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52b789c994
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@ -134,11 +134,15 @@ information on what to include when reporting a bug.
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- [Wayland] Bugfix: Ignore key repeat events when no window has keyboard focus (#2727)
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- [Wayland] Bugfix: Reset key repeat timer when window destroyed (#2741,#2727)
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- [Wayland] Bugfix: Memory would leak if reading a data offer failed midway
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- [Wayland] Bugfix: Keyboard leave event handler now processes key repeats (#2736)
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- [Wayland] Bugfix: Retrieved cursor position would be incorrect when hovering over
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fallback decorations
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- [Wayland] Bugfix: Fallback decorations would report scroll events
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- [Wayland] Bugfix: Keyboard repeat events halted when any key is released (#2568)
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- [Wayland] Bugfix: Fallback decorations would show menu at wrong position
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- [Wayland] Bugfix: The cursor was not updated when clicking through from
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a modal to a fallback decoration
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- [Wayland] Bugfix: The cursor position was not updated when clicking through
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from a modal to the content area
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- [X11] Bugfix: Running without a WM could trigger an assert (#2593,#2601,#2631)
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- [Null] Added Vulkan 'window' surface creation via `VK_EXT_headless_surface`
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- [Null] Added EGL context creation on Mesa via `EGL_MESA_platform_surfaceless`
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@ -405,13 +405,19 @@ static void handleFallbackDecorationButton(_GLFWwindow* window,
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}
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else if (button == BTN_RIGHT)
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{
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if (window->wl.xdg.toplevel)
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{
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if (!window->wl.xdg.toplevel)
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return;
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if (window->wl.fallback.focus != window->wl.fallback.top.surface)
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return;
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if (ypos < GLFW_BORDER_SIZE)
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return;
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xdg_toplevel_show_window_menu(window->wl.xdg.toplevel,
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_glfw.wl.seat, serial,
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window->wl.cursorPosX,
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window->wl.cursorPosY);
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}
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xpos,
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ypos - GLFW_CAPTION_HEIGHT - GLFW_BORDER_SIZE);
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}
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}
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@ -1532,11 +1538,21 @@ static void pointerHandleEnter(void* userData,
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window->wl.hovered = GLFW_TRUE;
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_glfwSetCursorWayland(window, window->wl.currentCursor);
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_glfwInputCursorEnter(window, GLFW_TRUE);
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if (window->cursorMode != GLFW_CURSOR_DISABLED)
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{
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window->wl.cursorPosX = wl_fixed_to_double(sx);
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window->wl.cursorPosY = wl_fixed_to_double(sy);
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_glfwInputCursorPos(window, window->wl.cursorPosX, window->wl.cursorPosY);
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}
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}
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else
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{
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if (window->wl.fallback.decorations)
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{
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window->wl.fallback.focus = surface;
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updateFallbackDecorationCursor(window, sx, sy);
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}
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}
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}
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