Tue, 05 Jan 2016 02:27:26 -0500x11: Put a matching window_group wmhint on every window created.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:27:26 -0500] rev 10023
x11: Put a matching window_group wmhint on every window created.

This is useful to the Window Manager, so it can know to associate multiple SDL
windows with a single app.

Tue, 05 Jan 2016 01:42:00 -0500Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 01:42:00 -0500] rev 10022
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.

This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.

This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.

Tue, 05 Jan 2016 01:30:40 -0500Added special window type flags.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 01:30:40 -0500] rev 10021
Added special window type flags.

Specifically: always on top, skip taskbar, tooltip, utility, and popup menu.

This is currently only implemented for X11.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

Tue, 05 Jan 2016 02:26:45 -0500Added SDL_DROPTEXT event, for dragging and dropping string data.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:26:45 -0500] rev 10020
Added SDL_DROPTEXT event, for dragging and dropping string data.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.

Mon, 04 Jan 2016 23:52:40 -0500Added SDL_GetDisplayUsableBounds().
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Jan 2016 23:52:40 -0500] rev 10019
Added SDL_GetDisplayUsableBounds().

Wed, 22 Apr 2015 16:50:48 -0400x11: Optimize SDL_GetGlobalMouseState() a little.
Ryan C. Gordon <icculus@icculus.org> [Wed, 22 Apr 2015 16:50:48 -0400] rev 10018
x11: Optimize SDL_GetGlobalMouseState() a little.

Use XInput2 to mark the global mouse state as dirty so we don't have to make
a bunch of roundtrips to the X server when nothing has changed.

Tue, 21 Apr 2015 10:14:17 -0400x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.
Ryan C. Gordon <icculus@icculus.org> [Tue, 21 Apr 2015 10:14:17 -0400] rev 10017
x11: window managers might mark windows as FULLSCREEN _and_ MAXIMIZED.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.

Tue, 21 Apr 2015 01:22:32 -0400x11: Workaround window managers that mark fullscreen windows as maximized.
Ryan C. Gordon <icculus@icculus.org> [Tue, 21 Apr 2015 01:22:32 -0400] rev 10016
x11: Workaround window managers that mark fullscreen windows as maximized.

This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.

Mon, 04 Jan 2016 23:44:27 -0500x11: Let apps specify that video init should fail if XRandR is unavailable.
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Jan 2016 23:44:27 -0500] rev 10015
x11: Let apps specify that video init should fail if XRandR is unavailable.

Notably: it sets the error string to inform you that your custom SDL is built
without xrandr support, which apparently has been a support issue for
Unreal Engine 4 developers.

Tue, 05 Jan 2016 02:40:14 -0500x11: _NET_WM_PID needs a long, not a pid_t, I think.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:40:14 -0500] rev 10014
x11: _NET_WM_PID needs a long, not a pid_t, I think.