_wayland cleaned for good?
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@@ -551,37 +551,7 @@ DragDropEffect Window::DoDragDropWayland(const StringView& data, Window* dragSou
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// For drag-and-drop, we need to run another event queue in a separate thread to avoid racing issues
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// while SDL is dispatching the main Wayland event queue when receiving the data offer from us.
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// Show the window without changing the focus
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//Show();
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if (!_visible)
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{
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if (_showAfterFirstPaint)
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{
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if (RenderTask)
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RenderTask->Enabled = true;
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}
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else
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SDL_ShowWindow(_window);
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}
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WindowBase::Show();
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/*{
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const double time = Platform::GetTimeSeconds();
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// Update game logic
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if (Time::OnBeginUpdate(time))
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{
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Engine::OnUpdate();
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Engine::OnLateUpdate();
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Time::OnEndUpdate();
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}
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SDLPlatform::Tick();
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Engine::OnDraw();
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Platform::Sleep(1);
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}*/
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Engine::OnDraw();
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WaylandImpl::DraggingActive = true;
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WaylandImpl::DraggingData = StringView(data.Get(), data.Length());
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@@ -602,14 +572,11 @@ DragDropEffect Window::DoDragDropWayland(const StringView& data, Window* dragSou
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{
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SDLPlatform::Tick();
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Engine::OnUpdate();//Scripting::Update(); // For docking updates
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//if (Platform::AtomicRead(&task->WaitFlag) == 1)
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Engine::OnDraw();
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Engine::OnDraw();
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// The window needs to be finished showing up before we can start dragging it
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if (IsVisible() && Platform::AtomicRead(&task->WaitFlag) == 0)
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{
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Platform::AtomicStore(&task->WaitFlag, 1);
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}
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Platform::Sleep(1);
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}
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@@ -1472,11 +1439,23 @@ DragDropEffect SDLWindow::DoDragDrop(const StringView& data, const Float2& offse
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float topOffset = 25.0f;
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dragOffset += Float2(0.0f, topOffset);
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}
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// Show the window without changing focus
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if (!_visible)
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{
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if (_showAfterFirstPaint)
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{
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if (RenderTask)
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RenderTask->Enabled = true;
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}
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else
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SDL_ShowWindow(_window);
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}
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WindowBase::Show();
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WaylandImpl::DraggingWindow = true;
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DoDragDropWayland(String(""), dragSourceWindow, dragOffset);
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WaylandImpl::DraggingWindow = false;
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//Show();
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}
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else
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Show();
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