The thread locale concerns display options (e.g. date formatting) not
the display language. There are typically, but not necessarily the same,
as Windows allows them to be configured separately.
The call to SDL_SetWindowSize works around a macOS specific SDL2 bug.
Fixes the window not restoring to its previous position when exiting
fullscreen on Linux/X11.
When updating or recreating the window, if we changed the window
size at the same time we also toggle between OpenGL and non
OpenGL mode, or toggle fullscreen mode, we may have a pending
SDL resize event with the wrong size. So we need to make sure to
append another one with the correct size to end up with the correct
size. This fixes bug #9971.
This fixes tons of warnings with clang from a recent xcode version on
macOS (and possibly other systems) complaining that an instantiation
of _singleton is required but no definition is available.
Destroying and recreating the SDL window whenever the video mode
changes in SDL2 is not necessary and causes several problems:
1. In windowed mode, the game window shifts position;
2. In fullscreen mode in macOS, every time the window is
recreated, it causes the OS to play its switch-to-fullscreen
animation again and emit system alert noises;
3. The window content flickers; and
4. The engine loses events from the old destroyed window.
This patch changes the SDL backend code to avoid destroying and
recreating the SDL window when using SDL2, except when switching
OpenGL modes, since there is no way to change the OpenGL feature
of a window.
There are still some outstanding issues with OpenGL where window
size ends up getting reset even though the user has resized it;
this will probably need to be addressed at some point in another
patch.
Thanks to @bgK and @criezy for their feedback which made this
patch much better.
Co-Authored-By: Bastien Bouclet <bastien.bouclet@gmail.com>
Fixes erratic speeds in analog pointer motion
Implemented option to set analog/keyboard pointer speed
and control the analog joystick deadzone. The deadzone option appears
only if the build supports analog joystick (via JOY_ANALOG define)