Skip to content

Conversation

ankith26
Copy link
Member

@ankith26 ankith26 commented Sep 1, 2025

  • display index compat code
  • fullscreen compat code unified
  • syncwindow calls so that changes take immediate affect like sdl2

@ankith26 ankith26 requested a review from a team as a code owner September 1, 2025 14:16
Copy link
Contributor

coderabbitai bot commented Sep 1, 2025

📝 Walkthrough

Walkthrough

Adds an SDL3 boolean GL swap-interval wrapper and macro, migrates SDL3 display logic to use the primary display, changes the SDL3 fullscreen helper to return bool, replaces direct fullscreen/vsync calls with those helpers, and inserts SDL_SyncWindow calls after many SDL3 window/display state changes. SDL2 paths unchanged.

Changes

Cohort / File(s) Summary
SDL3 GL wrapper / headers
src_c/_pygame.h
Add #define PG_GL_SetSwapInterval SDL_GL_SetSwapInterval and static inline bool PG_GL_SetSwapInterval(int interval) in the SDL3 section (boolean wrapper returning true on success).
Display management & fullscreen refactor
src_c/display.c
Use SDL_GetPrimaryDisplay() / primary-display current-mode queries for SDL3; guard pg_get_active when no default window; change PG_SetWindowFullscreen return type to bool in SDL3 path; replace direct SDL_SetWindowFullscreen and swap-interval calls with PG_SetWindowFullscreen / PG_GL_SetSwapInterval; add SDL_SyncWindow in SDL3 paths; adjust SDL3 message box success handling.
Window state sync & focus fixes
src_c/window.c
Add SDL_SyncWindow(self->_win) after many window ops (restore/maximize/minimize/resize/constraints/position/fullscreen) under #if SDL_VERSION_ATLEAST(3,0,0); minor local type change in focus handling and ensure SDL3 fullscreen transitions call SDL_SyncWindow.

Sequence Diagram(s)

sequenceDiagram
  autonumber
  actor App
  participant Display as Display API
  participant SDL as SDL (SDL3)
  participant Win as SDL_Window

  rect rgba(210,240,255,0.18)
  note over App,Display: Toggle fullscreen / set mode (SDL3)
  App->>Display: pg_toggle_fullscreen(...) / pg_set_mode(...)
  Display->>SDL: PG_SetWindowFullscreen(Win, fullscreen, non_desktop)
  SDL-->>Display: bool success/failure
  alt success
    Display->>SDL: SDL_SyncWindow(Win)
  end
  Display-->>App: result (bool)
  end

  rect rgba(220,255,220,0.14)
  note over App,Display: VSync / swap interval (SDL3)
  App->>Display: set_vsync(interval)
  Display->>SDL: PG_GL_SetSwapInterval(interval)
  SDL-->>Display: bool success/failure
  Display-->>App: result (bool)
  end

  rect rgba(255,245,210,0.12)
  note over App,Display: Query modes / video info (SDL3)
  App->>Display: get_video_info() / list_modes()
  Display->>SDL: SDL_GetPrimaryDisplay()
  SDL-->>Display: primary_display
  Display->>SDL: SDL_GetDisplayMode(primary_display) / SDL_GetCurrentDisplayMode(...)
  SDL-->>Display: modes/info or error
  Display-->>App: modes/info or error
  end
Loading

Estimated code review effort

🎯 4 (Complex) | ⏱️ ~60 minutes

Possibly related PRs

  • Port display.c to SDL3 #3428: Modifies SDL3 display/window compatibility and uses PG_* fullscreen/vsync helpers; closely related to these SDL3 display/window changes.

Suggested labels

display

Suggested reviewers

  • Starbuck5
  • MyreMylar

Pre-merge checks and finishing touches

❌ Failed checks (1 warning)
Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 18.52% which is insufficient. The required threshold is 80.00%. You can run @coderabbitai generate docstrings to improve docstring coverage.
✅ Passed checks (2 passed)
Check name Status Explanation
Title Check ✅ Passed The title "[Part 2] SDL3: display+window: runtime fixes" concisely identifies the primary scope of the changes—SDL3 runtime fixes affecting display and window code—and matches the changes in the diff (display index compatibility, unified fullscreen handling, and explicit SDL_SyncWindow calls). It is clear and specific enough for a teammate scanning history to understand the main intent; the "[Part 2]" prefix is minor noise but does not make the title misleading.
Description Check ✅ Passed The PR description succinctly lists the three core objectives—display index compatibility, unified fullscreen compatibility, and adding syncwindow calls to emulate SDL2 behavior—which directly relate to the changes in the provided summaries and PR objectives, so it is on-topic and sufficient for this lenient check.
✨ Finishing touches
  • 📝 Generate Docstrings
🧪 Generate unit tests
  • Create PR with unit tests
  • Post copyable unit tests in a comment
  • Commit unit tests in branch ankith26-sdl3-2

Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.

❤️ Share

Comment @coderabbitai help to get the list of available commands and usage tips.

Copy link
Contributor

@coderabbitai coderabbitai bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Actionable comments posted: 1

📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

💡 Knowledge Base configuration:

  • MCP integration is disabled by default for public repositories
  • Jira integration is disabled by default for public repositories
  • Linear integration is disabled by default for public repositories

You can enable these sources in your CodeRabbit configuration.

📥 Commits

Reviewing files that changed from the base of the PR and between c7e9c15 and 9aeca32.

📒 Files selected for processing (3)
  • src_c/_pygame.h (2 hunks)
  • src_c/display.c (31 hunks)
  • src_c/window.c (8 hunks)
🧰 Additional context used
🧠 Learnings (2)
📓 Common learnings
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_camera.c:129-131
Timestamp: 2025-08-30T21:11:00.196Z
Learning: When doing SDL2 to SDL3 compatibility changes, Starbuck5 prefers to maintain exact existing behaviors even when other improvements could be made, focusing solely on the compatibility aspect rather than mixing in behavioral fixes.
📚 Learning: 2025-08-30T21:11:00.196Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_camera.c:129-131
Timestamp: 2025-08-30T21:11:00.196Z
Learning: When doing SDL2 to SDL3 compatibility changes, Starbuck5 prefers to maintain exact existing behaviors even when other improvements could be made, focusing solely on the compatibility aspect rather than mixing in behavioral fixes.

Applied to files:

  • src_c/display.c
🧬 Code graph analysis (1)
src_c/display.c (2)
src_c/base.c (1)
  • pg_GetDefaultWindow (1916-1920)
src_c/_pygame.h (1)
  • PG_GL_SetSwapInterval (384-388)
🔇 Additional comments (22)
src_c/window.c (4)

304-313: LGTM! Proper SDL3 boolean return handling

The conversion to handle SDL3's boolean return value for SDL_SetWindowFullscreen is correct, including the addition of SDL_SyncWindow for immediate effect.


349-349: Good addition of window sync for SDL3

Adding SDL_SyncWindow after fullscreen setup ensures the changes take immediate effect, maintaining consistency with SDL2 behavior.


382-382: Correct type change for SDL3 compatibility

Changing input_only from SDL_bool to int is appropriate since it's now used as a Python boolean via PyArg_ParseTupleAndKeywords.


434-436: Consistent SDL_SyncWindow additions

All the SDL_SyncWindow calls are properly guarded with SDL_VERSION_ATLEAST(3, 0, 0) and placed after window state changes. This ensures immediate synchronization with the windowing system in SDL3.

Based on the learnings provided, this follows the preferred approach of maintaining exact existing behaviors for SDL2 to SDL3 compatibility changes.

Also applies to: 444-446, 454-456, 759-761, 814-816, 857-859, 891-893

src_c/display.c (18)

282-286: Proper null window handling

Good defensive programming - checking if the window exists before accessing its flags prevents potential crashes.


467-472: Correct primary display handling for SDL3

The code properly handles SDL3's primary display API where display ID 0 has special meaning. The error checking when SDL_GetPrimaryDisplay() returns 0 is essential.


813-821: SDL3 boolean return value handling looks correct

The GL attribute setter properly handles SDL3's boolean return convention.


833-841: GL getter boolean handling is correct

The GL attribute getter properly handles SDL3's boolean return convention.


1140-1192: Comprehensive fullscreen wrapper implementation

The PG_SetWindowFullscreen function properly abstracts the differences between SDL2 and SDL3 fullscreen handling, including the boolean return values and window synchronization.


1270-1278: Primary display compatibility for SDL3

Good implementation of backwards compatibility - SDL2's display index 0 is properly mapped to SDL3's primary display.


1483-1491: Display bounds API adaptation

Correctly handles the different return conventions between SDL2 and SDL3 for SDL_GetDisplayUsableBounds.


1580-1584: Consistent use of PG_SetWindowFullscreen wrapper

All fullscreen state changes properly use the new wrapper function, maintaining consistency throughout the codebase.


1642-1661: Swap interval wrapper usage

Good use of the PG_GL_SetSwapInterval wrapper to handle SDL3's boolean return convention for vsync control.


1899-1901: Window synchronization points

All SDL_SyncWindow calls are properly placed after window state changes and correctly guarded with SDL3 version checks.

Also applies to: 2000-2002, 2794-2796


2030-2038: Primary display handling in mode_ok

Consistent implementation of the primary display compatibility layer for SDL3.


2065-2073: Smart compatibility fallback

The code cleverly uses the current display mode when the resolution matches, providing better SDL2 compatibility. This is a nice touch that maintains expected behavior.


2113-2121: Primary display handling in list_modes

Consistent primary display compatibility implementation.


2133-2139: Proper bpp fallback using current mode

Good use of current display mode for bits-per-pixel when not specified, maintaining SDL2 behavior.


2143-2157: Robust empty list handling

Excellent defensive programming - when SDL3 returns an empty display modes list (which SDL2 didn't), the code falls back to using the current mode. This maintains backwards compatibility.


3260-3527: Comprehensive fullscreen toggle implementation

The toggle_fullscreen function properly uses PG_SetWindowFullscreen throughout and adds SDL_SyncWindow at the end for SDL3. The implementation maintains compatibility across different rendering backends (GL, SDL_Renderer, software).


3605-3607: Display resize event synchronization

Proper addition of SDL_SyncWindow after window size changes in the resize event handler.


3841-3844: Message box return value handling

Correctly inverts the return check for SDL3's SDL_ShowMessageBox which returns true on success instead of 0.

@Starbuck5 Starbuck5 added the sdl3 label Sep 1, 2025
@Starbuck5
Copy link
Member

syncwindow calls so that changes take immediate affect like sdl2

I don't feel any particular need to add this, does this impact any of our unit tests? I don't think people are relying on the synchronicity. Plus when we're only on SDL3 I feel like we shouldn't have this.

Comment on lines -1533 to +1589
if (0 != PG_SetWindowFullscreen(
win, sdl_flags & SDL_WINDOW_FULLSCREEN,
non_desktop_fullscreen)) {
if (!PG_SetWindowFullscreen(win,
sdl_flags & SDL_WINDOW_FULLSCREEN,
non_desktop_fullscreen)) {
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This block and the SDL2 block below could be consolidated together with PG_SetWindowFullscreen.

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think the current code is cleaner. Consolidating this is hard because non_desktop_fullscreen variable is only defined in the SDL3 path - and not on SDL2, whereas SDL_WINDOW_FULLSCREEN_DESKTOP is only defined on SDL2 and not SDL3. The consolidation would require refactoring to the SDL2 codepath, which I have tried to avoid to the best extent in my porting PRs.

@ankith26
Copy link
Member Author

I don't feel any particular need to add this, does this impact any of our unit tests? I don't think people are relying on the synchronicity. Plus when we're only on SDL3 I feel like we shouldn't have this.

Without doing this a lot of our tests fail. I feel like people may rely on synchronicity, especially given that without this call, SDL makes no guarantee how early or late the sync may actually happen (and it may also be a very platform dependent thing). I believe calling this explicitly keeps stuff more inter-platform consistent and is a good thing to do.

Copy link
Contributor

@coderabbitai coderabbitai bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Actionable comments posted: 0

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (4)
src_c/display.c (4)

915-923: Fix: early-return filters out the very window events you need

As written, the function returns immediately for window events, so resize/maximize/restore handling below never runs.

Apply:

-#if SDL_VERSION_ATLEAST(3, 0, 0)
-    if (event->type >= SDL_EVENT_WINDOW_FIRST &&
-        event->type <= SDL_EVENT_WINDOW_LAST)
-#else
-    if (event->type == SDL_WINDOWEVENT)
-#endif
-    {
-        return 0;
-    }
+#if SDL_VERSION_ATLEAST(3, 0, 0)
+    if (event->type < SDL_EVENT_WINDOW_FIRST ||
+        event->type > SDL_EVENT_WINDOW_LAST) {
+        return 0;
+    }
+#else
+    if (event->type != SDL_WINDOWEVENT) {
+        return 0;
+    }
+#endif

1140-1180: Fullscreen mode selection: pass and validate count from SDL_GetFullscreenDisplayModes

Indexing modes[0] without retrieving count risks OOB when zero modes are returned.

Apply:

-    SDL_DisplayMode **modes = NULL;
+    SDL_DisplayMode **modes = NULL;
+    int nummodes = 0;
@@
-            modes = SDL_GetFullscreenDisplayModes(disp, NULL);
-            if (!modes) {
+            modes = SDL_GetFullscreenDisplayModes(disp, &nummodes);
+            if (!modes || nummodes <= 0) {
                 goto end;
             }
-            chosen_mode = modes[0];
+            chosen_mode = modes[0];

1734-1741: Fix: vsync check inverted for SDL3 renderer

This errors when vsync is actually enabled. Should error when vsync requested but not enabled.

Apply:

-                    if (vsync && has_vsync) {
+                    if (vsync && !has_vsync) {
                         PyErr_SetString(pgExc_SDLError,
                                         "could not enable vsync");
                         _display_state_cleanup(state);
                         goto DESTROY_WINDOW;
                     }

1884-1901: Use window flags, not surface flags, when checking fullscreen

SDL_WINDOW_* flags are properties of SDL_Window; checking surface->surf->flags is incorrect. Fix the check in src_c/display.c:1884-1886:

-#if SDL_VERSION_ATLEAST(3, 0, 0)
-            ((surface->surf->flags & SDL_WINDOW_FULLSCREEN) != 0)) {
-#else
-            ((surface->surf->flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0)) {
-#endif
+#if SDL_VERSION_ATLEAST(3, 0, 0)
+            (SDL_GetWindowFlags(win) & SDL_WINDOW_FULLSCREEN)) {
+#else
+            (SDL_GetWindowFlags(win) &
+             (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP))) {
+#endif
🧹 Nitpick comments (2)
src_c/display.c (2)

2290-2294: Minor: ease debugging num displays

Storing the array before freeing clarifies intent and allows NULL checks.

-    int ret = -1;
-    SDL_free(SDL_GetDisplays(&ret));
+    int ret = -1;
+    SDL_DisplayID *disps = SDL_GetDisplays(&ret);
+    SDL_free(disps);

2133-2157: *list_modes: robust empty‑list fallback; prefer sizeof(modes) for clarity (optional nit)

sizeof(SDL_DisplayMode **) is functionally equivalent here but confusing — use sizeof(*modes) to show you're allocating one element.

-        modes = SDL_malloc(sizeof(SDL_DisplayMode **));
+        modes = SDL_malloc(sizeof(*modes));
📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 9aeca32 and 943f46c.

📒 Files selected for processing (3)
  • src_c/_pygame.h (2 hunks)
  • src_c/display.c (31 hunks)
  • src_c/window.c (8 hunks)
🚧 Files skipped from review as they are similar to previous changes (1)
  • src_c/window.c
🧰 Additional context used
🧠 Learnings (4)
📓 Common learnings
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_camera.c:129-131
Timestamp: 2025-08-30T21:11:00.240Z
Learning: When doing SDL2 to SDL3 compatibility changes, Starbuck5 prefers to maintain exact existing behaviors even when other improvements could be made, focusing solely on the compatibility aspect rather than mixing in behavioral fixes.
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:108-133
Timestamp: 2025-09-01T20:18:57.500Z
Learning: In pygame-ce PR #3573, PG_SURF_BitsPerPixel was changed from a simple macro to a static inline function to handle SDL2/SDL3 differences. SDL2's BitsPerPixel includes padding bits (e.g., RGBX => 32) while SDL3's SDL_BITSPERPIXEL excludes padding (e.g., RGBX => 24). The new implementation bridges this gap rather than removing the helper entirely.
📚 Learning: 2025-09-01T20:18:57.500Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:108-133
Timestamp: 2025-09-01T20:18:57.500Z
Learning: In pygame-ce PR #3573, PG_SURF_BitsPerPixel was changed from a simple macro to a static inline function to handle SDL2/SDL3 differences. SDL2's BitsPerPixel includes padding bits (e.g., RGBX => 32) while SDL3's SDL_BITSPERPIXEL excludes padding (e.g., RGBX => 24). The new implementation bridges this gap rather than removing the helper entirely.

Applied to files:

  • src_c/_pygame.h
  • src_c/display.c
📚 Learning: 2025-09-01T20:22:31.010Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:115-126
Timestamp: 2025-09-01T20:22:31.010Z
Learning: In pygame-ce PR #3573, the PG_SURF_BitsPerPixel function implementation uses hardcoded return values of 32 for YUY2/UYVY/YVYU FOURCC formats because it's copying the exact logic from SDL's internal SDL_GetMasksForPixelFormat function. This ensures perfect compatibility between SDL2 and SDL3 behaviors rather than using the technically more accurate values that might be returned by SDL_GetPixelFormatDetails.

Applied to files:

  • src_c/_pygame.h
  • src_c/display.c
📚 Learning: 2025-08-30T21:11:00.240Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_camera.c:129-131
Timestamp: 2025-08-30T21:11:00.240Z
Learning: When doing SDL2 to SDL3 compatibility changes, Starbuck5 prefers to maintain exact existing behaviors even when other improvements could be made, focusing solely on the compatibility aspect rather than mixing in behavioral fixes.

Applied to files:

  • src_c/display.c
🧬 Code graph analysis (1)
src_c/display.c (2)
src_c/base.c (1)
  • pg_GetDefaultWindow (1916-1920)
src_c/_pygame.h (1)
  • PG_GL_SetSwapInterval (384-388)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (17)
  • GitHub Check: dev-check
  • GitHub Check: debug_coverage (ubuntu-24.04, 3.13.5)
  • GitHub Check: msys2 (clang64, clang-x86_64)
  • GitHub Check: debug_coverage (ubuntu-24.04, 3.14.0rc1)
  • GitHub Check: debug_coverage (ubuntu-24.04, 3.9.23)
  • GitHub Check: msys2 (mingw64, x86_64)
  • GitHub Check: msys2 (ucrt64, ucrt-x86_64)
  • GitHub Check: Debian (Bookworm - 12) [armv6]
  • GitHub Check: Debian (Bookworm - 12) [armv7]
  • GitHub Check: Debian (Bookworm - 12) [s390x]
  • GitHub Check: Debian (Bookworm - 12) [ppc64le]
  • GitHub Check: build (windows-latest)
  • GitHub Check: build (macos-14)
  • GitHub Check: build (ubuntu-24.04)
  • GitHub Check: build (ubuntu-22.04)
  • GitHub Check: x86
  • GitHub Check: AMD64
🔇 Additional comments (15)
src_c/_pygame.h (2)

169-170: PG_GL_SetSwapInterval macro in SDL3 path is fine

Mapping directly to SDL3’s boolean-returning SDL_GL_SetSwapInterval matches the bool contract used by call sites.


383-388: Good bool wrapper for SDL2 path — callers verified

rg shows only boolean-appropriate uses in src_c/display.c (lines 1642, 1652, 1661); no int-return semantics remain.

src_c/display.c (13)

282-287: get_active: uses window presence + flags correctly

Checks default window before querying flags; SDL3 logic (not hidden and not minimized) is correct.


467-472: Primary display fallback

Using SDL_GetPrimaryDisplay when no window exists preserves SDL2’s “display 0 = primary” behavior.


805-817: gl_set_attribute: correct SDL3 boolean handling

Raising on false from SDL_GL_SetAttribute aligns with SDL3’s return semantics.


828-843: gl_get_attribute: correct SDL3 boolean handling

Raising on false from SDL_GL_GetAttribute is correct.


1483-1492: Usable bounds: correct SDL3 error check

Returning error when SDL_GetDisplayUsableBounds fails is correct; nice parity with SDL2 branch.


1580-1583: SDL3 fullscreen transition via helper

Switch to PG_SetWindowFullscreen keeps behavior unified across SDL2/SDL3.


1642-1662: OpenGL swap interval: consistent bool API

Adaptive/regular/off paths correctly use the new bool-returning PG_GL_SetSwapInterval.


1999-2003: Sync after window move

SDL_SyncWindow after SDL_SetWindowPosition matches the PR goal of stable, SDL2‑like immediacy.


2030-2038: mode_ok: display 0 → primary mapping

Good SDL2 compatibility shim with proper error propagation if primary retrieval fails.


2794-2797: Sync after minimize

SDL_SyncWindow following SDL_MinimizeWindow improves cross‑platform consistency.


3525-3528: Sync after toggle_fullscreen

Matches the PR’s stated objective; helps tests that assume synchronous state.


3606-3607: Sync after resize event path

Good for eliminating timing flakiness.


3841-3844: message_box: correct SDL3/SDL2 success conditions

Condition inversion between SDL3 (bool) and SDL2 (int) is handled correctly.

Copy link
Contributor

@coderabbitai coderabbitai bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Actionable comments posted: 1

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (2)
src_c/display.c (2)

923-932: Critical: Event watch drops window events and reads wrong union variant (crash risk).

The guard returns early on window events, so the function proceeds for non-window events and then accesses event->window.*, which is UB/crash. Invert the condition.

-#if SDL_VERSION_ATLEAST(3, 0, 0)
-    if (event->type >= SDL_EVENT_WINDOW_FIRST &&
-        event->type <= SDL_EVENT_WINDOW_LAST)
-#else
-    if (event->type == SDL_WINDOWEVENT)
-#endif
-    {
-        return 0;
-    }
+#if SDL_VERSION_ATLEAST(3, 0, 0)
+    if (!(event->type >= SDL_EVENT_WINDOW_FIRST &&
+          event->type <= SDL_EVENT_WINDOW_LAST))
+#else
+    if (event->type != SDL_WINDOWEVENT)
+#endif
+    {
+        return 0;
+    }

3595-3607: Bug: SDL3 bool return misinterpreted; always errors on success.

SDL_SetRenderLogicalPresentation returns bool (true=success) on SDL3, but the code treats non‑zero as error.

-        result = SDL_SetRenderLogicalPresentation(pg_renderer, w, h, mode);
+        result = SDL_SetRenderLogicalPresentation(pg_renderer, w, h, mode);
 ...
-        if (result != 0) {
+        if (!result) {
             return RAISE(pgExc_SDLError, SDL_GetError());
         }
🧹 Nitpick comments (3)
src_c/display.c (3)

1147-1187: Fullscreen helper looks good; add minor robustness.

Logic and SDL_SyncWindow usage LGTM. Minor: consider passing and checking the count from SDL_GetFullscreenDisplayModes to avoid relying on modes[0] when APIs change.


1741-1748: Check return value of SDL_GetRenderVSync (SDL3).

If SDL_GetRenderVSync fails, has_vsync is undefined. Handle the failure path for clearer errors.

-                    SDL_GetRenderVSync(pg_renderer, &has_vsync);
+                    if (!SDL_GetRenderVSync(pg_renderer, &has_vsync)) {
+                        return RAISE(pgExc_SDLError, SDL_GetError());
+                    }

2141-2165: Nit: use correct sizeof for clarity.

Allocating fallback array with sizeof(SDL_DisplayMode **) is confusing (even if same size). Prefer sizeof(SDL_DisplayMode *) or sizeof(*modes).

-        modes = SDL_malloc(sizeof(SDL_DisplayMode **));
+        modes = SDL_malloc(sizeof(SDL_DisplayMode *));
📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 943f46c and 46989b4.

📒 Files selected for processing (3)
  • src_c/_pygame.h (2 hunks)
  • src_c/display.c (40 hunks)
  • src_c/window.c (8 hunks)
🚧 Files skipped from review as they are similar to previous changes (2)
  • src_c/_pygame.h
  • src_c/window.c
🧰 Additional context used
🧠 Learnings (4)
📓 Common learnings
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_camera.c:129-131
Timestamp: 2025-08-30T21:11:00.240Z
Learning: When doing SDL2 to SDL3 compatibility changes, Starbuck5 prefers to maintain exact existing behaviors even when other improvements could be made, focusing solely on the compatibility aspect rather than mixing in behavioral fixes.
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:108-133
Timestamp: 2025-09-01T20:18:57.500Z
Learning: In pygame-ce PR #3573, PG_SURF_BitsPerPixel was changed from a simple macro to a static inline function to handle SDL2/SDL3 differences. SDL2's BitsPerPixel includes padding bits (e.g., RGBX => 32) while SDL3's SDL_BITSPERPIXEL excludes padding (e.g., RGBX => 24). The new implementation bridges this gap rather than removing the helper entirely.
📚 Learning: 2025-09-01T20:18:57.500Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:108-133
Timestamp: 2025-09-01T20:18:57.500Z
Learning: In pygame-ce PR #3573, PG_SURF_BitsPerPixel was changed from a simple macro to a static inline function to handle SDL2/SDL3 differences. SDL2's BitsPerPixel includes padding bits (e.g., RGBX => 32) while SDL3's SDL_BITSPERPIXEL excludes padding (e.g., RGBX => 24). The new implementation bridges this gap rather than removing the helper entirely.

Applied to files:

  • src_c/display.c
📚 Learning: 2025-08-30T21:11:00.240Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_camera.c:129-131
Timestamp: 2025-08-30T21:11:00.240Z
Learning: When doing SDL2 to SDL3 compatibility changes, Starbuck5 prefers to maintain exact existing behaviors even when other improvements could be made, focusing solely on the compatibility aspect rather than mixing in behavioral fixes.

Applied to files:

  • src_c/display.c
📚 Learning: 2025-09-01T20:22:31.010Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:115-126
Timestamp: 2025-09-01T20:22:31.010Z
Learning: In pygame-ce PR #3573, the PG_SURF_BitsPerPixel function implementation uses hardcoded return values of 32 for YUY2/UYVY/YVYU FOURCC formats because it's copying the exact logic from SDL's internal SDL_GetMasksForPixelFormat function. This ensures perfect compatibility between SDL2 and SDL3 behaviors rather than using the technically more accurate values that might be returned by SDL_GetPixelFormatDetails.

Applied to files:

  • src_c/display.c
🧬 Code graph analysis (1)
src_c/display.c (2)
src_c/base.c (1)
  • pg_GetDefaultWindow (1916-1920)
src_c/_pygame.h (1)
  • PG_GL_SetSwapInterval (409-413)
🪛 GitHub Actions: Build WASM (Emscripten)
src_c/display.c

[error] 958-958: use of undeclared identifier 'PG_TEXTURE_FMT' in SDL_CreateTexture call


[error] 1778-1778: use of undeclared identifier 'PG_TEXTURE_FMT' in SDL_CreateTexture call


[error] 3297-3297: use of undeclared identifier 'PG_TEXTURE_FMT' in SDL_CreateTexture call


[error] 3450-3450: use of undeclared identifier 'PG_TEXTURE_FMT' in SDL_CreateTexture call

⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (17)
  • GitHub Check: arm64
  • GitHub Check: build (ubuntu-22.04)
  • GitHub Check: debug_coverage (ubuntu-24.04, 3.14.0rc1)
  • GitHub Check: build (macos-14)
  • GitHub Check: debug_coverage (ubuntu-24.04, 3.9.23)
  • GitHub Check: i686
  • GitHub Check: Debian (Bookworm - 12) [armv6]
  • GitHub Check: aarch64
  • GitHub Check: x86
  • GitHub Check: Debian (Bookworm - 12) [s390x]
  • GitHub Check: x86_64
  • GitHub Check: AMD64
  • GitHub Check: Debian (Bookworm - 12) [ppc64le]
  • GitHub Check: msys2 (clang64, clang-x86_64)
  • GitHub Check: Debian (Bookworm - 12) [armv7]
  • GitHub Check: msys2 (ucrt64, ucrt-x86_64)
  • GitHub Check: dev-check
🔇 Additional comments (3)
src_c/display.c (3)

1277-1285: Primary-display compatibility for display==0 is correct.

Nice SDL2→SDL3 behavior parity using SDL_GetPrimaryDisplay() and consistent error handling.

Also applies to: 2037-2045, 2121-2128


1587-1595: Unified fullscreen calls + explicit SDL_SyncWindow: good for cross‑platform determinism.

Replacing raw SDL_SetWindowFullscreen with PG_SetWindowFullscreen and syncing state matches the PR goal and should stabilize tests.

Please run window/fullscreen unit tests on macOS, Windows, X11, and Wayland to confirm no regressions in toggle_fullscreen edge cases (renderer software fallback paths).

Also applies to: 3267-3270, 3281-3284, 3321-3334, 3357-3360, 3390-3394, 3425-3433, 3463-3466, 3488-3492, 3517-3519, 3532-3534


290-295: Small SDL3 porting wins.

  • get_active: early-return False when no default window — sane.
  • Added SDL_SyncWindow after set_window_position, iconify, and post set_mode — aligns with the PR’s sync intent.

Also applies to: 2007-2009, 2802-2804, 1907-1909

Copy link
Contributor

@coderabbitai coderabbitai bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Actionable comments posted: 1

Caution

Some comments are outside the diff and can’t be posted inline due to platform limitations.

⚠️ Outside diff range comments (2)
src_c/window.c (1)

462-484: Return semantics mismatch with caller (window_set_modal_for).

PG_SetWindowModalFor returns 0 on success and -1 on failure here; window_set_modal_for treats 0 as failure. That will raise on success.

Apply:

-    if (!PG_SetWindowModalFor(self->_win, ((pgWindowObject *)arg)->_win)) {
+    if (PG_SetWindowModalFor(self->_win, ((pgWindowObject *)arg)->_win) < 0) {
         return RAISE(pgExc_SDLError, SDL_GetError());
     }

Also consider changing PG_SetWindowModalFor to return bool for SDL3 and int for SDL2 only at the boundary, but keep callers checking “< 0” to avoid future drift.

src_c/display.c (1)

1886-1895: Bug: checking surface flags for a window flag.

You’re testing surface->surf->flags against SDL_WINDOW_FULLSCREEN. That’s a window flag, not a surface flag; the condition won’t work reliably.

Apply:

-        if (((surface->surf->w != w_actual) ||
-             (surface->surf->h != h_actual)) &&
-#if SDL_VERSION_ATLEAST(3, 0, 0)
-            ((surface->surf->flags & SDL_WINDOW_FULLSCREEN) != 0)) {
-#else
-            ((surface->surf->flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0)) {
-#endif
+        if (((surface->surf->w != w_actual) ||
+             (surface->surf->h != h_actual))) {
+            SDL_Window *w_ = pg_GetDefaultWindow();
+            SDL_WindowFlags wf = w_ ? SDL_GetWindowFlags(w_) : 0;
+#if SDL_VERSION_ATLEAST(3, 0, 0)
+            if ((wf & SDL_WINDOW_FULLSCREEN) != 0) {
+#else
+            if ((wf & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP)) != 0) {
+#endif

…then keep the warning body unchanged and close the extra brace after it.

🧹 Nitpick comments (4)
src_c/window.c (2)

304-309: Success check and explicit sync look correct; prefer bool literals over 0.

Logic matches SDL3 bool returns; tiny readability nit: pass false instead of 0.

Apply:

-    if (!SDL_SetWindowFullscreen(self->_win, 0)) {
+    if (!SDL_SetWindowFullscreen(self->_win, false)) {

342-353: Consider setting fullscreen mode before enabling fullscreen.

On some backends, setting the mode first avoids a mode “flash.” Safe either way, but this order tends to be smoother.

Apply:

-    if (!SDL_SetWindowFullscreen(window, 1)) {
-        goto end;
-    }
-    if (!SDL_SetWindowFullscreenMode(window, chosen_mode)) {
+    if (!SDL_SetWindowFullscreenMode(window, chosen_mode)) {
         goto end;
     }
+    if (!SDL_SetWindowFullscreen(window, true)) {
+        goto end;
+    }
     SDL_SyncWindow(window);
     ret = 1;
src_c/display.c (2)

2149-2164: Minor allocation type nit.

When fabricating a one-element modes array, allocate sizeof(SDL_DisplayMode*) not sizeof(SDL_DisplayMode**).

Apply:

-        modes = SDL_malloc(sizeof(SDL_DisplayMode **));
+        modes = SDL_malloc(sizeof(SDL_DisplayMode *));

1907-1908: Optional: wrap syncs to reduce repetition.

Add a tiny helper/macro, no behavior change:

Example (pgcompat.h):

#if SDL_VERSION_ATLEAST(3,0,0)
#define PG_SyncWindow(win) SDL_SyncWindow(win)
#else
#define PG_SyncWindow(win) ((void)0)
#endif

Then replace SDL_SyncWindow(...) callsites with PG_SyncWindow(...).

Also applies to: 2008-2009, 3531-3535, 3613-3615

📜 Review details

Configuration used: Path: .coderabbit.yaml

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 46989b4 and 98e2ace.

📒 Files selected for processing (3)
  • src_c/_pygame.h (2 hunks)
  • src_c/display.c (41 hunks)
  • src_c/window.c (8 hunks)
🚧 Files skipped from review as they are similar to previous changes (1)
  • src_c/_pygame.h
🧰 Additional context used
🧠 Learnings (4)
📓 Common learnings
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_camera.c:129-131
Timestamp: 2025-08-30T21:11:00.240Z
Learning: When doing SDL2 to SDL3 compatibility changes, Starbuck5 prefers to maintain exact existing behaviors even when other improvements could be made, focusing solely on the compatibility aspect rather than mixing in behavioral fixes.
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:108-133
Timestamp: 2025-09-01T20:18:57.500Z
Learning: In pygame-ce PR #3573, PG_SURF_BitsPerPixel was changed from a simple macro to a static inline function to handle SDL2/SDL3 differences. SDL2's BitsPerPixel includes padding bits (e.g., RGBX => 32) while SDL3's SDL_BITSPERPIXEL excludes padding (e.g., RGBX => 24). The new implementation bridges this gap rather than removing the helper entirely.
📚 Learning: 2025-09-01T20:18:57.500Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:108-133
Timestamp: 2025-09-01T20:18:57.500Z
Learning: In pygame-ce PR #3573, PG_SURF_BitsPerPixel was changed from a simple macro to a static inline function to handle SDL2/SDL3 differences. SDL2's BitsPerPixel includes padding bits (e.g., RGBX => 32) while SDL3's SDL_BITSPERPIXEL excludes padding (e.g., RGBX => 24). The new implementation bridges this gap rather than removing the helper entirely.

Applied to files:

  • src_c/display.c
📚 Learning: 2025-08-30T21:11:00.240Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_camera.c:129-131
Timestamp: 2025-08-30T21:11:00.240Z
Learning: When doing SDL2 to SDL3 compatibility changes, Starbuck5 prefers to maintain exact existing behaviors even when other improvements could be made, focusing solely on the compatibility aspect rather than mixing in behavioral fixes.

Applied to files:

  • src_c/display.c
📚 Learning: 2025-09-01T20:22:31.010Z
Learnt from: Starbuck5
PR: pygame-community/pygame-ce#3573
File: src_c/_pygame.h:115-126
Timestamp: 2025-09-01T20:22:31.010Z
Learning: In pygame-ce PR #3573, the PG_SURF_BitsPerPixel function implementation uses hardcoded return values of 32 for YUY2/UYVY/YVYU FOURCC formats because it's copying the exact logic from SDL's internal SDL_GetMasksForPixelFormat function. This ensures perfect compatibility between SDL2 and SDL3 behaviors rather than using the technically more accurate values that might be returned by SDL_GetPixelFormatDetails.

Applied to files:

  • src_c/display.c
🧬 Code graph analysis (1)
src_c/display.c (2)
src_c/base.c (1)
  • pg_GetDefaultWindow (1916-1920)
src_c/_pygame.h (1)
  • PG_GL_SetSwapInterval (409-413)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (16)
  • GitHub Check: build (ubuntu-22.04)
  • GitHub Check: build (windows-latest)
  • GitHub Check: build (macos-14)
  • GitHub Check: aarch64
  • GitHub Check: i686
  • GitHub Check: x86_64
  • GitHub Check: Debian (Bookworm - 12) [s390x]
  • GitHub Check: Debian (Bookworm - 12) [ppc64le]
  • GitHub Check: Debian (Bookworm - 12) [armv7]
  • GitHub Check: Debian (Bookworm - 12) [armv6]
  • GitHub Check: x86
  • GitHub Check: AMD64
  • GitHub Check: debug_coverage (ubuntu-24.04, 3.9.23)
  • GitHub Check: debug_coverage (ubuntu-24.04, 3.13.5)
  • GitHub Check: debug_coverage (ubuntu-24.04, 3.14.0rc1)
  • GitHub Check: dev-check
🔇 Additional comments (13)
src_c/window.c (2)

382-382: Type change is fine.

Using int for input_only aligns with PyArg “p” parsing.


434-436: Good call: SDL_SyncWindow after state changes for SDL3.

This matches the PR goal to restore SDL2-like immediacy and stabilizes tests.

Please confirm there’s no measurable perf regression in hot UI loops (maximize/minimize/resize spam). If needed, we can gate sync behind a hint.

Also applies to: 444-446, 454-456, 759-761, 813-817, 858-860, 891-893

src_c/display.c (11)

102-109: PG_TEXTURE_FMT placement fixed; thanks.

Defining it outside BUILD_STATIC resolves the WASM build issue noted earlier.


290-295: Early-return when no default window: good behavior.

Avoids querying flags on null windows.


821-829: SDL3 bool return handling is correct.

Negated check matches SDL3’s true-on-success contract.


841-850: SDL3 gl-get attribute check correct.

Negated check on bool return is right; parity with SDL2 branch maintained.


1277-1285: Primary-display compatibility is spot on.

Mapping index 0 to SDL_GetPrimaryDisplay preserves SDL2 semantics.


1490-1493: SDL3 bool-return check looks right.

Using “!SDL_GetDisplayUsableBounds” for error makes sense; good consistency across code.


1587-1591: Unified fullscreen helper usage is good; preserves ordering constraints.

Using PG_SetWindowFullscreen here centralizes behavior differences and syncs state.


1741-1749: Renderer vsync verification: good failure path.

Clear error when vsync can’t be enabled; consistent with GL path.


1777-1780: Use of PG_TEXTURE_FMT is consistent.

Nice consolidation across creation sites.

Also applies to: 958-960, 3297-3299, 3450-3452


1907-1908: SDL_SyncWindow after mutations: aligns behavior with SDL2 and stabilizes tests.

Good call to make effects observable immediately on SDL3.

Also applies to: 2008-2009, 2801-2804, 3531-3535, 3613-3615


3848-3852: SDL3 success condition inversion handled correctly.

Inverting the SDL_ShowMessageBox check for SDL3 is required; nice.

Comment on lines +924 to 928
if (!(event->type >= SDL_EVENT_WINDOW_FIRST &&
event->type <= SDL_EVENT_WINDOW_LAST))
#else
if (event->type == SDL_WINDOWEVENT)
if (event->type != SDL_WINDOWEVENT)
#endif
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

⚠️ Potential issue

🧩 Analysis chain

Verify SDL3 window event constants.

You gate on SDL_EVENT_WINDOW_* range but still compare against SDL_WINDOWEVENT_* constants. SDL3 prefers SDL_EVENT_WINDOW_RESIZED/… symbols.

Also applies to: 943-949, 966-972, 973-981, 986-994, 1016-1026


🌐 Web query:

In SDL3, what are the correct event constants for window resize/maximize/restore, and are SDL_WINDOWEVENT_* still defined or should SDL_EVENT_WINDOW_* be used?

💡 Result:

Short answer: use the SDL_EVENT_WINDOW_* top-level event constants. SDL_WINDOWEVENT (and the SDL_WINDOWEVENT_* grouped enum style) was removed in SDL3 — window events were promoted to top-level event types.

Relevant names you’ll use (examples):

  • SDL_EVENT_WINDOW_RESIZED
  • SDL_EVENT_WINDOW_MAXIMIZED
  • SDL_EVENT_WINDOW_RESTORED
  • (also: SDL_EVENT_WINDOW_MINIMIZED, SDL_EVENT_WINDOW_FOCUS_GAINED/LOST, SDL_EVENT_WINDOW_MOVED, SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED, etc.)

You can still detect “is a window event?” by testing event.type against the window range (SDL_EVENT_WINDOW_FIRST .. SDL_EVENT_WINDOW_LAST) or by checking the SDL_WindowEvent.type which is one of SDL_EVENT_WINDOW_*. See the SDL3 migration notes and the SDL_WindowEvent docs. [1][2]

Sources:

  • SDL3 migration notes (window events moved to top-level). [1]
  • SDL3 SDL_WindowEvent / event reference (shows SDL_EVENT_WINDOW_* names). [2]

Replace SDL_WINDOWEVENT checks with SDL_EVENT_WINDOW_ (SDL3)*

SDL3 removed SDL_WINDOWEVENT; use top-level SDL_EVENT_WINDOW_* constants (e.g. SDL_EVENT_WINDOW_RESIZED / SDL_EVENT_WINDOW_MAXIMIZED / SDL_EVENT_WINDOW_RESTORED) or test event.type against SDL_EVENT_WINDOW_FIRST..SDL_EVENT_WINDOW_LAST. Update the conditional branches accordingly.

Locations: src_c/display.c — lines 924-928, 943-949, 966-972, 973-981, 986-994, 1016-1026

🤖 Prompt for AI Agents
In src_c/display.c around lines 924-928, 943-949, 966-972, 973-981, 986-994 and
1016-1026, the code still checks for the SDL2-specific SDL_WINDOWEVENT constant;
SDL3 removed that symbol. Replace those checks by either testing event->type
against the SDL3 window-event range (SDL_EVENT_WINDOW_FIRST ..
SDL_EVENT_WINDOW_LAST) or by matching against specific SDL_EVENT_WINDOW_*
constants (e.g. SDL_EVENT_WINDOW_RESIZED, SDL_EVENT_WINDOW_MAXIMIZED,
SDL_EVENT_WINDOW_RESTORED) as appropriate for each branch; update each
conditional to use the range test or the explicit SDL_EVENT_WINDOW_* constants
and adjust any switch/case or handling logic to use SDL3 names so the conditions
correctly detect window events under SDL3.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants