Setting the window geometry on the xdg-toplevel path is a hack used to prevent protocol violations if a buffer with an old size is committed. Since viewports decouple the window geometry from the buffer size, this is not needed if viewports are supported.
Fixes an invalid window geometry warning and incorrect window overview size for fullscreen windows in GNOME.
This reverts commit 3c90b1c1f6.
It turns out this is problematic for sdl2-compat. We're investigating a more complete separation between SDL2 and SDL3 surfaces, but in the meantime, I'll fix the breakage.
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 was added by the Unreal Engine to handle the input focus for popups and dialogs, window types for which SDL3 has built-in, cross-platform support.
This was only ever implemented in X11, and the only purpose was to hint that a client application may want to call the SDL_SetWindowInputFocus() function, which has since been removed, rendering it pointless now.
This was added to SDL2 for the Unreal Engine's implementation of menus and dialogs on X11, window types for which SDL3 has added built-in, cross-platform support.
Remove this function, as it was only ever implemented for X11 and is now basically useless aside from allowing annoying or malicious client apps to discretely steal focus. As the documentation states: "You almost certainly want SDL_RaiseWindow() instead of this function."
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.
XInput2 will grab the pointer on button presses, which causes the grab attempt to fail and ultimately timeout since the pointer is already grabbed, however, ungrabbing the pointer when no buttons are pressed and the pointer is outside the window can generate enter/leave notify events, which result in further calls of the grab function. The end result is an infinite loop of grab/ungrab attempts generating enter/leave events. This causes a hang in testautomation when creating a window with the grabbed flag if the pointer is not positioned within window bounds.
Check the button state and only ungrab if a mouse button is in the pressed state.
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.