Added SDL_SetWindowModalFor().
This is currently only implemented for X11. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games.main
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@ -873,6 +873,16 @@ extern DECLSPEC int SDLCALL SDL_SetWindowOpacity(SDL_Window * window, float opac
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*/
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extern DECLSPEC int SDLCALL SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity);
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/**
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* \brief Sets the window as a modal for another window (@TODO: reconsider this function and/or its name)
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*
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* \param modal_window The window that should be modal
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* \param parent_window The parent window
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*
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* \return 0 on success, or -1 otherwise.
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*/
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extern DECLSPEC int SDLCALL SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window);
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/**
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* \brief Explicitly sets input focus to the window.
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*
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@ -602,3 +602,4 @@
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#define SDL_SetWindowOpacity SDL_SetWindowOpacity_REAL
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#define SDL_GetWindowOpacity SDL_GetWindowOpacity_REAL
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#define SDL_SetWindowInputFocus SDL_SetWindowInputFocus_REAL
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#define SDL_SetWindowModalFor SDL_SetWindowModalFor_REAL
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@ -636,3 +636,4 @@ SDL_DYNAPI_PROC(int,SDL_GetWindowBordersSize,(SDL_Window *a, int *b, int *c, int
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SDL_DYNAPI_PROC(int,SDL_SetWindowOpacity,(SDL_Window *a, float b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_GetWindowOpacity,(SDL_Window *a, float *b),(a,b),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowInputFocus,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetWindowModalFor,(SDL_Window *a, SDL_Window *b),(a,b),return)
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@ -210,6 +210,7 @@ struct SDL_VideoDevice
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void (*SetWindowMaximumSize) (_THIS, SDL_Window * window);
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int (*GetWindowBordersSize) (_THIS, SDL_Window * window, int *top, int *left, int *bottom, int *right);
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int (*SetWindowOpacity) (_THIS, SDL_Window * window, float opacity);
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int (*SetWindowModalFor) (_THIS, SDL_Window * modal_window, SDL_Window * parent_window);
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int (*SetWindowInputFocus) (_THIS, SDL_Window * window);
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void (*ShowWindow) (_THIS, SDL_Window * window);
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void (*HideWindow) (_THIS, SDL_Window * window);
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@ -2228,6 +2228,19 @@ SDL_GetWindowOpacity(SDL_Window * window, float * out_opacity)
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return 0;
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}
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int
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SDL_SetWindowModalFor(SDL_Window * modal_window, SDL_Window * parent_window)
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{
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CHECK_WINDOW_MAGIC(modal_window, -1);
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CHECK_WINDOW_MAGIC(parent_window, -1);
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if (!_this->SetWindowModalFor) {
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return SDL_Unsupported();
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}
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return _this->SetWindowModalFor(_this, modal_window, parent_window);
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}
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int
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SDL_SetWindowInputFocus(SDL_Window * window)
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{
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@ -234,6 +234,7 @@ X11_CreateDevice(int devindex)
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device->SetWindowMaximumSize = X11_SetWindowMaximumSize;
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device->GetWindowBordersSize = X11_GetWindowBordersSize;
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device->SetWindowOpacity = X11_SetWindowOpacity;
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device->SetWindowModalFor = X11_SetWindowModalFor;
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device->SetWindowInputFocus = X11_SetWindowInputFocus;
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device->ShowWindow = X11_ShowWindow;
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device->HideWindow = X11_HideWindow;
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@ -942,6 +942,16 @@ X11_SetWindowOpacity(_THIS, SDL_Window * window, float opacity)
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return 0;
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}
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int
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X11_SetWindowModalFor(_THIS, SDL_Window * modal_window, SDL_Window * parent_window) {
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SDL_WindowData *data = (SDL_WindowData *) modal_window->driverdata;
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SDL_WindowData *parent_data = (SDL_WindowData *) parent_window->driverdata;
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Display *display = data->videodata->display;
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X11_XSetTransientForHint(display, data->xwindow, parent_data->xwindow);
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return 0;
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}
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int
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X11_SetWindowInputFocus(_THIS, SDL_Window * window)
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{
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@ -81,6 +81,7 @@ extern void X11_SetWindowMinimumSize(_THIS, SDL_Window * window);
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extern void X11_SetWindowMaximumSize(_THIS, SDL_Window * window);
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extern int X11_GetWindowBordersSize(_THIS, SDL_Window * window, int *top, int *left, int *bottom, int *right);
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extern int X11_SetWindowOpacity(_THIS, SDL_Window * window, float opacity);
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extern int X11_SetWindowModalFor(_THIS, SDL_Window * modal_window, SDL_Window * parent_window);
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extern int X11_SetWindowInputFocus(_THIS, SDL_Window * window);
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extern void X11_SetWindowSize(_THIS, SDL_Window * window);
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extern void X11_ShowWindow(_THIS, SDL_Window * window);
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