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.
After discussion with @ocornut, SDL_RenderGeometryRaw() will take floating point colors and conversion from 8-bit color can happen on the application side. We can always add an 8-bit color fast path in the future if we need it on handheld platforms.
If you need code to do this in your application, you can use the following:
int SDL_RenderGeometryRaw8BitColor(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)
{
int i, retval, isstack;
const Uint8 *color2 = (const Uint8 *)color;
SDL_FColor *color3;
if (num_vertices <= 0) {
return SDL_InvalidParamError("num_vertices");
}
if (!color) {
return SDL_InvalidParamError("color");
}
color3 = (SDL_FColor *)SDL_small_alloc(SDL_FColor, num_vertices, &isstack);
if (!color3) {
return -1;
}
for (i = 0; i < num_vertices; ++i) {
color3[i].r = color->r / 255.0f;
color3[i].g = color->g / 255.0f;
color3[i].b = color->b / 255.0f;
color3[i].a = color->a / 255.0f;
color2 += color_stride;
color = (const SDL_Color *)color2;
}
retval = SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
SDL_small_free(color3, isstack);
return retval;
}
Fixes https://github.com/libsdl-org/SDL/issues/9009
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.
If window transparency was requested via the SDL_WINDOW_TRANSPARENT flag, don't set the opaque bit on the swapchain composite alpha value. Fixes transparent windows when using the Vulkan renderer (e.g. testsprite --transparent).
(This means "new value" and returns the atomically updated value. Before, we
were returning a value from a void function.)
(cherry picked from commit 498cbffd89105efbcdb5b79fa1478cdf91fbc351)