Make sure SDL_CaptureMouse() is only called on the main thread
Windows handles mouse capture on a per-thread basis, and capture must be done on the thread used to create a window. Fixes https://github.com/libsdl-org/SDL/issues/5577main
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efa2e6a1ea
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5669743a43
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@ -1069,6 +1069,17 @@ SDL_CaptureMouse(SDL_bool enabled)
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return SDL_Unsupported();
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}
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#ifdef __WIN32__
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/* Windows mouse capture is tied to the current thread, and must be called
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* from the thread that created the window being captured. Since we update
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* the mouse capture state from the event processing, any application state
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* changes must be processed on that thread as well.
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*/
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if (!SDL_OnVideoThread()) {
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return SDL_SetError("SDL_CaptureMouse() must be called on the main thread");
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}
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#endif /* __WIN32__ */
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if (enabled && SDL_GetKeyboardFocus() == NULL) {
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return SDL_SetError("No window has focus");
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}
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@ -333,6 +333,7 @@ struct SDL_VideoDevice
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/* * * */
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/* Data common to all drivers */
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SDL_threadID thread;
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SDL_bool checked_texture_framebuffer;
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SDL_bool is_dummy;
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SDL_bool suspend_screensaver;
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@ -461,6 +462,8 @@ extern VideoBootStrap NGAGE_bootstrap;
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extern VideoBootStrap OS2DIVE_bootstrap;
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extern VideoBootStrap OS2VMAN_bootstrap;
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/* Use SDL_OnVideoThread() sparingly, to avoid regressions in use cases that currently happen to work */
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extern SDL_bool SDL_OnVideoThread(void);
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extern SDL_VideoDevice *SDL_GetVideoDevice(void);
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extern int SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode);
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extern int SDL_AddVideoDisplay(const SDL_VideoDisplay * display, SDL_bool send_event);
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@ -470,6 +470,7 @@ SDL_VideoInit(const char *driver_name)
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_this = video;
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_this->name = bootstrap[i]->name;
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_this->next_object_id = 1;
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_this->thread = SDL_ThreadID();
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/* Set some very sane GL defaults */
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@ -549,6 +550,12 @@ SDL_GetVideoDevice(void)
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return _this;
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}
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SDL_bool
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SDL_OnVideoThread()
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{
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return (_this && SDL_ThreadID() == _this->thread) ? SDL_TRUE : SDL_FALSE;
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}
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int
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SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode)
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{
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