macOS: Store UUID in MonitorHandle instead of CGDirectDisplayID (#4167)
The monitor UUID is what actually represents the monitor, CGDirectDisplayID is closer in correspondence to a specific framebuffer.
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@ -248,10 +248,11 @@ changelog entry.
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- On macOS, fixed the scancode conversion for `IntlBackslash`.
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- On macOS, fixed redundant `SurfaceResized` event at window creation.
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- On Windows, fixed ~500 ms pause when clicking the title bar during continuous redraw.
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- On macos, `WindowExtMacOS::set_simple_fullscreen` now honors `WindowExtMacOS::set_borderless_game`
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- On macOS, `WindowExtMacOS::set_simple_fullscreen` now honors `WindowExtMacOS::set_borderless_game`
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- On X11 and Wayland, fixed pump_events with `Some(Duration::Zero)` blocking with `Wait` polling mode
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- On macOS, fixed `run_app_on_demand` returning without closing open windows.
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- On Wayland, fixed a crash when consequently calling `set_cursor_grab` without pointer focus.
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- On Wayland, ensure that external event loop is woken-up when using pump_events and integrating via `FD`.
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- On Wayland, apply fractional scaling to custom cursors.
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- On macOS, fixed `VideoMode::refresh_rate_millihertz` for fractional refresh rates.
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- On macOS, store monitor handle to avoid panics after going in/out of sleep.
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