]
rect.bottom = *height;
~~~~~~~~~~~~^~~~~~~~~
/tmp/SDL3/src/video/windows/SDL_windowswindow.c:320:12: note: 'h' was declared here
int w, h;
^
/tmp/SDL3/src/video/windows/SDL_windowswindow.c:215:16: warning: 'w' may be used uninitialized in this function [-Wmaybe-uninitialized]
rect.right = *width;
~~~~~~~~~~~^~~~~~~~
/tmp/SDL3/src/video/windows/SDL_windowswindow.c:320:9: note: 'w' was declared here
int w, h;
^
Video backends that run asynchronously can wind up in a race situation if a mode or position update request queues up a fullscreen enter request while an unprocessed asynchronous leave request is in flight, and the mode switch or position update request is processed after the leave request, causing the window to erroneously return to fullscreen.
Instead of the internal SDL_UpdateFullscreenMode and backend SetWindowFullscreen functions taking a boolean value, use an enum that allows the backends to distinguish between "this is an explicit fullscreen enter/leave request", and "this is an update request to change the mode or position". Communicating the specific intent allows the backend to early-out when required, which prevents windows from erroneously returning to fullscreen due to update requests made after a leave request, and allows for the removal of some internal synchronization previously needed to (attempt to) work around this, which improves overall performance while also increasing robustness.
This is only relevant to the internal functions, and nothing in the public-facing API has been changed.
If a window is fullscreen and the maximized state is requested, it needs to be explicitly entered after leaving fullscreen, or the resulting window will be in the maximized state, but still the size of the non-maximized window.
- Adds support for modal windows to Win32, Mac, and Haiku, and enhances functionality on Wayland and X11, which previous set only the parent window, but not the modal state.
- Windows can be declared modal at creation time, and the modal state can be toggled at any time via SDL_SetWindowModalFor() (tested with UE5 through sdl2-compat).
- Allows dynamic unparenting/reparenting of windows.
- Includes a modal window test.
While the focus change happens, Windows appears to reset the cursor clip rectangle, and then restore it if the application that has focus has the clip rectangle set.
This fixes resetting the clip rectangle while changing focus between windows in the same application, e.g. the Source 2 editor.
Alter the video driver grab/confinement function signatures to return an int, set and return an error if the grab request fails, and clear the grab flags from the window if the mouse and/or keyboard wasn't actually grabbed.
When an app makes a fullscreen window on Windows, the window is really just resized to the monitor dimensions and positioned at 0, 0 and positioned on top of everything, including the taskbar. Added disabling rounded corners and some new DWM controlled border color (which seems to be defaulted to 1px transparent, but can be set to the theme color by users). Previous settings are restored when exiting fullscreen mode.
Windows doesn't inform applications if the window is in the docked/tiled state, so let windows manage the window size when restoring from a fixed-size state, unless the application explicitly requested a new size/position.
Fixes the video_getSetWindowState test.
SDL window size, state, and position functions have been considered immediate, with their effects assuming to have taken effect upon successful return of the function. However, several windowing systems handle these requests asynchronously, resulting in the functions blocking until the changes have taken effect, potentially for long periods of time. Additionally, some windowing systems treat these as requests, and can potentially deny or fulfill the request in a manner differently than the application expects, such as not allowing a window to be positioned or sized beyond desktop borders, prohibiting fullscreen, and so on.
With these changes, applications can make requests of the window manager that do not block, with the understanding that an associated event will be sent if the request is fulfilled. Currently, size, position, maximize, minimize, and fullscreen calls are handled as asynchronous requests, with events being returned if the request is honored. If the application requires that the change take effect immediately, it can call the new SDL_SyncWindow function, which will attempt to block until the request is fulfilled, or some arbitrary timeout period elapses, the duration of which depends not only on the windowing system, but on the operation requested as well (e.g. a 100ms timeout is fine for most X11 events, but maximizing a window can take considerably longer for some reason). There is also a new hint 'SDL_VIDEO_SYNC_ALL_WINDOW_OPS' that will mimic the old behavior by synchronizing after every window operation with, again, the understanding that using this may result in the associated calls blocking for a relatively long period.
The deferred model also results in the window size and position getters not reporting false coordinates anymore, as they only forward what the window manager reports vs allowing applications to set arbitrary values, and fullscreen enter/leave events that were initiated via the window manager update the window state appropriately, where they didn't before.
Care was taken to ensure that order of operations is maintained, and that requests are not ignored or dropped. This does require some implicit internal synchronization in the various backends if many requests are made in a short period, as some state and behavior depends on other bits of state that need to be known at that particular point in time, but this isn't something that typical applications will hit, unless they are sending a lot of window state in a short time as the tests do.
The automated tests developed to test the previous behavior also resulted in previously undefined behavior being defined and normalized across platforms, particularly when it comes to the sizing and positioning of windows when they are in a fixed-size state, such as maximized or fullscreen. Size and position requests made when the window is not in a movable or resizable state will be deferred until it can be applied, so no requests are lost. These changes fix another long-standing issue with renderers recreating maximized windows, where the original non-maximized size was lost, resulting in the window being restored to the wrong size. All automated video tests pass across all platforms.
Overall, the "make a request/get an event" model better reflects how most windowing systems work, and some backends avoid spending significant time blocking while waiting for operations to complete.
This means the allocator's caller doesn't need to use SDL_OutOfMemory directly
if the allocation fails.
This applies to the usual allocators: SDL_malloc, SDL_calloc, SDL_realloc
(all of these regardless of if the app supplied a custom allocator or we're
using system malloc() or an internal copy of dlmalloc under the hood),
SDL_aligned_alloc, SDL_small_alloc, SDL_strdup, SDL_asprintf, SDL_wcsdup...
probably others. If it returns something you can pass to SDL_free, it should
work.
The caller might still need to use SDL_OutOfMemory if something that wasn't
SDL allocated the memory: operator new in C++ code, Objective-C's alloc
message, win32 GlobalAlloc, etc.
Fixes#8642.