This includes both wasm64 and wasm32 when addressing more than 2gb of memory.
Fixes: #9052
(Manually cherry-picked from 3deb07ea395373204462130c1e062bc1f71fe060.)
This patch modifies the clipboard handling so that when we receive an external
clipboard update, the suppported mime types are included in the SDL_ClipboarUpdate
event. The patch also introduces the owner field that allows to know if the update
is because we own the clipboard (internal update) or if it was an external update.
Using an unscaled buffer just results in the compositor scaling up the low-res cursor image for output, resulting in it appearing blurry. Always use the scaled cursor to ensure that it appears sharp and matches the native system look.
If the cursor shape protocol is supported, the compositor will handle cursor themes and sizes automatically, so querying the properties with DBus serves no purpose as the values are never used.
Handle named and custom cursor scaling in a cleaner manner, and account for edge cases where named cursor sizes may not exactly match the required size.
Modern kernels (v5.8+) allow non-root usage of drmDropMaster(), so
we can hold on to our fd after dropping master on it. This fixes
populating drm_fd in the KMSDRM SysWMinfo when using Vulkan.
Also add a missing error check for open() while we're here
We require stdbool.h in the build environment, so we might as well use the plain bool type.
If your environment doesn't have stdbool.h, this simple replacement will suffice:
typedef signed char bool;
Also marked the existing functions as unsafe, as they can cause crashes if used in multi-threaded applications.
As a bonus, since the new functions are hashtable based, hint environment lookups are much faster.
In some cases, such as when recreating a window during renderer initialization, a failure can leave the window in a state where the internal structure has already been freed, but the higher level window object needs to be destroyed separately. Check that the internal handle is valid before attempting to access any data during destruction.
Allows for graceful failure instead of a crash during cleanup if renderer creation fails.
Use doubles and apply an offset to account for rounding errors due to Wayland scale increments being in units of 1/120. This fixes the backbuffer size calculations with certain combinations of size/scale values, and future-proofs the Wayland backend, as 32-bit floats become increasingly error-prone with larger dimensions and/or scale factors.
The conversion formula is now point->pixel->point round trip safe as well.
GameInput currently has a bug with keys stuck on focus change, and crashes on initialization on some systems, so we'll disable it until these issues are fixed.