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.
This commit fixes the attribute list in the WGL and GLX code when requesting a floating point pixel format. The name of the attribute was missing in the list.
Fixes libsdl-org#10189
This allows the numpad to work as the user expects based on the numlock state. If the application needs to distinguish the keys, it can check to see whether the scancode is a numpad key or not.
The new function includes the cursor position so IME UI elements can be placed relative to the cursor, as well as having the whole text area available so on-screen keyboards can avoid it.
* Don't need to initialize values already zeroed
* Added debug message logging
* Don't send duplicate SDL_EVENT_TEXT_EDITING events with empty text
* Send the length of selected text in the SDL_EVENT_TEXT_EDITING event
* Fixed potential crashes when out of memory
SDL_StartTextInput(), SDL_StopTextInput(), SDL_TextInputActive(), SDL_ClearComposition(), and SDL_SetTextInputRect() all now take a window parameter.
This change also fixes IME candidate positioning when SDL_SetTextInputRect() is called before SDL_StartTextInput(), as is recommended in the documentation.
/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;
^
The HDR properties are zeroed and set in WIN_GetHDRProperties, and using the struct without calling this function results in sending uninitialized data.
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.
Added SDL_Vulkan_DestroySurface, its documentation and corresponding platform specific implementations. Fixed some header inclusion orders to improve consistency between platforms. Added TODOs regarding MetalView creation and destruction which will benefit from the new functionality.