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The Amiibo tab's folder field took no typing: the menu never passes typed characters to Dear ImGui, so "Open" only re-read "./amiibo". A missing folder said so at the bottom of the right pane, below its scroll. "Open" now shows the shell's folder dialog on Windows (IFileOpenDialog on a thread of its own, owned by the game window) and SDL_ShowOpenFolderDialog on the SDL window thread elsewhere; the tab shows the folder as text and names a missing one inside the empty list. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
27 lines
1.0 KiB
C
27 lines
1.0 KiB
C
// The SDL3 window's input seams (Linux and other hosts without Win32): gfx_window_sdl.c owns the window and its event
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// loop, input_sdl.c the keyboard, the mouse and the cursor, ui/menu_sdl.cpp the menu's events. Window thread, except
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// where noted.
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#pragma once
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#include <SDL3/SDL.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// gfx_window_sdl.c
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SDL_Window *gfx_window_sdl(void); // the game window, NULL before gfx_window_start; any thread
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double gfx_window_sdl_density(void); // pixels per window unit (mouse positions are in units); any thread
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void gfx_window_sdl_run(void (*fn)(void *arg), void *arg); // runs fn on the window thread and waits; any thread
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// input_sdl.c
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void input_sdl_window(SDL_Window *w); // the game window was created
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void input_sdl_event(const SDL_Event *e); // every event, first
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void input_sdl_idle(void); // no event for a while: a cursor change asked for from another thread
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// ui/menu_sdl.cpp
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void menu_sdl_event(const SDL_Event *e); // every event, after input_sdl_event
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#ifdef __cplusplus
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}
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#endif
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