Handle interaction between auto capture and the SDL_CaptureMouse() API
Fixes https://github.com/libsdl-org/SDL/issues/5457main
parent
0e198a8799
commit
86acb1a347
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@ -638,6 +638,7 @@ SDL_SetKeyboardFocus(SDL_Window * window)
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/* old window must lose an existing mouse capture. */
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if (keyboard->focus->flags & SDL_WINDOW_MOUSE_CAPTURE) {
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SDL_CaptureMouse(SDL_FALSE); /* drop the capture. */
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SDL_UpdateMouseCapture(SDL_TRUE);
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SDL_assert(!(keyboard->focus->flags & SDL_WINDOW_MOUSE_CAPTURE));
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}
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@ -156,12 +156,8 @@ SDL_MouseAutoCaptureChanged(void *userdata, const char *name, const char *oldVal
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SDL_bool auto_capture = SDL_GetStringBoolean(hint, SDL_TRUE);
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if (auto_capture != mouse->auto_capture) {
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/* Turn off mouse capture if it's currently active because of button presses */
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if (!auto_capture && SDL_GetMouseState(NULL, NULL) != 0) {
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SDL_CaptureMouse(SDL_FALSE);
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}
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mouse->auto_capture = auto_capture;
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SDL_UpdateMouseCapture(SDL_FALSE);
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}
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}
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@ -668,10 +664,7 @@ SDL_PrivateSendMouseButton(SDL_Window * window, SDL_MouseID mouseID, Uint8 state
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/* Automatically capture the mouse while buttons are pressed */
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if (mouse->auto_capture) {
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SDL_bool has_buttons_pressed = (SDL_GetMouseState(NULL, NULL) ? SDL_TRUE : SDL_FALSE);
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if (has_buttons_pressed != had_buttons_pressed) {
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SDL_CaptureMouse(has_buttons_pressed);
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}
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SDL_UpdateMouseCapture(SDL_FALSE);
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}
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return posted;
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@ -768,6 +761,7 @@ SDL_MouseQuit(void)
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if (mouse->CaptureMouse) {
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SDL_CaptureMouse(SDL_FALSE);
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SDL_UpdateMouseCapture(SDL_TRUE);
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}
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_ShowCursor(1);
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@ -972,6 +966,8 @@ SDL_SetRelativeMouseMode(SDL_bool enabled)
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if (!enabled) {
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SDL_WarpMouseInWindow(focusWindow, mouse->x, mouse->y);
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}
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SDL_UpdateMouseCapture(SDL_FALSE);
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}
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if (!enabled) {
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@ -993,39 +989,61 @@ SDL_GetRelativeMouseMode()
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return mouse->relative_mode;
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}
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int
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SDL_UpdateMouseCapture(SDL_bool force_release)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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SDL_Window *capture_window = NULL;
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if (!mouse->CaptureMouse) {
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return 0;
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}
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if (!force_release) {
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if (mouse->capture_desired || (mouse->auto_capture && SDL_GetMouseState(NULL, NULL) != 0)) {
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if (!mouse->relative_mode) {
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capture_window = SDL_GetKeyboardFocus();
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}
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}
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}
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if (capture_window != mouse->capture_window) {
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if (mouse->capture_window) {
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mouse->CaptureMouse(NULL);
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mouse->capture_window->flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
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mouse->capture_window = NULL;
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}
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if (capture_window) {
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if (mouse->CaptureMouse(capture_window) < 0) {
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/* CaptureMouse() will have set an error */
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return -1;
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}
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capture_window->flags |= SDL_WINDOW_MOUSE_CAPTURE;
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}
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mouse->capture_window = capture_window;
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}
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return 0;
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}
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int
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SDL_CaptureMouse(SDL_bool enabled)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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SDL_Window *focusWindow;
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SDL_bool isCaptured;
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SDL_Window *focus_window;
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if (!mouse->CaptureMouse) {
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return SDL_Unsupported();
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}
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focusWindow = SDL_GetKeyboardFocus();
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isCaptured = focusWindow && (focusWindow->flags & SDL_WINDOW_MOUSE_CAPTURE);
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if (isCaptured == enabled) {
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return 0; /* already done! */
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focus_window = SDL_GetKeyboardFocus();
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if (enabled && !focus_window) {
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return SDL_SetError("No window has focus");
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}
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mouse->capture_desired = enabled;
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if (enabled) {
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if (!focusWindow) {
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return SDL_SetError("No window has focus");
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} else if (mouse->CaptureMouse(focusWindow) == -1) {
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return -1; /* CaptureMouse() should call SetError */
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}
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focusWindow->flags |= SDL_WINDOW_MOUSE_CAPTURE;
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} else {
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if (mouse->CaptureMouse(NULL) == -1) {
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return -1; /* CaptureMouse() should call SetError */
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}
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focusWindow->flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
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}
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return 0;
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return SDL_UpdateMouseCapture(SDL_FALSE);
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}
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SDL_Cursor *
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@ -104,6 +104,8 @@ typedef struct
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Uint8 vita_touch_mouse_device;
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#endif
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SDL_bool auto_capture;
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SDL_bool capture_desired;
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SDL_Window *capture_window;
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/* Data for input source state */
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int num_sources;
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@ -135,6 +137,9 @@ extern void SDL_SetDefaultCursor(SDL_Cursor * cursor);
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/* Set the mouse focus window */
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extern void SDL_SetMouseFocus(SDL_Window * window);
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/* Update the mouse capture window */
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extern int SDL_UpdateMouseCapture(SDL_bool force_release);
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/* Send a mouse motion event */
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extern int SDL_SendMouseMotion(SDL_Window * window, SDL_MouseID mouseID, int relative, int x, int y);
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