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Fix issues relating to SDL and wxWidgets interaction in Atlas.
This fixes the transfer of key inputs from WxWidgets to SDL, making it possible to type in the in-game GUI from Atlas. Also fixes whitespace issues in some Atlas files. The following improvements are OSX specific: - fixes an SDL assertion related to unused subsystems in Atlas. - Remove the 'osxguiapplication' override. This fixes the editor starting up in the background and not accepting input when launched from in-game. - To prevent an issue with sdl/wxwidgets conflict when running from inside the game, actually boot a new instance (see #2427) Reported by: wik (Many thanks for your investigations) Tested by: trompetin17, Stan Fixes #2427 Fixes #2846 Differential Revision: https://code.wildfiregames.com/D2788 This was SVN commit r23926.
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@@ -300,7 +300,8 @@ static void ReportSDL(const ScriptInterface& scriptInterface, JS::HandleValue se
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snprintf(version, ARRAY_SIZE(version), "%d.%d.%d", runtime.major, runtime.minor, runtime.patch);
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scriptInterface.SetProperty(settings, "sdl_runtime_version", version);
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const char* backend = GetSDLSubsystem(g_VideoMode.GetWindow());
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// This is null in atlas (and further the call triggers an assertion).
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const char* backend = g_VideoMode.GetWindow() ? GetSDLSubsystem(g_VideoMode.GetWindow()) : "none";
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scriptInterface.SetProperty(settings, "sdl_video_backend", backend ? backend : "unknown");
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}
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